|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Lord Fitz
Project Amargosa
|
Posted - 2008.07.09 12:57:00 -
[1]
Originally by: Research Rachel
Originally by: Fitz VonHeise
You can anchor batteries if in reinforcement but you can't put ammo in them till shields go back above 50%.
Actually you can put ammo in when the pos is reinforced 
Confirmed, when you try with the battery offline it says you can't because the POS is in reinforced, but when you turn the battery online it lets you put ammo in ;)
|

Lord Fitz
Project Amargosa
|
Posted - 2008.07.12 14:20:00 -
[2]
Originally by: Fitz VonHeise This just happened a week ago. Have you tried it recently?
In the last few weeks yes, I can assure you nothing has changed in this regard since guns were moved outside the shield either. It may be a little buggy but it certainly does work, I do remember getting the message you describe, panicked for abit, changed the status of the guns (onlined I think) and then put ammo in and it worked. Before the guns were moved outside the POS, you used to have to have them offline to add ammo. Now this is not the case.
Quote: The other thing you can do is use it for mining roids in low sec. You mine in a dead in system and when you see someone in local your hulks warp to the POS and take over defense till they leave. Then it's back to mining.
Just a question, why mine in lowsec when every lowsec ore is less valuable than highsec ores ? 
|

Lord Fitz
Project Amargosa
|
Posted - 2008.07.20 05:27:00 -
[3]
Originally by: Fitz VonHeise For those that like dampners I added this:
Sensor Dampners Dreads are immune to dampners. Carriers are not unless they are in triage mode. If you really want dampners then remove one each type of the ECM battery and put one Dampner for each ECM battery removed.
Dreads are immune to dampners and ecm and warp scram and webs etc WHILE IN SIEGE ONLY ;) Dreads are not immunue to EW naturally, only supercaps are.
|

Lord Fitz
Project Amargosa
|
Posted - 2008.08.21 15:51:00 -
[4]
Originally by: Fitz VonHeise Added this:
Cyno Jammers
Paddlefoot Aeon said, "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." My understanding is that even if a cyno jammer is on a cap ship can jump OUT of that system. The cyno jammer just stops caps from jumping into a system with an active jammer.
Yeah, the modules shouldn't (but do) need explanation. They're not 'capital ship jumping jammers' they're cyno jammers. They jam cyno's which means no ship can 'target' anything in order to jump there. I did have to laugh once when someone had a hostile capital ship in a system cloaked and bluffed him out by telling him they were turning on a cyno jammer and he'd be stuck there.  |

Lord Fitz
Project Amargosa
|
Posted - 2008.08.21 17:34:00 -
[5]
Originally by: Fitz VonHeise
Originally by: Lord Fitz I did have to laugh once when someone had a hostile capital ship in a system cloaked and bluffed him out by telling him they were turning on a cyno jammer and he'd be stuck there. 
You are sooo bad.... 
Did you kill his ship or ransom it?
He decloaked and jumped out :( Who would have thought. |

Lord Fitz
Project Amargosa
|
Posted - 2008.09.01 11:42:00 -
[6]
Originally by: Fitz VonHeise Edited by: Fitz VonHeise on 01/09/2008 03:31:39
Originally by: AK Shaman is it possible use General storage instead of standart silo?
Nope... I actually tried it and it doesn't allow you to use it for reactions....
It seems to be a storage place in space for one particular item that you can select. (you can't store multiple items in it) So it is very limited in use. (Unless others have found a better use for it)
It will be for booster reactions (drugs) those require NPC goods and things as part of the reaction. Thus it's designed to store those.
For Moon Mining based material reactions you need the 'silo' silo. All the others as far as I'm aware are for boosters. |

Lord Fitz
Project Amargosa
|
Posted - 2009.02.21 11:44:00 -
[7]
Edited by: Lord Fitz on 21/02/2009 11:45:31
Originally by: ALLYAHH Edited by: ALLYAHH on 26/11/2008 16:17:14
Quote: Lord Fitz said, 1) "If building ships you want to really do it one of two ways.
a. have a ship maint array within 3000km of the aseembly array so you can assemble and board the finished ships or b. use a freighter to take the finished ships to a nearby outpost to assemble/sell (works especially well for haulers).
New to the whole POS building thing so i apologize for the question in advance....
Ships can be placed in the ship maintenance array AFTER they have been built and they are still packaged? Or can you just pick them up out of the assembly array after they are finished with a freighter? I guess i dont get what you are saying here....
^ A little late but: Ships have to be assembled to go into the ship maintenance array, you can assembly them while they are in the assembly array provided you have a ship maintenance array (pos mod or ship based) within 3000m of you, and you are within 3000m of the assembly array. Then you can just drag from one to the other. Note that once they are assembled, you can no longer put them in cargo of a freighter etc, you have to fly them out. You can't repackage at a POS.
Also 'other' Fitz if you want to go and change post 4 to update it with stuff that has changed since that post or will change soon :
3) Each type of array can only manufacture the items designed for that array. There are two module (equipment arrays), one has 5 slots and 20% wastage, 0.65x time multiplier. The other has 6 slots no extra wastage and a 0.75x multiplier. The rest of the T1 arrays have no wastage, a 0.75x time multiplier and can ONLY build the types of their array.
a. Small ship array can only build frigates and destryoers and fighters b. Medium ship can build cruisers, barges, haulers, battlecruisers but not any small ships c. Large Ship array can build battleships, freighters, orca (nothing smaller) d. X-Large Ship array can build battleships, freighters, orca, dreadnoughts, carriers, rorquals. - Anchored in 0.4 or lower only. ^ changed large ship array, added x-large ship array.
e. Titans and motherships are built in a special Capital Ship Assembly array (which coincidentally is not for Dreads/Carriers/Freighters). It requires sov 1 to anchor, costs 2b isk, and is 900,000m3. Lots of fun." - The march 10 patchnotes The Capital Ship Assembly array has been resized to 850k m3, down from 900. - It now will fit in any freighter with lvl 4 of the racial freighter skill
Other small note, you need the advanced arrays to build the T2 versions of ships, these arrays have a 1.1x material multiplier and can not build the T1 hulls.
[i]Alliance members can also use the Cynosural Generator Array (no one else can) --- not sure who put jump portal in there.
|
|
|
|