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Eve Goetterdaemmerung
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Posted - 2008.06.20 20:26:00 -
[1]
Hi I plan to buy a jump frighter to avoid the risky gate-jump into lowsec with a normal frighter. But since pirates tend to visit cynos as soon as they pop up in the overview, I would like to fit one of my POSes to defend the arriving jump frighter. So what I need is a POS that effectivly destroys or incapacitates a gang of attacking pirate ships at close range at least so long that my jump frighter can move into the POS field and/or jump to another POS.
Here my proposal: 2xNOS 2xWarp Scrample 2xWebber 4xMedium AutoCannon 4xSmal AutoCannon Rest filled with Electronic Warfare Batteries (about 6 of every kind) to blind all ships
What do you think about this POS fitting? 
Eve G.
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Alex Salas
BROTHERHOOD OF SPARTA Dominatus Phasmatis
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Posted - 2008.06.20 20:32:00 -
[2]
Good enough, but why nos not an energy neutralizer?
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Eve Goetterdaemmerung
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Posted - 2008.06.20 20:41:00 -
[3]
Originally by: Alex Salas Good enough, but why nos not an energy neutralizer?
Aem... I thought this is the same... well at least thats exactly what I meant 
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davefromdevelopment
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Posted - 2008.06.20 23:49:00 -
[4]
Caldari pos with 30 of each type of jammer 
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Petyr Baelich
Taggart Transdimensional Virtue of Selfishness
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Posted - 2008.06.21 00:02:00 -
[5]
Depends on how many POS gunners you have, but your setup is sound.
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Verite Rendition
F.R.E.E. Explorer Atrum Tempestas Foedus
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Posted - 2008.06.21 00:38:00 -
[6]
I think you've being overly paranoid in this case. Just jump to a station with a large docking range, and jump as soon as the cyno goes up. This gives the pirates 40 seconds to get to you before you dock, that's barely enough time to set up a single good bump with a Mach, never mind actually sailing you out of docking range. ---- FREE Explorer Lead Megalomanic EVE Automated Influence Map |

Tamia Clant
New Dawn Corp New Eden Research
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Posted - 2008.06.21 01:32:00 -
[7]
Originally by: Verite Rendition I think you've being overly paranoid in this case. Just jump to a station with a large docking range, and jump as soon as the cyno goes up. This gives the pirates 40 seconds to get to you before you dock, that's barely enough time to set up a single good bump with a Mach, never mind actually sailing you out of docking range.
Agreed. Make sure your cyno isn't too close to the station though, or your freighter might collide with the station's hitboxes and get sent flying.
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Eve Goetterdaemmerung
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Posted - 2008.06.21 06:29:00 -
[8]
Originally by: Verite Rendition I think you've being overly paranoid in this case. Just jump to a station with a large docking range, and jump as soon as the cyno goes up. This gives the pirates 40 seconds to get to you before you dock, that's barely enough time to set up a single good bump with a Mach, never mind actually sailing you out of docking range.
So you are suggesting to exchange one risky gate jump into lowsec by one risky dock and several risky undock maneuvers!? - No way! I would never ever use a lowsec station as base for my POS tasks. Thats what corp hangars have been invented for
If I cyno jump directly to one of my POSes I can do the complete fueling and other POS stuff directly with my jump frighter without ever beeing in a public (unsecure) area! 
Well, maybe I should have mentioned that I talk here about a VERY crowded lowsec system... sooo crowded that scouting does not help anymore because there is always someone (at the gate, station, etc.) 
Eve G.
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Lord Fitz
Antares Fleet Yards SMASH Alliance
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Posted - 2008.06.21 08:20:00 -
[9]
The dock/undock manouver works better in quieter systems and stations with very large dock radius's.
I wouldn't worry much about using energy neut batteries so much on the POS unless you expect them to bring dreads and have a go at your tower. If they do that you're pretty much stuffed unless they only bring a few and you can control the guns etc.
I like the warp disruptor batteries for their range. When choosing a webber the domi webs are excellent (97.5% vs 75% webbing). ECM are the sort of thing you need to break the lock of someone that has your freighter webbed/scrammed etc. And yeah some small and medium AC's and maybe some artillery will keep the curious at bay.
I would probably add a few more guns than you have listed though, of the medium variety to pack a punch. Then the only thing you possibly have to worry about is a few stray supercaps dropping by for a looksee.
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Eve Goetterdaemmerung
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Posted - 2008.06.28 22:34:00 -
[10]
Ok, I now have my POS setup with lots of Warfare Batteries and some short range autocannons.... and it works great! When I opened my first Cyno 8 pilots showed up in a few seconds... and none of them was able to lock the jump freighter or the cyno ship... half of them died in a few seconds and the rest barely escaped  So no matter if you think about jumping to a station is safer or not... opening a cyno at such a POS is definetly more fun. I opened it already some more times just for fun and every time a few curious pirates/pilots jump into their sure death  Eve G.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2008.06.29 07:50:00 -
[11]
You sure you are using the same setup you posted if people are dying at your POS ? As as far as I can see only things with adequate lock speed are autocannons.
Disruptors, Webs, ECM are all considered 'large' modules and will take approx 1 minute to lock battleship and as long as 3 mintues to lock really small ships. Small AC's have sensors of 250 so they lock stuff as fast as average cruiser and do work very well against small targets (as thats the main thing, to avoid getting tackled). They have also awesome falloff range so they are very effective for a short range gun.
ECM batteries are currently ... well not too good ... they have very low sensors so they take a while to lock anything, then they jam it and then they take a long while again to lock anything. When they hit tho they are almost quanranteed to jam whatever they are hitting so in that regard good assortment of those makes sure you can sooner or later escape if it's not very well organized gang.
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Lord Fitz
Antares Fleet Yards
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Posted - 2008.06.29 09:17:00 -
[12]
ECM batteries are useful for two things.
1 - to prevent remote repping and reduce damage in long sieges that aren't using dreads in siege (which can't be jammed)
2 - to release the lock on friendly ships (if you have a captial outside a POS, it won't die in the time it takes the ECM batteries to become effective).
Small guns are quite effective at killing frigate and cruiser size ships that have just warped in if they don't immediately notice where they are. Also, you can put a warp distruptor on your cyno ship and that really gives them no choice but to stay and die. |

