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Heelay Ashrum
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Posted - 2005.07.28 09:44:00 -
[1]
Since we will se soon dreadnoughts in space i was checking what could be a defence good enough to deal with one of those beasts. At first look seems that exept hes better sniping capability (~200km for xlarge turrets) they cannot make more dammage as a single BS ( xlarge guns make rougly twice dammage as a large turret, but a dread can mount only 3 turrets).
What make a dread a Pos killer it's hes immense tanking capability ( capitar armour rep repairs=9600 every 30 secs ), to i was triing to undestand how many large sentries ( beam alsers for example) are needed to outtank a dread fully fitted.
Someone did already some math about that ( or made some test on sisi/test server) ?
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Jubeli
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Posted - 2005.07.28 11:04:00 -
[2]
First of all you should look at the Siege Module post under Ships. Then you'll see how a dread can rip a POS apart. You need to take into consideration the ammo dmg that also is a lot higher. Take the Phoenix for instance, the Capital torpedos can have a base damage around 1800 dmg (kinetic, good skils), then add dmg mods and siege module and you kills BSs in maximum two volleys if you have targetpainters on them aswell.
The Dread can easily tank 3-4 BS shooting at it, if not more. I haven't tested it fully or done the math but my guess it that you need firepower matching maybe 6+ BSs (?)..
I'm not a PVPer or into POS so I'll let someone that is either do the math. :) -
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Aramoro
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Posted - 2005.07.28 12:03:00 -
[3]
Edited by: Aramoro on 28/07/2005 12:03:46 Lets consider some figures. According to other people post on here in seige mode a dread gets +50% armour rep bonus in seige mode but cannot be effected by other modules, so no fireballing. So with Repair Systems 5 and Capital Repair Systems 5 and 1 Capital rep you'll repair 14400 points of armour every 15 seconds. With thier lowslots they'll pump thier resist, ofr the sake of argument to 60% accross the board. This gives you a rep rate of 960 hp/s
With a Mimater Tower using Large Artiliry. A normal shot using XL EMP is 7480 damage against 60% resists thats 2992 damage per shot, you get 1 shot every 22.5 seconds. Thats 132 dps , so in theory you will need 8 Large Arties to overcome it's tank.
Now what about if they have to come closer, then your in Auto Cannon range, Using XL Depleted Uranium you'll be doing around 1408 unmodified damage pershot, with resists 563 , but you fire every 3 seconds so 187 DPS. So 6 Large Autocannon batteries will give a Dread a bad day at the office.
The simple answer is lots. There is always a chance that 6 large arties will insta kill a dreadnought obviously if they all hit wrecking shots. Thats the thoery but we wont know for sure till they're in the field.
Aramoro [S]tateCorp - "We are the Presscorp" |

Vishnej
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Posted - 2005.07.28 14:22:00 -
[4]
Edited by: Vishnej on 28/07/2005 14:24:22 Edited by: Vishnej on 28/07/2005 14:23:26 A) siege modules boosts resistances B) and armor repair amount/speed C) A covops can get a dread into position by having it warp directly there, within range of autocannons/blasters and ready to siege. D) With a Moros, at least, sniping from beyond 250km is perfectly possible in a gank-setup siege mode, for 3000 DPS or so.
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Jon Hawkes
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Posted - 2005.07.28 14:36:00 -
[5]
Edited by: Jon Hawkes on 28/07/2005 14:36:05 How's about fitting a couple of Sensor Dampening Batteries and ECM Arrays to make life difficult for any Dreadnought pilots? After all, there's enough complaints about EW being overpowered, so it would make sense to take advantage of this, especially as the relevant ECMs have a jamming strength of 45!
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Aramoro
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Posted - 2005.07.28 14:50:00 -
[6]
Apprently in Seige mode Dreads are immune to EW.
I'd be interested to see how you get 3000dps out of a dread tho, esp the Moros at 250km.
It can have 3 Dual 1000mm railguns , with Sharpshooter 5 thats an optimal of 120km so hitting at 250km should be possible, locking distance is around 130km without mods, so you need 2 Sensor Booster II's to lock at 250km, that give you 3 slots for tracking computer II's but even discounting the the stacking penalty you only get out to 182km optimal but with the 60km falloff thats 242 km so that close enough.
