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Fitz VonHeise
The New Order. United Connection's
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Posted - 2007.09.25 03:24:00 -
[31]
I talked with a member of Sectoid Technologies who is a POS take down expert. I ask him to give me his advice on how to make my POS harder to kill. He was gracias enough to give me these answers:
Answer Ok the following is a combat build for a Large Dread Guristas POS in Low Sec that will be used for corp.
2 x stasis webber batteries 2 x warp disruption 3 x sensor dampening batteries 7 x cruise missile batteries 3 x large arty 2 x med arty 2 x small arty or auto cannons 1 x explosion dampening array 1 x photon scattering array
The damps will break locks of ships. The webbers are to slow intys so the cruise missiles can take them out. The warp disruptors are to gimp warp in and warp out setups on bs.
The projectile turrets are so that you can use EMP and Phased plasma rounds to do all damage types to make it very hard to tank. Same goes for the cruise missile batteries. You need the mix to damage different ship types.
The shield hardeners make the tower very hard to damage.
For every day use switch off 4 cruise launchers and the two shield hardeners. That should allow you to run a reactor, 3 silos and a corp hangar array.
It's worth having a good amount of stront to give you time to set up to rep the pos if it ever goes reinforced. If the pos shield drops below 50% the missile launchers will offline so the arty is needed to keep the pressure on the attackers. If the pos is under attack online the shield hardeners first they buy you a lot of time.
Also have some pilots trained to use ospreys for shield repping, and other pilots who can rep armor and hull if any of your turrets are off lined by an attack.
That build is not designed to hold off a dread but should stop opportunistic pirates from breaking things or using intys to waste all of your ammo. On that note fully load all weapons. There's nothing worst that them running out after an hour or two and the attackers refitting their ships for ganking.
Question: Any reason why I shouldn't buy factional batteries? And I've read that people put on three resists of every type to make it really hard to kill the POS. Is that a good idea?
Answer The faction batteries are a lot better. If you're prepared to spend the isk on them by all means get them.
ok the tower has 25% kinetic resist and 50% thermal resist by default so the 2 hardeners are to fill in the gaps. People will select damage based on your pos setup so to beef it up more you need to run 5 hardeners to give you 50% resists across the board. Not worth worrying about as it gimps the offense in my opinion.
3 of each type wouldn't leave you with much CPU left on the pos.
POS Setup Continued Below...
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Fitz VonHeise
The New Order. United Connection's
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Posted - 2007.09.25 03:25:00 -
[32]
Question: Is there any advantage to where you place the POS in relation to the Moon? And is what about the battery placement?
Answer It does help to shift the pos away from the warp in point, but you also get some weird effects if you try to anchor near the edge of the grid. Some ppl even anchor cans at the warp in to ensure ships are decloaked but officially that's naughty. For a lot of pos's I've set them so that the warp in will put you inside the shield. They've fixed exploits related to stealing ships from your pos by bouncing them out but it's up to you.
Don't anchor any cans until after you've set up the pos as it can cause you all sorts of grief.
The pos rules have changed so batteries are outside of the pos shield. The most a typical ship can do is knock them down to 90% structure. A dread is needed to finish them off.
For the most part the position of the batteries won't make much difference as they'll mostly be firing at distance. So it's down to what you think looks the best.
Question: The Dread Gurstas have a bonus for the ecm battery. Is there a reason you didn't choose any of them?
Answer The bonus is good but the 3 sensor damp batteries should break the lock on the majority of ships by cutting their range. Either that or it helps force them to gimp their setup (such as a shield tank) by using sensor boosters or getting close to the pos so the auto cannons can chew them up.
You can put on ecm if you wish but dampers are more effective under the current mechanics.
Question: The resists that we put on... do they only effect the POS or do they also stop damage to the batteries anchored outside the POS? And I've heard of people anchoring more batteries when under attack.
Answer The resists only affect the pos shield. [and they can be anchored inside POS shield]
You can anchor more batteries when under attack from inside. However, if the pos goes reinforced or the pos shield is below 50% you can't anchor or online (from memory). The build I have given you will max out the pos and just online the last cruise missiles if you get there in time.
Question: I've heard that there is a grid in space for setting up the POS and sometimes it is 100km away from the warp in spot. Is there anyway to see this grid in space without actually making the attempt to anchor a POS? (The reason why I ask is someone put up a POS at a moon an never on lined it. I've written to the owner of corp and received no answer. CCP says this is not an exploit and won't remove it. I could just build there if my POS is far enough away from the abandoned POS.)
Answer The grid space you are talking about is that the pos will "snap to" the position if it is too close to the edge of the grid as discussed earlier. If you want to find the edge of the grid drop a can and mwd in a direction. Not worth doing really. Just try to anchor the pos and it'll "snap to".
