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Sythyss
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Posted - 2007.08.21 20:05:00 -
[1]
Well my corp and I are setting up defenses for our POS, but we're not quite sure how many of which types of turret batteries to buy. Is there a beginner's guide somewhere to POS defense setup?
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Paddlefoot Aeon
Neogen Industries Fallen Souls
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Posted - 2007.08.22 04:01:00 -
[2]
Whatever you end up putting on your POS... its essential that you have members that can control your POS guns. Get at least a couple of people to Anchoring 5, and train Starbase Defence Manager to at least level 3.
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.
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. -----------------------------------------------
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Passin Through
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Posted - 2007.08.22 20:35:00 -
[3]
Edited by: Passin Through on 22/08/2007 20:35:17
Originally by: Paddlefoot Aeon train Starbase Defence Manager to at least level 3.
In order to shoot cruise missles or be able to hit anything with arty you need to train specific gunnery skills. Are you saying you don't need to? Or is the above needed in addition to all the other specific gunnery skills?
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Paddlefoot Aeon
Neogen Industries Fallen Souls
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Posted - 2007.08.22 20:46:00 -
[4]
Originally by: Passin Through Edited by: Passin Through on 22/08/2007 20:35:17
Originally by: Paddlefoot Aeon train Starbase Defence Manager to at least level 3.
In order to shoot cruise missles or be able to hit anything with arty you need to train specific gunnery skills. Are you saying you don't need to? Or is the above needed in addition to all the other specific gunnery skills?
Your skills have no effect on POS weaponry. If you train the Starbase Defence skill to level 3, you can control 3 Defensive structures. If I have no missile skills, I can still fire the cruise battery. If I have 8 million points in missiles, none of my skills effect the missile shot from the battery (flight time, explosion velocity, rate of fire, etc...)
For example, with Level 3, I can lock and scram a guy in a BS using the Warp Disruption battery, then lock him with 2 Medium Arty batteries and pop him in 2-3 vollies. Then I lock another BS, and repeat.
POS weapon setup is not as important as it used to be, not that people can direct the fire of guns. controlling POS guns is as much of a revolution to POS warfare as "focusing fire" on a primary target was to PVP. -----------------------------------------------
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Passin Through
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Posted - 2007.08.22 21:01:00 -
[5]
Is there any particuar type of gun that is better then the others? I've read that 250mm railguns don't track well. Are there better medium type guns to take out BS's then other types? Are cruise missles better then medium guns? What about smaller type guns for taking out inty's? Are beams better or other types?
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Jobie Thickburger
Gallente Condottieri Industries
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Posted - 2007.08.23 02:12:00 -
[6]
Originally by: Passin Through Is there any particuar type of gun that is better then the others? I've read that 250mm railguns don't track well. Are there better medium type guns to take out BS's then other types? Are cruise missles better then medium guns? What about smaller type guns for taking out inty's? Are beams better or other types?
IT works the same was as it does for Ships. Bigger Gun = Slower Tracking, etc.
IIRC and IMO:
LASERS- Good for Fast firing Shield Tank Busting Goodness. Plus using crystals is a big bonus. Also, Pulse lasers are some of the fastest tracking guns in game. Downside is that you have NO way of adjusting your damage types, and crystals do less damage per shot
Hybrid- Good for Anti-Armor tank work (Kenetic/thermal), Blasters are some of the Heaviest hitting guns in the game, But their tracking does take a small hit. They too are easy to plan tanks against, as they only do Therm/Ken damage (although, both hit about the same on shileds and armor).
Projectile- Arty cannons have the Highest multiplyer, But are VERY slow firing, (once every 30 sec). These are also very hard to predict what damage they do, as they can do all types of damage, dependant on the ammo.
Missile- Slowest rate of fire, due to flight time. they do make some pretty explosions though.
Best bet is to make sure MOST of the guns on your CT are the racial ones so you can get that bonus, But sometimes it doesn't hurt to have Other guns on hand to lend support, Such as 2 large Arty batteries on an amarr tower, Doing Explosive/Kenetic damage.