With Damage mods in the lows so 7 Mag Stab II's, Sugical Strike 5 and XL turrets 5 you get teh damage mod to say 12 being generous. that means an unmodified hit is 864 with Thorium (that gives you the extra range to hit) and you have 3 of them that 2592 damage. Say you get the firing time dow to 5 seconds which looks doable thats a shade over 500dps. Now 500dps at 250km is nothing to sneeze at but it's not 3000dps so unless theres an undocumented x6 damage mod for being in Seige mode I dont know how it's going to do this.
Again these are just numbers, but hey the game is based on them.
Aramoro [S]tateCorp - "We are the Presscorp" |

Aimee Black
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Posted - 2005.07.29 03:40:00 -
[7]
Well I am going to try and test some of this out on the test server. I will be in the process of setting up an Amarr large there and I will ask the devs to attack it with dreads (hopefully they will). I will try and post my results and the setup here.
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SengH
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Posted - 2005.07.29 05:01:00 -
[8]
u dont need sensor booster IIs :) the key is in gang skills and errm some creative usage of the gang modules that'll boost resists to the dread further prolly into the 98% range while in siege mode.. have fun killing it then with any POS
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Ranx Xerox
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Posted - 2005.07.29 08:08:00 -
[9]
so with a dread you could tank a gate in empire a pod on sight ? :)
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randy andy
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Posted - 2005.07.29 08:36:00 -
[10]
hhm you could camp a gate but it would have to be something good in system or its a waste of a dread time
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Zandramus
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Posted - 2005.07.29 12:40:00 -
[11]
TBH
I cant wait for the dreads to be delivered, suddenly all the smaktards that have deployed med pos's in hostile space with 10 med rails and 6 small rails will have to come out of the bubble and actually fight to keep their POS.
POS's are seriously unbalanced ATM , Hopefully Dreads will remedy this.
Zandramus
S.A.S
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Sieur NewT
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Posted - 2005.07.29 13:48:00 -
[12]
I have read somewhere in past on dev newsletter that dreads in siege mode could hit only structures so POS & conquer stations, did they change this ? ---- Sauvez les castors, mangez la foret! |

FalloutBoy
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Posted - 2005.07.29 21:41:00 -
[13]
Originally by: Sieur NewT I have read somewhere in past on dev newsletter that dreads in siege mode could hit only structures so POS & conquer stations, did they change this ?
this is true but the method they did this buy was by giving them crap tracking in siege mode. a couple scorps could rememdy that pretty easy.
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Rendill
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Posted - 2005.07.30 14:19:00 -
[14]
Not if they arent affected by modules, good or bad....
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Dimitri Forgroth
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Posted - 2005.07.30 19:09:00 -
[15]
Edited by: Dimitri Forgroth on 30/07/2005 19:09:54 The dreads don't have to be affected by the modules. 16 target painters on a target would light it up pretty good. Unless affects to other ships are also discounted?
| Don't be a bad loser | |

Vaaliant
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Posted - 2005.07.31 02:00:00 -
[16]
Originally by: Dimitri Forgroth Edited by: Dimitri Forgroth on 30/07/2005 19:09:54 The dreads don't have to be affected by the modules. 16 target painters on a target would light it up pretty good. Unless affects to other ships are also discounted?
Thats EXACTLY what they did. All forms of sensor/tracking boosting, EW, etc are no good against a dread in siege mode. Its just too bad that whoever gets a dread first is basically putting the worlds largest target on their backs as everyone and their dog will want to take it down.
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Vishnej
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Posted - 2005.07.31 05:43:00 -
[17]
Originally by: Vaaliant
Originally by: Dimitri Forgroth Edited by: Dimitri Forgroth on 30/07/2005 19:09:54 The dreads don't have to be affected by the modules. 16 target painters on a target would light it up pretty good. Unless affects to other ships are also discounted?