The rule is only 1 pos per moon. You need to check and see if the corp is active. If it's not and no one logs in petition and say that the corp is no longer in the game. It takes time but can be done and you need to explain clearly for the gm. On the flip side it's low sec (I'm assuming) so you just need to get enough bs together and destroy it.
Question: I've read about Starbase Defense Manager book. You can't control all the batteries so which ones are most important to control?
Answer For starbase defense you need anchoring V for starters. If you're directing weapons fire the most critical thing to do is warp scramble them first. No point directing weapons to have them warp off.
POS Setup Continued Below...
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Fitz VonHeise
The New Order. United Connection's
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Posted - 2007.09.25 03:26:00 -
[33]
Question: When the POS goes into Siege Mode anything using CPU goes off line. What would be good to put online at that point to protect the POS? (I can have them in the corp hanger ready to anchor and online)
Answer
When the pos shield drops below 50% then the cpu based batteries (being missiles) offline.
When the pos shield drops to 25% the pos goes into reinforced mode. At this stage the pos uses stront fuel, becomes invulnerable and cannot be targeted. You cannot anchor or online any modules and all pos modules are off lined. [what he didn't say is that when the shields go below 50% and the missile batteries go offline THEN you can online other batteries that require just grid till shields drop below 25%]
Question: The factional batteries use less grid then normal ones... which means I can add more stuff. What would be the next two things to add if I can?
Answer If you can fit more modules on I would recommend small or medium artillery. You may have other uses but I recommend weapons.
If your pos gets put into reinforced mode it has a timer. When this timer runs out the pos can be repaired or attacked to finish it off.
Procedure for pos defense at end of reinforced mode.
1) Refuel with more stront. 2) Get as many shield repping ospreys as possible to rep the shield to 50%. 3) Rep and online pos modules. 4) Finish repping the shield to 100%
This can take a long time but remember to get as many ppl to help as possible
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Capt Rapace
Alpha Production Technologies Interstellar Alcohol Conglomerate
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Posted - 2007.09.25 04:28:00 -
[34]
Originally by: Fitz VonHeise Edited by: Fitz VonHeise on 25/09/2007 03:38:48 Question: When the POS goes into Siege Mode anything using CPU goes off line. What would be good to put online at that point to protect the POS? (I can have them in the corp hanger ready to anchor and online)
Answer
When the pos shield drops below 50% then the cpu based batteries (being missiles) offline.
When the pos shield drops to 25% the pos goes into reinforced mode. At this stage the pos uses stront fuel, becomes invulnerable and cannot be targeted. You cannot anchor or online any modules and all pos modules are off lined. [what he didn't say is that when the shields go below 50% and the missile batteries go offline THEN you can online other batteries that require just grid till shields drop below 25%]
You can continue to anchor and online modules that do not require CPU while reinforced. Also, missles on a POS is a incredibly dumb idea. Mostly, you should stick to medium/small guns. Large guns can't track a moving battleship at close range (and barely at 100km+), and have a sig radius that will leave most other ships unscathed.
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Pwett
Minmatar QUANT Corp.
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Posted - 2007.09.25 16:58:00 -
[35]
if there's an offlined POS to a corp that's not responding, simply wardec them and blow it up. Don't waste a couple weeks waiting for a petition. _______________ Pwett CEO and Founder [QTC]QUANT Corp.
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Fitz VonHeise
The New Order. United Connection's
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Posted - 2007.09.25 19:52:00 -
[36]
For those who want to play with your POS setup to see what you can fit this program is perfect:
My POS - Simple POS Fitting and Fuel Calculator
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Passin Through
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Posted - 2007.10.03 17:15:00 -
[37]
I thought of a reason to use coupling arrays in a complex reaction setup. (this has to do with defensive setup of POS)
If you are using coupling arrays they hold 1400 units. This is 14 hours that they can supply the reactor before needing to have the silos back online.
So let us say that you come under attack. You can offline your silos and that gives you 1500 extra cpu if you doing a three complex reaction setup or 2000 cpu with the 4 silo complex reaction setup. You can then online a whole boatload of missile batteries and ecm/ewar batteries.
This give you 14 hours of uninterrupted manufacturing before you need to fill the coupling arrays up. The point of them attacking your POS is to either kill it or to stop or mess up your manufacturing capability and by using coupling arrays you can stop one aspect of their attack.
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x Droth
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Posted - 2007.11.06 04:46:00 -
[38]
THis thread rocks...great info. Good job bro!!!
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Bado Sten
Minmatar Sten Industries
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Posted - 2007.11.06 13:46:00 -
[39]
Lot's of usefull info I've been looking for, and probably many others have as well.