Save the Sell Forums
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Passin Through
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Posted - 2007.08.23 17:04:00 -
[7]
Originally by: Paddlefoot Aeon controlling POS guns is as much of a revolution to POS warfare as "focusing fire" on a primary target was to PVP.
POS's were known to unlock after a minute or so and move randomly on to another target.... never allowing you to fully kill something off.
Are you saying that this has been fixed? (Thanks for all your responses BTW)
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Laura Steel
Minmatar Independent Interspace Industiers Fallout Project
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Posted - 2007.08.23 17:11:00 -
[8]
Edited by: Laura Steel on 23/08/2007 17:11:09 They still do, but there is a skill that allows a player to take direct control of up to 5 batteries. ----
Darn exclamation mark! I have brown hair, green eyes and a nice tan :) |

Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.08.23 19:24:00 -
[9]
Originally by: Laura Steel Edited by: Laura Steel on 23/08/2007 17:11:09 They still do, but there is a skill that allows a player to take direct control of up to 5 batteries.
In low sec/0.0 would be proper to add. This skill is disabled in hi sec. Takes Anchoring lev 5 as pre req. and is rank 7 skill.
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Passin Through
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Posted - 2007.08.23 21:34:00 -
[10]
Originally by: Carniflex This skill is disabled in hi sec. Takes Anchoring lev 5 as pre req. and is rank 7 skill.
So your POS can be attacked in High Sec and you can't defend it?
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ToxicFire
Phoenix Knights Dark Nebula Galactic Empire
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Posted - 2007.08.23 21:41:00 -
[11]
Originally by: Passin Through
Originally by: Carniflex This skill is disabled in hi sec. Takes Anchoring lev 5 as pre req. and is rank 7 skill.
So your POS can be attacked in High Sec and you can't defend it?
Pos automatically defends itself, only down side is you can't focus fire, though in high sec your pos isn't ever gonna go up against a dread so its going to be taken down by a large number of ships there for focus fire doesn't really work.
Thats a nice logical explanation in reality its more likely to be done like that to prevent incidents where people use a pos to fire on ships without triggering a concord response. Sig removed as it lacks EVE-related content. Mail [email protected] if you have questions. -Hango
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Passin Through
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Posted - 2007.08.24 17:01:00 -
[12]
Thanks for all the great answers.... I think these will help alot of people new to POS's.
One other question: I've heard about the POS going into reinforced mode and nothing can be anchored at that point or unanchored. (I believe) But what exactly causes it to be in reinforced mode? Is it after you have been attacked? Is it after your shields go below half?
At what point can you no longer online batteries to help protect your POS?
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Paddlefoot Aeon
Neogen Industries Fallen Souls
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Posted - 2007.08.24 19:52:00 -
[13]
Edited by: Paddlefoot Aeon on 24/08/2007 19:54:19
Originally by: Passin Through Thanks for all the great answers.... I think these will help alot of people new to POS's.
One other question: I've heard about the POS going into reinforced mode and nothing can be anchored at that point or unanchored. (I believe) But what exactly causes it to be in reinforced mode? Is it after you have been attacked? Is it after your shields go below half?
At what point can you no longer online batteries to help protect your POS?
When a POS has its shields taken down to 25%, and if there is stront in the bay, the POS enters a reinforced mode, where the POS becomes invulnerable. Any module that requires CPU will go offline, however modules that require only GRID will stay online. Also, thanks to a recent patch, you can anchor and online modules that don't require CPU while a POS is reinforced.
So, you have a POS that gets attacked, all the guns disabled and the shield taken to 25%. You have enough stront for 1 day, 2 hours (for example).
In that 1 day 2 hours, you can either repair the Hull, Armor and Shield damage of the existing defences, or simply anchor and online new defences. Note that, because of their CPU requirement, Launchers (cruiser, torp, citadel torp), along with ECM, Warp Jamming and Webbing batteries, will be offline during reinforced, and even if repaired to 100% cannot be onlined again until the POS is out of reinforced.
So, If you find yourself in reinforced, rep/anchor new Hybrid, Projectile or Laser turrets, get your members who can control guns on standby, and wait for your stront to run down.