Thats EXACTLY what they did. All forms of sensor/tracking boosting, EW, etc are no good against a dread in siege mode. Its just too bad that whoever gets a dread first is basically putting the worlds largest target on their backs as everyone and their dog will want to take it down.
How?
The target's sig radius gets boosted by the target painters - the DN doesn't even get targetted by the support ships.
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Weirda
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Posted - 2005.08.01 19:59:00 -
[18]
how will reinforce mode play into all of this? will it become a battle of logistics? doesn't siege mode take mins to run?
sorry if wrong here - just not sure how it will all work out!  -- Thread Killer <END TRANSMISSION> |

Vaaliant
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Posted - 2005.08.01 23:38:00 -
[19]
Originally by: Vishnej
Originally by: Vaaliant
Originally by: Dimitri Forgroth Edited by: Dimitri Forgroth on 30/07/2005 19:09:54 The dreads don't have to be affected by the modules. 16 target painters on a target would light it up pretty good. Unless affects to other ships are also discounted?
Thats EXACTLY what they did. All forms of sensor/tracking boosting, EW, etc are no good against a dread in siege mode. Its just too bad that whoever gets a dread first is basically putting the worlds largest target on their backs as everyone and their dog will want to take it down.
How?
The target's sig radius gets boosted by the target painters - the DN doesn't even get targetted by the support ships.
Approximate wording from the devs was that in siege mode all forms of ECM and sensor boosting/tracking boosts from both the dread as well as allied ships are no good. That means everything from enemy disruptors to target painters will not work. Interesting question that brings up is if stealth emitters work then?
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SengH
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Posted - 2005.08.01 23:44:00 -
[20]
target painting affects the target not the user. Everyone will see its bigger sig radius, it actually physically changes the attributes. What the devs were talking about was the ability of modules that are targeted at the dread to work, ie ECM does not work on the dread(you cannot jam it).. however if the dread has ECM modules equipped (beats me why) that will work.
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Jubeli
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Posted - 2005.08.02 10:40:00 -
[21]
I think all the POS runners that survive the dread slaughter when they are more common will be very happy that they keep stock =)
This is the solution to POS material surplus.
10 minutes, the siege mode and BAM BAM BAM, bye bye POS. Add a few Scorps as people say, that target paint up other ships and they will be as good as dead. Hopefully this will teach people to take out supportships such as Scorps first then, after that you just have a dread to hammer (after you kill it's drones)..
I wonder who will be the first one to kill a dread without the use of another dread..... -
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Ehrine Ashbark
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Posted - 2005.08.02 15:18:00 -
[22]
Umm, boosting the sig radius of a target won't help a dreadnaught track at all. Think about it, tracking is an attempt to overcome your targets transverse velocity. Doesn't matter how big or small your target appears to be, it's still moving at a set speed and if that's faster then a dreadnaughts guns can track (which is next to no tracking speed in siege mode) they will simply be unable to hit.
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Dark Shikari
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Posted - 2005.08.02 15:36:00 -
[23]
Originally by: FalloutBoy
Originally by: Sieur NewT I have read somewhere in past on dev newsletter that dreads in siege mode could hit only structures so POS & conquer stations, did they change this ?
this is true but the method they did this buy was by giving them crap tracking in siege mode. a couple scorps could rememdy that pretty easy.
Except you can't use modules on a dread when its in siege mode. -- Proud member of the [23].
Want your POS to make money? Call me up. I've designed POSs that make upwards of 50m a day. |

Bobby Wilson
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Posted - 2005.08.02 15:43:00 -
[24]
I am guessing the smart tactic will be to put your Dread, single boosting Scorp (and whatever support fleet you feel appropriate), outside of the 250 KM locking range of the POS. Then don't bother with seige mode and pound the POS down with no risk to the Dread at all.
Sure, that'll be slower than seige mode maybe, but I bet that'll be the preferred tactic against real death-star POSes.