Sticky!  -- Do you need research services for your blueprints? We have available slots in Metropolis region. Look up my bio for info! |

Tinkerbele
Serret's Harem
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Posted - 2007.11.06 19:29:00 -
[40]
this post has answered so many of my questions. Thank you to everyone that has responded, including the ones asking the questions.
I will be purchasing my first one tonight because of this.
This should definitely be stickied.
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Fitz VonHeise
The New Order. United Connection's
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Posted - 2007.11.07 19:04:00 -
[41]
How to control the POS Guns:
Gunnery Sergeant - Controlling POS Guns and EW
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Fitz VonHeise
The New Order. United Connection's
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Posted - 2007.11.19 20:14:00 -
[42]
RevII Changes To "Deathstar" POS?
Taken from here: Link
Originally by: Joshua Foiritain Wouldnt it be possible to spread say 8ish neuts around the POS to that it covers every side? Dreads would have to switch to lower damage ammo to increase their range?
Originally by: Drazhar Kain 6 would cover it. One on each of four sides, one on top and on bottom. Spread them out to the max distance from the tower and a dread won't be able to come within 100km of the tower without feeling a neut battery.
Originally by: Braaage On the Neuts it says 50km optimal but it also has another "range" attribute further down that says 250,000. 250k what I dunno anyway to cut a long story short I took my dictor 113km away from the neuts and used Braaage to control and lock the dictor.
I sucked it's entire cap in 1 shot and funnily enough kept sucking until it went past 250,000 metres, so I guess they are gonna be pretty damn useful after all.
Originally by: Carniflex Second range number is falloff.
From E-War batteries for example warp scramblers and webbers have 0 km falloff. If you expect dreadnaughts it's going to be certainly good to have few of those around. Just not too many as it's still good to have some guns around.
As far as death star goes. I expect to see more small guns in setups where guns are always online for general annoyance (large ones lock rather slow) and few long range bigger guns clusters for fire control carnage.
Defending the POS from assault falls still mainly for the defence fleet.
Originally by: Captain Havoc Faction guns are extremely useful for all types of POS's, for example, a Jump Bridge POS can have just as much firepower as a full deathstar POS that just has normal guns but can also fit a JB, Cyno Jammer POS's it's very important to be able to put out as much damage as possibe, i know of a cyno jammer POS that is Minmatar Faction and has all Minmatar Faction Medium Arty with faction ammo, it will instapop any BS that warps in there regardless of their tank, every volley is a guarenteed kill even if the BS are orbiting the tower, they simply can not tank the damage in any ways, way to much alpha strike, and if they can't take down the tower or incap the cyno jammer, they're pretty boned :P
Faction towers really are only good for their fuel bonus, however having sovreignty and using a faction tower will see the tower repay for the extra cost of purchasing it within the first couple of months.
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Seb Balaak
Balaak Industries
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Posted - 2007.11.28 14:50:00 -
[43]
Edited by: Seb Balaak on 28/11/2007 14:55:43 Edited by: Seb Balaak on 28/11/2007 14:54:09
Originally by: Paddlefoot Aeon
As for the weapons, fit a couple of small to take out any intys who may orbit to tear down your fuel... and go with mediums for the rest.
So what's best for taking down intys if you have 2 webbers installed at your POS (hopefully the webbers will target the intys then, or you'll have to do it manually). Are small autocannons better or small pulse lasers? The lasers are better at tracking but the autocannons do more damage, right? So if the intys are webbed the autocannons would be better? And how about small blasters, any chance the intys will stay out of range of those ones if you use antimatter ammo? Could blasters with a different ammo type (longer range) be better than autocannons or pulse lasers? What about medium blasters for longer range, to big for hitting webbed intys?
Or am I going the wrong way and should I be trying to kill intys from a distance with small rails, small beam lasers or small artys?
How useful can a tracking array be compared to webbers in this aspect? I think it would be smarter to go for webbers since they are cheaper in CPU and have more than one use, the tracking arrays only helps against small ships if you're mainly using medium turrets anyway.
Quote:
Larges are really anti-dread weapons... but even a couple of large guns won't pop a dread in siege mode. Focus on taking out the support as much as possible, because if Dreads siege your POS, big guns won't do much good.
If you go crazy on webbers and/or tracking arrays would it be a smart idea to mainly use large turrets instead of medium ones for BS?
Selling MOROS capital ships for 1.6b |

Adaline Gray
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Posted - 2007.11.30 00:34:00 -
[44]
Can you use shield repair drones to repair a POS shield after it comes out of reinforced? Are the only ships which can repair a POS shield carriers, logistic ships, and Ospreys?
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