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SuperTina
State War Academy
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Posted - 2008.03.27 13:13:00 -
[1]
Hi guys,
I am considering putting a mix of web batteries, warp disruptors, neuts and rails on my POS as a deterrant to would be attackers. I know it's not going to stop anyone extremely determined, but at least I know I tried.
However, I'm a bit at a loss in which ammo to use for the large, medium and smalls. Currently I've filled with the smalls with iron, the mediums with lead and larges with thorium. I have a morbid fear of sniping BSs outranging my guns and merrily sitting 250km off and picking off the guns. Is this fear justified? Or should I fit more hard-hitting ammo?
Cheers and thanks for any help.
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Lady Natacha
Water and Power
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Posted - 2008.03.27 13:56:00 -
[2]
You better get some artillery on there too that uses EM and Explosive type ammo otherwise any pilot attacking your POS that is paying attention is going to tank their ship for your thermal and kinetic railgun ammo.
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Lord Fitz
Antares Fleet Yards SMASH Alliance
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Posted - 2008.03.27 14:12:00 -
[3]
Edited by: Lord Fitz on 27/03/2008 14:12:58 Artillery with Republic Fleet EMP and Rails with Navy Antimatter. Trust me no one will outrange that, even if they try their damage will be reduced such a huge amount they won't do anything. They are more likely to come in close and fit for remote repairing and just tank them all, unless you have a few people manning the guns at the time you can't defend against anyone that knows what they are doing.
Oh, and the POS guns still seem to hit @ 600km with antimatter so they don't really appear to obey the rules.
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SuperTina
State War Academy
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Posted - 2008.03.28 00:53:00 -
[4]
As you may have gathered, it's a Gallente tower. So you're saying its preferable to anchor artilleries for the EM damage type and forgo the 25% ROF bonus?
And just to confirm, ammo range modifiers (ie 50% for Antimatter) dont affect the optimal for guns? Because if thats true, then I'm going to put the highest damage type all the way! I dont understand how they hit out to 600km though. According to the stats it says activation proximity is 300km. Doesnt that mean that it only activates if targets are within 300km?
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Newbear
The Scope
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Posted - 2008.03.28 01:58:00 -
[5]
Good trick is to anchor giant cans next to the guns, if possible inside of the pos shields. That way when the guns run low you can click drag from giant can to the gun.
Gun placement should be in sets of 4, since thats what most pos gunners can handle. I suggest two groups of guns, 1 set up top and 1 set at the bottom. Some small guns in a belt around the pos shields is also a good idea. This way the top guns cover the guns on the bottom and the middle guns cover everything else.
Since your objective is deterence, you just need to anchor the guns. Only online on the off chance you you get war dec'd. This way you can use the tower cpu and grid for money making structures like labs. Also of interest is the fact that jobs inside of labs when offlined are paused. So once war is over just offline the guns and online the labs to resume jobs.
Look for 'Shadow Serpentis Warp DISRUPTION battiers' They have the greatest range. Warp Scram batteries have more pts but you loose alot of range. Be aware there disruption batts are not on the list of items you can look up in contracts. You have to manually type in item name in the search option.
This advice is conditioned on the assumption that your POS is in hi-sec. Low or Null you got to keep a few guns online.
Click here for my High Security POS Service
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SuperTina
State War Academy
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Posted - 2008.03.28 06:10:00 -
[6]
Thanks for the advice, Newbear!
Just another quick question. Do gunners manning the weapons have to actually be in proximity of the guns? Or can they simply control it anywhere within the POS?
Cheers.
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Lord Fitz
Antares Fleet Yards SMASH Alliance
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Posted - 2008.03.28 08:14:00 -
[7]
The gunners only have to be inside the POS shield. Mixing damage types means they can't just tank 2 types and you will do more damage overall (even if there's a bias towards railguns, so long as you are doing some EM/Explosive damage) Manned guns seem to be able to hit far longer ranges than advertised. Unmanned guns may fall victim to the 'activation proximity', but remember no player ship can hit beyond 250km (max lock range).
The gunners are really important, you can focus fire and you can even shoot pods and fighters. I've fended off an attack solo in med pos being attacked by 7 dreads 2 carriers and a mothership, with simply the ability to start killing fighters with the guns and the threat of follow up force (I had friends many jumps away they had 2 BS as support total).
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Corporati Capitalis
Tollan Technologies
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Posted - 2008.03.28 18:19:00 -
[8]
Originally by: Newbear 'Shadow Serpentis Warp DISRUPTION battiers' ... are not on the list of items you can look up in contracts. You have to manually type in item name in the search option.