Once a tower is in reinforced, no fuel can be added or removed. This persists even after the tower comes out of reinforced... the shields have to hit 50% before fuel/stront can be played with again. Shields can recharge on their own, but that takes time. Most ppl use Ospreys (with ships sending them cap) or Carriers with capital shield transfer running.
Note: CPU-requiring modules can be onlined again once the shield hits 50%.
Have fun storming the castle!
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Passin Through
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Posted - 2007.08.24 21:21:00 -
[14]
I vaguely remember some time back a post with a very cool diagram about where to place the shield hardeners in relation to the front of the POS and where to place the various batteries around the POS for optimum coverage. Is this still an issue or was it changed recently?
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Sythyss
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Posted - 2007.08.24 21:54:00 -
[15]
0.o a diagram? that would be cool to look at
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Capt Rapace
Alpha Production Technologies Interstellar Alcohol Conglomerate
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Posted - 2007.08.24 22:46:00 -
[16]
Read the beginners guide. Seriously.
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Sythyss
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Posted - 2007.08.25 01:10:00 -
[17]
I have...there's not much in there on defense setups
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Passin Through
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Posted - 2007.08.28 00:36:00 -
[18]
This is more about tactics: Can defending ships move just outside the POS... shoot for a time while their shields are going down and then move back into the POS's shield protection so as not to be killed off? Sorta like pop out... shoot once or twice and before you can be targeted and killed turn around and break the lock once inside.
I'm going to assume that they can.... which makes the defense of the POS so much easier.
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General Apocalypse
Amarr The Merchant Marines
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Posted - 2007.08.28 12:25:00 -
[19]
In high sec CONCORD defends your POS even if you're at war that's why you pay those starbase charters and have high standings to deploy in high sec
Originally by: Jita Alt
DOH, you're right, i'm an idiot >_<
Originally by: CCP Morpheus nerf ccp plz
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Wyehr
Shadow Of The Light R i s e
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Posted - 2007.08.28 13:23:00 -
[20]
Originally by: General Apocalypse In high sec CONCORD defends your POS even if you're at war that's why you pay those starbase charters and have high standings to deploy in high sec
This was changed a while back.
Originally by: http://myeve.eve-online.com/updates/patchnotes.asp?patchlogID=132 Attacking the starbase of a war target in high security space would occasionally result in a global criminal flag. This no longer occurs.
[ 2007.03.18 18:45:59 ] (notify) Typhoon belonging to Gandolf self-destructs. |
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Passin Through
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Posted - 2007.09.05 20:41:00 -
[21]
Originally by: Paddlefoot Aeon ...the POS enters a reinforced mode, where the POS becomes invulnerable. Any module that requires CPU will go offline, however modules that require only GRID will stay online. Also, thanks to a recent patch, you can anchor and online modules that don't require CPU while a POS is reinforced.
This is in direct contradiction to what another person has told me. They have said that once you go below 50% shields you cannot anchor nor online batteries.
Would anyone be able to verify that this is the case? Would anyone have the link that shows this patch information?
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Paddlefoot Aeon
Neogen Industries Fallen Souls
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Posted - 2007.09.06 01:31:00 -
[22]
Originally by: Passin Through
Originally by: Paddlefoot Aeon ...the POS enters a reinforced mode, where the POS becomes invulnerable. Any module that requires CPU will go offline, however modules that require only GRID will stay online. Also, thanks to a recent patch, you can anchor and online modules that don't require CPU while a POS is reinforced.
This is in direct contradiction to what another person has told me. They have said that once you go below 50% shields you cannot anchor nor online batteries.
Would anyone be able to verify that this is the case? Would anyone have the link that shows this patch information?
True, you cannot anchor anything that requires CPU while you are in reinforced.... or until you bring your POS shields to above 50%. This is for CPU-using structures only... you can still anchor structures that use grid only.
Now Recruiting. Click on the sig for details!
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AllMyLove
Caldari Fade to Black Inc Interstellar Alcohol Conglomerate
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Posted - 2007.09.06 16:09:00 -
[23]
k this is on topic but not... is it possible to setup a pos to accept someone with starbase defense trained but not in corp while still being in the alliance? if so how?
