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Draoidh
Amarr
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Posted - 2007.09.05 23:16:00 -
[1]
A budy of mine's corp tried to setup a POS with a full size tower. They armed it with a mix of cruise/torpedo batteries, a few webbers and scrams. A group of 15 ships (a mix of BC, CS and BS) disabled all the batteries in less then one hour and start pounding the tower shield.
After a little while the attacking force was too big for the small corp to handle with its young fleet. I heard a carrier jumped in and was just hopping around gates picking off anyone who came in.
So whats the point of the POS guns/missles if they are so easly disabled? It is not like it really bought any time really. It seems that there is no way to defend a POS without having a fleet to support it.
--D
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Rhe
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Posted - 2007.09.05 23:38:00 -
[2]
If you really don't want the POS to go down, just fit a ton of hardeners. The boredom factor will deter almost any large BS fleet, unless you're sitting on a particularly nice moon.
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Jurgen Cartis
Caldari Interstellar Corporation of Exploration
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Posted - 2007.09.06 01:41:00 -
[3]
They tend to be more lethal when they're manned, as well. -------------------------------------------------- ICE Blueprint Sales FIRST!! -Yipsilanti Pfft. Never such a thing as a "last chance". ;) -Rauth |

Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.09.06 10:29:00 -
[4]
Guns/missiles point on POS is to help you defend it. They will not defend it for you.
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Deverian Tarik
Caldari Tanis Shipyards
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Posted - 2007.09.06 12:36:00 -
[5]
Originally by: Carniflex Guns/missiles point on POS is to help you defend it. They will not defend it for you.
^
What he said. They only give you an added advantage when defending, their not meant to hold the POS themselves. -------------------------------------
Tanis Shipyards is recruiting! |

Vishnej
Demonic Retribution Pure.
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Posted - 2007.09.06 21:08:00 -
[6]
Edited by: Vishnej on 06/09/2007 21:11:40 Edited by: Vishnej on 06/09/2007 21:11:22 Edited by: Vishnej on 06/09/2007 21:09:37 They're meant to be defended.
However - a deathstar should have been able to take a 15 man non-capital gang, if you had anyone capable of controlling the guns.
Even if you didn't have anyone that could control any of them, if your POS went up against 15 people with some BCs unmanned and their gang took no losses... either they had good logistics or you weren't fitting the right things.
In alliance territorial warfare, trying to disable deathstar guns in order to take out cyno jammers using a non-capital-supported battleship gang requires the attackers to take SERIOUS losses.
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Plaetean
Murder-Death-Kill
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Posted - 2007.09.06 23:04:00 -
[7]
Edited by: Plaetean on 06/09/2007 23:05:51 It isn't really as simple as sticking guns on then going afk presuming it's invincible.
The defences, as with everything else in eve, have strong points and weak points. I.e. large batteries aren't generally useful against non-capitals because of the tracking, sensor damp batteries will not have any real effect on a close range gang, etc etc. Perhaps the set up he had was not effective against the type of gang and tactis being used against his POS.
Then, there's also the aspect of assuming control, and focus fire etc, which makes a huge difference.
A properly set up and manned deathstar should not be so easily taken out by a 15 man gang.
Edit: clarity
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Trespasser
Caldari e X i l e FREGE Alliance
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Posted - 2007.09.07 02:28:00 -
[8]
Also Cruise and torp batterys are useless... get a minmatar tower and put a decent ammount of small/med/large arty with web/scramble and hardners and watch the fireworks 
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Aggrod
Circle of Flames
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Posted - 2007.09.08 22:30:00 -
[9]
on control towers, Guns > Missiles. Missile defences are easyeir to fit in some ways, but the right mix of guns will ripp a BS apart (If there is a group then you will want someone to train to be able to take control of the guns) ---------- I devise my own demise Here's to life-the life I'm losing |

Chainsaw Plankton
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Posted - 2007.09.08 23:02:00 -
[10]
did they load the batteries with ammo
just wondering 
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Caruleum Ursa
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Posted - 2007.10.01 15:53:00 -
[11]
Originally by: Draoidh So whats the point of the POS guns/missles if they are so easly disabled? ... It seems that there is no way to defend a POS without having a fleet to support it.
--D
There is little point to having guns without a 24/7 defense fleet online. POS guns are nerfed to the point they only kill small groups of ships that wouldn't be able to take down your pos in a reasonable period of time, anyways.
If enemy brings a decent size fleet, you will lose guns if you don't stay awake and man guns 24/7.
Use boredom tactics. Use more hardners!
And, hope your enemy uses weapons that require the most expensive ammunition so there will at least be a mutual cost paid in the process of putting your POS into reinforced mode. lol
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Jobie Thickburger
Gallente Condottieri Industries
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Posted - 2007.10.01 16:38:00 -
[12]
Everyone keeps saying "deathstar deathstar" etc etc.... But I dobut you had a Deathstar POS set up.
But they are right as well, guns there should have done a bit of damage. Missiles on a POS arn't very useful, As they have a flight time delay. One or two may be ok, Espically if you have an Amarr POS, as it lets you get the other damages in there, But in the end, You just need to be able to defend the thing. At the very least a few people who can man some guns (2 or 3 people to man 2 or 3 guns each).
Otherwise, The guns will cycle targets every 30 seconds, which won't do enough damage to shoot down a bigger ship. On the flip side, Had you had some people there to man 4 or 5 capital cruise batteries, and focused them on the carrier.....
they are eaisly disabled now, thats true, But they are also more damning now than they used to be, as you can control them, and cause them to focus fire on targets. It was a boost and a nerf at the same time, As its now easier to launch an attack on a POS as well.
CEO, Condottieri Industries
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DRONEB
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Posted - 2007.10.07 06:48:00 -
[13]
Pos vs cap ship = pretty hopeless unless your a larger corp.
1. 0.0 Pos = huge target depending on the moon
2. Pos defense vs bs fleet 1-12, 2 bombers and 2 gunners maning 10 pos guns can defend it easly however the bombs will cost you in the 20 billion range. (but a pos can be well worth that loss if you make 4-5 bilion a month off it)
3. Over all pos take down seems to be way too easy with the gun change,(putting them outside of the field) hopefully they dont change base mechanics too often that will eventually ruin a game.
99% of this game knowning what to do and when and how, the bombers can reck the support fleet while your pos guns wrech them, Missles and torps bad, 5 large domantion art trained on one battle ship isnt going to last very long but the ai running the guns is horid, it randomly cycles targets and never focuses attacks or uses any kind of thought making them easly beaten. why live gunners make pos defenses 100x more effective if all 32 torps focused on one guy he would die pretty fast vs all 32 randomly shooting people twice and then relocking for 35secs isnt going to kill anyone but a newb raiding party.
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