Petyr Baelich
Taggart Transdimensional Virtue of Selfishness
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Posted - 2008.06.30 16:24:00 -
[13]
Originally by: Carniflex ECM batteries are currently ... well not too good ... they have very low sensors so they take a while to lock anything, then they jam it and then they take a long while again to lock anything. When they hit tho they are almost quanranteed to jam whatever they are hitting so in that regard good assortment of those makes sure you can sooner or later escape if it's not very well organized gang.
Do ECM bats work this way even if you're controlling them yourself? You have to relock the ship every time they cycle?
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2008.06.30 20:21:00 -
[14]
Originally by: Petyr Baelich
Do ECM bats work this way even if you're controlling them yourself? You have to relock the ship every time they cycle?
As far as I'm aware ECM batteries will keep their targets when controlled by gunner until gunner decides to switch targets. So they are not-so-great when NPC controlled and damn effective when gunner controlled. |

Petyr Baelich
Taggart Transdimensional Virtue of Selfishness
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Posted - 2008.06.30 23:36:00 -
[15]
Excellent! Thank you... thought I'd just wasted half a bil on my faction ECM. :)
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Verite Rendition
Caldari F.R.E.E. Explorer
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Posted - 2008.07.01 03:57:00 -
[16]
Originally by: Carniflex
Originally by: Petyr Baelich
Do ECM bats work this way even if you're controlling them yourself? You have to relock the ship every time they cycle?
As far as I'm aware ECM batteries will keep their targets when controlled by gunner until gunner decides to switch targets. So they are not-so-great when NPC controlled and damn effective when gunner controlled.
DG ECM batteries for the win. You have a 100% chance of jamming anything BS sized or smaller without the need to match sensor types, and all of this is with sickeningly little resource consumption per battery. |

Eve Goetterdaemmerung
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Posted - 2008.07.05 11:26:00 -
[17]
Right, the setup is not exactly as posted (sry).
I use 8 small and 8 medium autocannons (plus a bit of normal POS defense) and lots of DG ECM modules (I skipped all the warp jammers and energy neutralizers). None of the "attackers" ever got a lock on my jump freighter, my cyno ship or the POS. And everyone that did not jump out immediatly after arrival at the cyno/POS, died after the modules got a lock on him. But if about 30 POS modules are blinkning in your overview and try to lock on you most pilots surely flee. So not many die, but that was not the purpose of this defense. I already thought about adding some warp jammers to prevent them to flee, but I don't want war with all pirates out there, I just want a save cyno jump.
And its getting less visitors, so it seems some of them learned already that it is not wise to visit my cynos 
All in all I think this was a good investment. About 300m for a save landing area for my jump freighter. Thats fine for me 
Hf and jump save  Eve G.
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