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Paddlefoot Aeon
Neogen Industries Fallen Souls
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Posted - 2007.09.06 16:11:00 -
[24]
Originally by: AllMyLove k this is on topic but not... is it possible to setup a pos to accept someone with starbase defense trained but not in corp while still being in the alliance? if so how?
At the moment, I believe you have to be in the corp to use the guns on a POS. Now Recruiting. Click on the sig for details!
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Passin Through
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Posted - 2007.09.07 19:19:00 -
[25]
It looks like they have a new battery called Cynosural System Jammer. If it is what I think it is... it will make it impossible for any Capital Ships to jump to the moon where a POS has this active. Is this the case? Is this battery also placed on outside of shield which means it can be taken out.
And if so then you can offline the larger type batteries meant to take out Capital ships... at least till they kill it off with BS's.
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Passin Through
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Posted - 2007.09.13 19:31:00 -
[26]
The Sentry Gun Settings Screen on my POS has these settings:
Attack if standing is lower then ____ Attack if security status is below ____ Attack if our standing is dropping Attack if other security status is dropping Attack if aggressed Attack if at War
Now the bottom two are no brainers.. and should be checked. But what are the others used for? And how do you get the POS to shoot at people outside the Alliance only, even if those within have a low sec standing?
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franny
Phoenix Knights Dark Nebula Galactic Empire
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Posted - 2007.09.14 04:00:00 -
[27]
actually attack if aggressed is a bad idea have someone remote repair your POS with it checked... let me know what happens
I generated an 'attack' mail when I was bored one day by remote repairing one of our towers that had the shield not full after DT bug in a carrier... it's also known to shoot corp members who have a global aggression flag PKKP recruitment |

Paddlefoot Aeon
Neogen Industries
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Posted - 2007.09.14 23:53:00 -
[28]
Originally by: Passin Through It looks like they have a new battery called Cynosural System Jammer. If it is what I think it is... it will make it impossible for any Capital Ships to jump to the moon where a POS has this active. Is this the case? Is this battery also placed on outside of shield which means it can be taken out.
And if so then you can offline the larger type batteries meant to take out Capital ships... at least till they kill it off with BS's.
You need SOV 3 to anchor the Cyno jammer... and it prevents ANY cyno from being activated anywhere in the system. It also deactivates any jump beacons in the system.
The standard setup on a cynojammer POS is several warp scrambling batteries... and the rest Medium Guns. Its called a shredder, and takes ages and billions of ISK to take out. Now Recruiting. Click on the sig for details!
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Paddlefoot Aeon
Neogen Industries
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Posted - 2007.09.15 00:31:00 -
[29]
Originally by: Passin Through
The Sentry Gun Settings Screen on my POS has these settings:
Attack if standing is lower then ____ Attack if security status is below ____ Attack if our standing is dropping Attack if other security status is dropping Attack if aggressed Attack if at War
Now the bottom two are no brainers.. and should be checked. But what are the others used for? And how do you get the POS to shoot at people outside the Alliance only, even if those within have a low sec standing?
Attack if standing is lower then _0.1__, will shoot all those who are neutral to your corp... so it will only keep your friends safe :)
Attack if security status is below ____ Attack if our standing is dropping Attack if other security status is dropping Attack if other security status is dropping Leave them all un-checked...
Attack if at War - Tick yes
"Attack if aggressed" is a misnomer... it means will attack if someone gets aggression in range of the POS. It will kill you if you aggress someone outside your POS. Your POS will automatically defend itself if it is attacked, so no worries about ticking this button.
Now Recruiting. Click on the sig for details!
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Passin Through
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Posted - 2007.09.17 21:11:00 -
[30]
Originally by: Paddlefoot Aeon Attack if standing is lower then --> 0.1 <-- , will shoot all those who are neutral to your corp... so it will only keep your friends safe :)
Worked like a charm....
Did this and brought in an alt in a 4,000 kps MW'ing frigate and was targeted in 3 seconds... shields gone in the next three seconds... armor gone in next 3 and dead after that. Dread Gurstas Small AutoBattery FTW.
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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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