BW
Originally by: Pallas Athene IŠm using voice recognition software - where my fingers get stuck isnŠt your concern sweetheart 
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Zyrla Bladestorm
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Posted - 2005.08.03 05:21:00 -
[25]
Originally by: Bobby Wilson I am guessing the smart tactic will be to put your Dread, single boosting Scorp (and whatever support fleet you feel appropriate), outside of the 250 KM locking range of the POS. Then don't bother with seige mode and pound the POS down with no risk to the Dread at all.
Sure, that'll be slower than seige mode maybe, but I bet that'll be the preferred tactic against real death-star POSes.
BW
Siege mode is 5x damage, without it I believe a sniper tempest comes pretty close to the same damage output as a long range dread.
Also, I'm led to believe that the sentrys attack range was de-coupled from the towers locking range with the patch ? so Large artillery for instance can activate from 330km. (Would love to hear for sure one way or the other on that one)
. ----- Apologys for any rambling that may have just occurred.
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The Enslaver
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Posted - 2005.08.03 22:04:00 -
[26]
When in siege mode you can't use tracking links, remote sensor boosters, target painters or any form of EW on a Dread. --------
FireFoxx80: If you think you can do a better job, go find yourself a datacentre to host a box, get a copy of Visual Studio, and STFU. |

Jubeli
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Posted - 2005.08.04 13:15:00 -
[27]
Originally by: Ehrine Ashbark Umm, boosting the sig radius of a target won't help a dreadnaught track at all. Think about it, tracking is an attempt to overcome your targets transverse velocity. Doesn't matter how big or small your target appears to be, it's still moving at a set speed and if that's faster then a dreadnaughts guns can track (which is next to no tracking speed in siege mode) they will simply be unable to hit.
Ah but what the hell, then stick in a few Inty's with webbers to support (Stiletto?). They hold the BS down which is lighted up by the Scorps (so it is now as big as a moon) and the Dreadnough should be able to make a proper piercing straight through the BS's hull.
I would call that a proper piercing. Straight through the command post. -
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Bobby Wilson
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Posted - 2005.08.04 21:41:00 -
[28]
Originally by: Jubeli Ah but what the hell, then stick in a few Inty's with webbers to support (Stiletto?). They hold the BS down which is lighted up by the Scorps (so it is now as big as a moon) and the Dreadnough should be able to make a proper piercing straight through the BS's hull.
I would call that a proper piercing. Straight through the command post.
Why on earth bother? If the support fleet is multiple BSes, fit them for damage and participate directly by killing the hostile fleet ?
BTW, I have hard that locked past 250 KMs is impossible for any ship, possibly hardcoded. Can anyone confirm or deny this?
BW
Originally by: Nervar We allready play EvE wich by definition allready makes us the most patient people on the planet.
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Jeaila Brightstar
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Posted - 2005.08.05 12:36:00 -
[29]
Originally by: Bobby Wilson BTW, I have hard that locked past 250 KMs is impossible for any ship, possibly hardcoded. Can anyone confirm or deny this?
Well, all the batteries and such now have individual activation ranges set for pretty far out there. Most even have their own individual sensor strengths. Haven't tested the actual range yet, will do that this week.
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Wolf SteinerDavion
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Posted - 2005.08.06 11:46:00 -
[30]
Siege mode:
Immunity to EW +500% damage (there's your undocumented x6 feature) -50% Armor Repairers and Shield Boosters cycle time +100% Armor/Shield repaired per cycle -97% tracking -97% Missile Explosion Radius
NO resistance bonuses.
What this *LOOKS* like to me, is that with a supporting fleet of about 30-40 ships to actually move the Dread, it's gonna be DAMNED easy to shoot a fulle defended large PoS into reinforced mode.
That also means that PoS'es are as such only usable by two certain alliances that can just go around the map and pwn any PoS in their path with impunity.
What this means for the whole PoS idea I don't know, but I do know I spent literally hundreds of hours managing and babying our two PoS'es and I'd hate it if two dreads could fly along and whoop it. Which, again, it looks like it will be the case.
I'm more and more beginning to think that Dreads are going to have a very negative impact on the already totally out of whack alliance balance. Just as Freighthers have basically ruined empire trading.
This is EVE Online, Not BoB/5 online...
