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Thread Statistics | Show CCP posts - 9 post(s) |
Ehrine Ashbark
Lyrus Associates Betrayal Under Mayhem
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Posted - 2007.05.27 18:39:00 -
[1]
I wanted to have a test of controlling structures (including teh scan array), but I can't train "Starbase Defense Management" (despite already having the skill at 0 from my tranq character) as I have not got Starbase Management 5. Training a rank 7 skill to 5 just to test would take a while, hampered even more by the lack of said skill on the market. Any solution to this or is it just a case of we can't test it yet?
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Ehrine Ashbark
Lyrus Associates Betrayal Under Mayhem
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Posted - 2007.05.27 18:56:00 -
[2]
Originally by: Ranger 1
Originally by: VScorpion If I understood the DevBlog right it dosent make sense for dreads to take the guns out. Its easier to just kill the tower and then clean up the rest. But I cant remember why....
I know, but I'm talking about incapacitating the guns. What will encourage the use of standard craft to incapacitate them instead of just using caps to incapacitate them and then start to work on the tower?
The only thing I can think of would be if Cap ships would be too vulnerable to the POS guns while they were active... which means a SIZABLE increase in effectiveness vs cap sized targets.
Ah, but if you use a group of 12 or so BS setup to knock over guns on POS in 6 systems before commiting the dreads, the defenders won't know which system you're after. Also, once those guns are down you can bring in a full support fleet for your dreads without risk to them. In theory this increases your tactical options.
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Ehrine Ashbark
Lyrus Associates Betrayal Under Mayhem
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Posted - 2007.05.27 23:25:00 -
[3]
Originally by: Audri Fisher why shoot the guns in the first place? You can't shoot the guns now, and POS's still go pop, why not just bring in 30 dreads and pop it anyway? about the cyno jammers.... if they only jam dreads on grid, they are pointless. if they cover the entire system, then they are a pain for the owners of the system, as they prohibit friendly traffic as well.
You can't shoot the guns now so _have_ to bring a fleet of Dreads. If you can take the guns out, there are things you can do to someones POS when you _can't_ bring a massive fleet. With the addition of such things as ECM burst towers, target painter towers and neut towers, there are things you might well want to bring a small BS fleet in to try and pop.
As for the cyno jammer, I suspect it doesn't stop the cyno generator POS module working. If that's the case, then those that hold sov can still cyno in. Otherwise, it is just a case of on or offlining it as needed. Hell, with the change that you can anchor structures even when reinforced, you can put one up to stop them bring dreads in to finish the job on a tower, after you've already moved your own capitals into place.
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Ehrine Ashbark
Lyrus Associates Betrayal Under Mayhem
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Posted - 2007.05.28 01:38:00 -
[4]
One DDD isn't going to stop guns. I checked the states on a large arty earlier. 100,000 shield hp and 1,500,000 armour hitpoints. Not too much that BS can't deal with them, but enough that a DDD can't just pop them.
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Ehrine Ashbark
Lyrus Associates Betrayal Under Mayhem
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Posted - 2007.05.28 20:41:00 -
[5]
Originally by: CCP TomB
Originally by: Tintifish Starbase Tactical Officer skill, requires Starbase Office V. Unfortunatly starbase officer doesn't exist , so it will be hard to test. That's also a very high skill req, especially if starbase officer is to be a useless skill as it appears: "Skill at setting up POS's". Oh, it had better not mean we need to train something to setup POS though, i thought the pain in the ass and time sink that was actually putting them up was enough!
Yup that has been fixed.
Can I ask in what way it has been fixed? I just logged into to Sisi to look and still seem to need this rank 7 skill that isn't available trained to 5. Is it a case of the fix hasn't been applied to the server yet?
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