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Halima K
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Posted - 2005.10.12 11:41:00 -
[1]
HI folks
We're setting up a backwater Small Gallente POS near a decent spawn and some rares to run for a month. It would have a refinery and a fitting bay and a silo but my question is this: what should we fit to keep snoopers at bay?
There is talk of a scrambler and cruise launcher but wondering if anyone had a better layout?
Cheers

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gfldex
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Posted - 2005.10.12 12:36:00 -
[2]
Don't fit anything with a higher range as 150km at a small POS. It wont use it.
If you are serious about refining at a POS you have to use a large refinery and that needs a large POS. The whole thing can fast sum-up to 500MISK investment.
-- $ perl -n -e 'print "Stop blameing pirates! Oveur is the root of all evil!\n" if m/podkill|lost my ship|gank|gate camp|Verone/;'
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James Lyrus
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Posted - 2005.10.12 12:39:00 -
[3]
Depends what you got spare in terms of cpu/grid. First thoughts would be:
IMO: 6 small 'short range' gun (Blaster) 6 small 'long range gun' (railgun) 1 webber 1 warp disruptor
Plonk one on each of the cardinals of your tower. It'll not hold off a determined attack by any means, but if someone drops by solo, it'll eat them.
'course, you could just go for like, no guns at all, and fit a webber and scrambler. If anyone _does_ show up in a ship, it gets 'stuck' and can't leave (well, unless it wants to fly 300km whilst webbed).
Small towers aren't all that hard a target, the major deterrent is that they take time/ammo to kill.
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James Lyrus
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Posted - 2005.10.12 12:41:00 -
[4]
Originally by: gfldex Don't fit anything with a higher range as 150km at a small POS. It wont use it.
If you are serious about refining at a POS you have to use a large refinery and that needs a large POS. The whole thing can fast sum-up to 500MISK investment.
POS ranges were altered in the last patch. They all fire long range now.
But yeah, the small refinery totally sucks (35% yield, slow processing rate), the medium intensive mostly sucks(75% yield, slower processing), and the intensive refinery uses 4000cpu. (and sucks 75% yield, decent processing rate, but long cycles)
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Halima K
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Posted - 2005.10.12 13:10:00 -
[5]
The refining aspect is just an opportunistic offshoot. It's the refitting and storage for our spawn pharming that attracts.
The key is just to deter and a 30 mil loss in assets is no biggie when we can earn that in one drop :)
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James Lyrus
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Posted - 2005.10.12 13:59:00 -
[6]
Originally by: Halima K The refining aspect is just an opportunistic offshoot. It's the refitting and storage for our spawn pharming that attracts.
The key is just to deter and a 30 mil loss in assets is no biggie when we can earn that in one drop :)
In which case just fill the remaining grid with a mix of small long and short range guns. Smalls, IMO are way better - 4 is equivalent to 2 medium which is equivalent to 1 large in terms of DPS, grid, firing time (ammo stored) optimal, falloff. Only difference is that smalls have a signature resolution of 40m and notably better tracking.
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gfldex
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Posted - 2005.10.12 15:23:00 -
[7]
Originally by: James Lyrus POS ranges were altered in the last patch. They all fire long range now.
\o/
Was it in any patch note?
-- $ perl -n -e 'print "Stop blameing pirates! Oveur is the root of all evil!\n" if m/podkill|lost my ship|gank|gate camp|Verone/;'
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gfldex
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Posted - 2005.10.12 15:25:00 -
[8]
Originally by: Halima K It's the refitting and storage for our spawn pharming that attracts.
Use lasers or drones or you go crazy.
-- $ perl -n -e 'print "Stop blameing pirates! Oveur is the root of all evil!\n" if m/podkill|lost my ship|gank|gate camp|Verone/;'
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