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Vladimir Ramanov
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Posted - 2005.08.07 08:59:00 -
[31]
What the betting they will be whinning like b*****s in 6 months time when the price of T2 ships and mods goes though the roof because all the POS's have been ganked.
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MachZERO
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Posted - 2005.08.07 17:32:00 -
[32]
Ahhhh... More of the usual speculation and theory creation. The typical "what if.. " thread that pops up every time a new ship/module is introduced.
The dreads will be changed over time to balance their abilities vs POS's. Like every other ship in eve they will eventually fall victim to TOMB. As will their modules. If you don't think this will happen then you've not been playing eve for very long.
So as a simple word of advice to any alliance/mega-corp that finds itself the proud owners of one of these capital ships... You would be wise to not start popping every POS you come across in low security empire. Or else you'll find your dread nerfed sooner than later due to the massive flood of whineing on the forums. I don't see CCP sitting back and allowing dreads to run rampant thru low-sec empire knocking off POS's owned and run by small corps that either don't want or could never afford a dread of their own.
But, I may be wrong. In the end, as always, time will tell.
--------------------------------------------- "Rang Rang" --------------------------------------------- |

Arimas Talasko
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Posted - 2005.08.09 04:19:00 -
[33]
Edited by: Arimas Talasko on 09/08/2005 04:19:26 The obvious solution to risks in Dread use is to use multiple Dreads at once.
Supremacy Keepin it Real
Originally by: Daniel Jackson PLEASE TELL US WHY, WHY DO U WANT US TO DIE, I AM JUST GOING FRIGGEN INSAIGN
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Jorev
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Posted - 2005.08.09 09:21:00 -
[34]
Originally by: Wolf SteinerDavion
This is EVE Online, Not BoB/5 online...
Well, all this means is: you can't run a POS alone, and if in 0.0, not even as a single corp. You will have to pay "protection" fees most likely. Your competitors will face the same fee so it will not disadvantage you in any way. Your profit will be intact.
In the grand scheme of things this will transfer some margins from T2 producers to 0.0 alliances.
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Jubeli
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Posted - 2005.08.09 15:08:00 -
[35]
Originally by: Jorev
Originally by: Wolf SteinerDavion
This is EVE Online, Not BoB/5 online...
Well, all this means is: you can't run a POS alone, and if in 0.0, not even as a single corp. You will have to pay "protection" fees most likely. Your competitors will face the same fee so it will not disadvantage you in any way. Your profit will be intact.
In the grand scheme of things this will transfer some margins from T2 producers to 0.0 alliances.
Totally agree on this one. Today it is too easy to run a POS, that ruines the margins for T2 producers and raw material dealers. POS wasn't ment to be for any one with the time to mine and haul ice (ok, you need to do a bit more then that but you get the picture).
Dreads are here to give a balance against all the POS, to level out a draining market, to make grand battles even more grand, to make the troups once again swallow hard and say "**** they have 2 dreads and we only have 1".. However it takes time to deply a Dread, u don't just fly it around casually..
Cold War is about terror balance, which factions and alliances will get the bigger guns.. later.. Kali... the war will come back but then even bigger and harder.. the ones that aren't ready will be destroyed....
ooooh.. love cold war... gives me the kreeps just thinking about it..  -
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theRaptor
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Posted - 2005.08.09 17:14:00 -
[36]
I invested in T2 comps before they got removed from agents, so I need BoB/5 to blow up a lot of POS so that I can see a stupidly large return on my investment. Then hopefully the devs will nerf dreads and the prices will go down again.
That is not dead which can eternal lie, And with strange aeons even death may die. -- Ancient "Dirt" Religious figure. |

Mah Kraah
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Posted - 2005.08.09 19:30:00 -
[37]
POS well armed= 500mill , dread(specialized ship for POS killing)= 2-3 billion + 3-4 month of skilltraining. if a dread cant pop a POS something is wrong.
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James Lyrus
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Posted - 2005.08.09 19:39:00 -
[38]
Originally by: Mah Kraah POS well armed= 500mill , dread(specialized ship for POS killing)= 2-3 billion + 3-4 month of skilltraining. if a dread cant pop a POS something is wrong.