You can search the contracts for them quite fine. The only requirement to do so is to type the name (or a part of it) correctly - "shadow warp disruption battery". 
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Medealya
Hand Of Bethke
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Posted - 2008.03.29 10:49:00 -
[9]
I use a mix of stuff have some cruises some laser and some rails covers all damage types that way and mix your cruies up w the 4 types
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Thenoran
The People's Liberation Army
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Posted - 2008.03.29 11:19:00 -
[10]
Edited by: Thenoran on 29/03/2008 11:21:07 Edited by: Thenoran on 29/03/2008 11:20:19
Originally by: Newbear Good trick is to anchor giant cans next to the guns, if possible inside of the pos shields. That way when the guns run low you can click drag from giant can to the gun.
Gun placement should be in sets of 4, since thats what most pos gunners can handle. I suggest two groups of guns, 1 set up top and 1 set at the bottom. Some small guns in a belt around the pos shields is also a good idea. This way the top guns cover the guns on the bottom and the middle guns cover everything else.
Since your objective is deterence, you just need to anchor the guns. Only online on the off chance you you get war dec'd. This way you can use the tower cpu and grid for money making structures like labs. Also of interest is the fact that jobs inside of labs when offlined are paused. So once war is over just offline the guns and online the labs to resume jobs.
Look for 'Shadow Serpentis Warp DISRUPTION battiers' They have the greatest range. Warp Scram batteries have more pts but you loose alot of range. Be aware there disruption batts are not on the list of items you can look up in contracts. You have to manually type in item name in the search option.
This advice is conditioned on the assumption that your POS is in hi-sec. Low or Null you got to keep a few guns online.
What about Shield Hardeners? They eat up quite a bit of CPU and Powergrid (a medium tower should use 6 I reckon so you get a 45-50% resist across the board), but if they remain offline, could it be that your tower is destroyed before you can even online them?
Say you logout around 23:00 EVE Time and can't log back in till 17:00 EVE Time, should the hardeners be online at all times? (or just two of them instead of six?) ------------------------
Mining over 4000m3 per cycle...with a Rokh |

Jonas Vinthyn
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Posted - 2008.03.29 12:26:00 -
[11]
You should always have at least a hardener for each of your 0% resists. Last large tower we had up had 3 for each 0 resist, 2 for the 25%, and 1 for the 50% (total of 9). Medium has 2 for the 0's and 1 for the 25. Smalls we usually didn't bother with as they were moon miners or other "cheap" fits although putting on one for each 0% isn't a bad idea.
Also as mentioned above if its in hi sec you can offline all the guns, hardeners, disruption batteries, etc and then if your war deced turn it all on. War decs have a 24 hour prep period....plenty of time to switch stuff around and you'll save fuel in the meantime.
-Jonas My POS - POS Fitting and Fuel Calc
http://tinyurl.com/2g2nrt Please visit your user settings to re-enable images. Stats![/url] |

Neo Vendora
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Posted - 2008.03.31 20:38:00 -
[12]
My personal opinion is that no tower can stand up against a Dreadnaught fleet, so one shouldn't even attempt to use large weapons.
In highsec: No dreads In lowsec : Dreads allowed, and no cyno jammers In 0.0 : Dreads allowed, cyno jammers and jump bridges allowed.
In highsec, just put medium and small weaponry on your tower. The biggest thing that will go after your tower is BS, and medium guns do nasty things to BS fleets.
In lowsec, dreads can/will show up.... and dreads can tank all but the most dedicated focus-fire from POS gunners using large weaponry. If you have a dread fleet on your lowsec tower... its all about Stront management and siege cycles. Put a mix of Warp Disruptors and webbers, a few small/mid guns, and a bunch of hardners. Make them need to burn multiple siege cycles on your tower. But, regardless of your fitting, if dreads show up, you're going to be in reinforced at some point.
In 0.0: You're vulnerable until you get SOV level 3 (so see the lowsec part for these details). When you get sov 3... put in a cyno jammer. Then make this tower the most evil and unwelcomming site that space has ever known. Disruptors, webbers, EW, Neuts, Guns of all shapes and sizes (no missiles), and vary your damage type (put some arties doing EM/EXP along side either laser or rail batteries). The goal here is to protect the cyno jammer.... so don't waste any grid on labs, hardners or even a moon miner. Just have the jammer, the tower, and all the pwnage you can squeeze onto the tower. Because once that jammer goes down..... in come the Dreads and down go your towers.
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