Dread = mobile death machine POS = stationary target.
If a well set up POS can't deal with a single dread, something's wrong :)
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Zandramus
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Posted - 2005.08.09 19:46:00 -
[39]
Edited by: Zandramus on 09/08/2005 19:48:51
Originally by: Mah Kraah POS well armed= 500mill , dread(specialized ship for POS killing)= 2-3 billion + 3-4 month of skilltraining. if a dread cant pop a POS something is wrong.
Exactly...
Looking forward to taking care of a couple of smaktards pos's personally.
For those independant corps out there 1 word of advise... Join an alliance that has a proper military and either participate in defense or pay the PVP players for protection.
Word of caution if you have a POS in our space without our permissions... either make araingments to pay for it being there or take it down now because the timer is ticking till our Dreads are Delivered.
Zandramus
S.A.S
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Jubeli
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Posted - 2005.08.10 10:25:00 -
[40]
...Or if you are an alliance that will meet people in the business such as S.A.S., buy your own Dread to keep their death machines away. :)
Just open the phone book and dial 555-J U B E L I to order you Phoenix or Moros.
I don't know if a well set up POS can defend itself against a Dread though... would be intresting to see, or rather.. WILL be intresting to hear.. -
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James Lyrus
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Posted - 2005.08.10 11:00:00 -
[41]
Originally by: Jubeli ...Or if you are an alliance that will meet people in the business such as S.A.S., buy your own Dread to keep their death machines away. :)
Just open the phone book and dial 555-J U B E L I to order you Phoenix or Moros.
I don't know if a well set up POS can defend itself against a Dread though... would be intresting to see, or rather.. WILL be intresting to hear..
I think we have a hypothetical exercise here - build a deathstar on singularity, and then 'acquire' a dread to try and kill it.
Hmm, last mirror was quite recent wasn't it? SO I should be able to fire up a POS for a while...
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Jorev
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Posted - 2005.08.10 19:52:00 -
[42]
Originally by: Jubeli ...Or if you are an alliance that will meet people in the business such as S.A.S., buy your own Dread to keep their death machines away. :)
Just open the phone book and dial 555-J U B E L I to order you Phoenix or Moros.
I don't know if a well set up POS can defend itself against a Dread though... would be intresting to see, or rather.. WILL be intresting to hear..
Given 5's recent experiences with taking 2 well defended pos'es (3-4 lrg guns etc) with solely BS force, no POS's will not be able to defende THEMSELVES. Defence force will be necessary to assist the POS.
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Danii
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Posted - 2005.08.11 09:02:00 -
[43]
Originally by: Jeaila Brightstar
Originally by: Bobby Wilson BTW, I have hard that locked past 250 KMs is impossible for any ship, possibly hardcoded. Can anyone confirm or deny this?
Well, all the batteries and such now have individual activation ranges set for pretty far out there. Most even have their own individual sensor strengths. Haven't tested the actual range yet, will do that this week.
I filled my scorp with mid and low slots sensor boosters, and targetting maxed out at 249km with the following: 4 x signal amplifier I (low slot, +15% range) 2 x Sensor Booster II (mid slot, +60% range)
On-lining additional sensor boosters made no difference to the targetting range, so it does appear to be hard coded.
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Bobby Wilson
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Posted - 2005.08.11 18:47:00 -
[44]
Originally by: Danii
Originally by: Jeaila Brightstar
Originally by: Bobby Wilson BTW, I have hard that locked past 250 KMs is impossible for any ship, possibly hardcoded. Can anyone confirm or deny this?
Well, all the batteries and such now have individual activation ranges set for pretty far out there. Most even have their own individual sensor strengths. Haven't tested the actual range yet, will do that this week.
I filled my scorp with mid and low slots sensor boosters, and targetting maxed out at 249km with the following: 4 x signal amplifier I (low slot, +15% range) 2 x Sensor Booster II (mid slot, +60% range)
On-lining additional sensor boosters made no difference to the targetting range, so it does appear to be hard coded.
Interesting. Somebody called me a rude name yesterday for suggesting 250 KMs is hardcoded. Wonder if I can find that thread....
BW
Originally by: Mistress D'Malice POS outputs where fine...its the fuel that needed the help.
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SFX Bladerunner
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Posted - 2005.08.17 12:18:00 -
[45]
wow loads of speculations and theories here.
I think you can actually defend a POS (even without a fleet) to take on a dreadnaught. I know dreads will mostly be sniper fittings, so it would be smart to put atleast 6 or 8 artillery batteries as defence on your POS. believe me with enough firepower you will either stop a dread from coming to your POS (cuz the scouts say ''wow **** this aint risking our dread with that much defence on that pos'') or you will make the dread flee when you hit it in hull. (even in siege mode). I know that it takes alot to overcome the dread's tank but imagine 10 artillery batteries shooting at it for an entire day? (cuz if you dont have atleast a day of strontium calathrates in your POS you're asking for it).
Anyway I don't think it would be fair that POS owners have to start 'paying the big pvp alliances' protection money that would make them grow even more and then the PVP alliances will clash and start fighting in great wars and in the end only one will survive (or they would have to meet a settlement over which alliance controls which space) and only 1 pvp alliance would come down to NO ACTUAL pvp anymore cuz they cant go kill all the non-pvpers cuz they ALL pay you protection money. now what?... -------------------------------------------------- HistoryIsMuchLikeAnEndlessWaltzTheThreeBeatsOfWarPeaceAndRevolutionContinueOnForever
Mess with the best.. get assraped by my mammoth =) |

Effei Gloom
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Posted - 2005.08.17 14:36:00 -
[46]
Edited by: Effei Gloom on 17/08/2005 14:37:16
Originally by: Zandramus Edited by: Zandramus on 09/08/2005 19:48:51
Originally by: Mah Kraah POS well armed= 500mill , dread(specialized ship for POS killing)= 2-3 billion + 3-4 month of skilltraining.
if a dread cant pop a POS something is wrong.
Exactly...
Looking forward to taking care of a couple of smaktards pos's personally.
For those independant corps out there 1 word of advise... Join an alliance that has a proper military and either participate in defense or pay the PVP players for protection.
Word of caution if you have a POS in our space without our permissions... either make araingments to pay for it being there or take it down now because the timer is ticking till our Dreads are Delivered.
hmmm, 2-3 bill for dread that pops 20+ pos? = 10 bill isk! 3-4 month skills training compared to 20*3-4month hauling stuff. If a dread can kill a pos easy there is something wrong. CEO of FAEX - currently inviting non-pirate-corporations to 0.0 - |

Marcus Aurelius
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Posted - 2005.08.17 18:33:00 -
[47]
Not really.
from the start of it, CCP has always told us POS are not supposed to be automated and impregnable fortresses. That is why they are relatively cheap unless you put em chockfull of stuff that you keep offline half the time.
A coordinated fleet sporting one or multiple dreads should, if handled right, quite easily overcome any single POS that is not being defended by players.
On the other hand, any pos defended by players should be quite hard to kill by the very same skilled fleet. It doesnt matter of those defending players are in the minority or not, they should be provided with an edge (which they are ofc).
Dreads will probably own POS reasonably well by the looks of it. But only if the pos is left unattended, which they weren't supposed to be anyway.
So, yes, if you want your pos to not be a target, negotiate. If you can't, then defend it.
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SFX Bladerunner
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Posted - 2005.08.17 23:45:00 -
[48]
well I guess we'll just have to wait for people to share their experiences with us wont we? I know I am very excited to find out if a POS can defend itself against a single dread with souly strontium and a shiatload of defence batteries.
Only time will tell.. -------------------------------------------------- HistoryIsMuchLikeAnEndlessWaltzTheThreeBeatsOfWarPeaceAndRevolutionContinueOnForever
Mess with the best.. get assraped by my mammoth =) |

Jorev
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Posted - 2005.08.18 00:51:00 -
[49]
Originally by: SFX Bladerunner well I guess we'll just have to wait for people to share their experiences with us wont we? I know I am very excited to find out if a POS can defend itself against a single dread with souly strontium and a shiatload of defence batteries.
Only time will tell..
As I mentioned before that your POS is out of luck if it is ever in the crosshairs of a determined group with or without a dread. It is beyond speculation.
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j0sephine
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Posted - 2005.08.18 01:27:00 -
[50]
"Interesting. Somebody called me a rude name yesterday for suggesting 250 KMs is hardcoded. Wonder if I can find that thread...."
There is no hard coded limit to sensor range.
Scorpion has hard-coded 250 km sensor range limit, as the only ship in game... because she's the only one able to theoretically break that limit without external assistance (ships with remote sensor boosters) :s
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SFX Bladerunner
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Posted - 2005.08.18 12:02:00 -
[51]
Originally by: Jorev
Originally by: SFX Bladerunner well I guess we'll just have to wait for people to share their experiences with us wont we? I know I am very excited to find out if a POS can defend itself against a single dread with souly strontium and a shiatload of defence batteries.
Only time will tell..
As I mentioned before that your POS is out of luck if it is ever in the crosshairs of a determined group with or without a dread. It is beyond speculation.
Yes, I know if a group is determined to bring a POS down and has the power they will.. but that wasn't what I was talking about. I was talking about if a pos is or isn't able to take down a dreadnaught before it takes the POS down. -------------------------------------------------- HistoryIsMuchLikeAnEndlessWaltzTheThreeBeatsOfWarPeaceAndRevolutionContinueOnForever
Mess with the best.. get assraped by my mammoth =) |

Resin Kadir
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Posted - 2005.08.18 13:03:00 -
[52]
I really don't think your starbase is supposed to be able to defend itself against a dreadnaught. The best you can do is fit it with shield hardeners and have your fleet on standby. They might be able to tank but I will guarentee you that a lone dreadnaught is a sitting duck without adequate support.
Let's not forget two things.. 1. A starbase is a corporate asset and should be guarded by your corp. If you are like me and set up your POS in hostile territory and your corp doesn't back you... well that's your decision
2. Unless it's the Band or Brothers, you shouldn't have to worry about your little neutral POS being attacked by a dreadnaught that is based in empire running small time refining and moon harvesting operations. Neutrals are "generally" let alone as long as they didn't invade protected or claimed space.
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Resin Kadir
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Posted - 2005.08.18 13:08:00 -
[53]
Originally by: Bobby Wilson BTW, I have hard that locked past 250 KMs is impossible for any ship, possibly hardcoded. Can anyone confirm or deny this?
Can deny. You can definitely lock past that.
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Vishnej
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Posted - 2005.08.18 17:08:00 -
[54]
Edited by: Vishnej on 18/08/2005 17:08:45
Originally by: Resin Kadir
Originally by: Bobby Wilson BTW, I have hard that locked past 250 KMs is impossible for any ship, possibly hardcoded. Can anyone confirm or deny this?
Can deny. You can definitely lock past that.
What ship was this tested on? It was reported rather convincingly... and it fits in with a lazy way of doing the tower's activation range so that sniping isn't possible.
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j0sephine
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Posted - 2005.08.18 18:47:00 -
[55]
Edited by: j0sephine on 18/08/2005 18:48:37
"It was reported rather convincingly..."
The 250 km lock limit (or 249999 m to be exact) was confirmed to exist on a Scorpion which has this limit explicitly coded in her attributes (it's listed in the "misc" part of the stats)
Other ships don't have this limitation.
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SFX Bladerunner
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Posted - 2005.08.18 21:54:00 -
[56]
and that's because other ships shouldnt be able to target further than that anyway. __________________________________________________
History is much like an endless waltz, the three beats of war, peace and revolution continue on forever.. |

FalloutBoy
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Posted - 2005.08.26 22:44:00 -
[57]
I wounder if a large POS with only large guns (the most you could fit on it) could down a fully tanked dread in the time its in seige mode using the standings trick if so then even if you bring 3-4 dreads to take out a POS one would go down which isn't a cheap loss at all.
need a sig? Gallery Contact me for more information |
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