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Chatora Zar
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Posted - 2008.08.14 11:51:00 -
[1]
Hi all,
I am trying to put together attack methods best practice guide for attacking a POS. Be this in the form of BS's other support ships and how to used carriers to support a dread attack.
Details on attack method which would be usfull are ship types & setups stats on range/damage etc.
Known defence of POS and stats on time to take down. I think you now have the jist of what I am trying to compile.
Any links please post here.
Many thanks in advance
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coldplasma
The Revolutionary Guard
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Posted - 2008.08.14 16:38:00 -
[2]
It totally depends on the size of the pos. Usual practice of taking down a pos is to have main offence ships like dreads and battleships attacking the pos, and a seperate group of support ships keeping the system locked down. If it was a normal large pos, then you would probably want battleships and dreads attacking it. However, if the POS was setup like a death star, battleships are bad choice offence since they get popped easily by the POS guns. In this event, you'd want dreads only attacking the po, and sniper battleships that are either safed or aiding the support. In the event that the enemy warps in a bunch of ships right on top of your dreads, you warp in your sniper battleships to pick them off at range. If you have carriers, it's a good idea to keep them out of the system and make use of a recon ship to drop a cyno field where it is needed. Like for instance, if the dreads get engaged by 20 hostile battleships, you can warp in your snipers and if needed uncloak the recon sitting at the pos and drop the carriers right on top of them. _________________
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Kavu
Destry's Lounge
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Posted - 2008.08.14 17:34:00 -
[3]
Originally by: coldplasma It totally depends on the size of the pos. Usual practice of taking down a pos is to have main offence ships like dreads and battleships attacking the pos, and a seperate group of support ships keeping the system locked down. If it was a normal large pos, then you would probably want battleships and dreads attacking it. However, if the POS was setup like a death star, battleships are bad choice offence since they get popped easily by the POS guns. In this event, you'd want dreads only attacking the po, and sniper battleships that are either safed or aiding the support. In the event that the enemy warps in a bunch of ships right on top of your dreads, you warp in your sniper battleships to pick them off at range. If you have carriers, it's a good idea to keep them out of the system and make use of a recon ship to drop a cyno field where it is needed. Like for instance, if the dreads get engaged by 20 hostile battleships, you can warp in your snipers and if needed uncloak the recon sitting at the pos and drop the carriers right on top of them.
my eyes burn
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Bronson Hughes
Knights of the Wild
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Posted - 2008.08.14 18:06:00 -
[4]
Some other random tips:
1. POS guns have fairly small signature radii. Small guns are about frigate sized, medium guns are about cruiser sized, etc. Dreadnoughts are very nice at punching a through POS force fields, but they're not necessarily the first choice for taking out POS guns (except for the Moros and it's crazy drone bonus).
2. Make sure that you fight aligned and ready to warp out if need be. Having some form of logistics (preferably carriers, but spider-tanking battleships can work too) will help with this, but if the POS has a lot of guns they can take down a battleship pretty quickly if they focus fire. This applies mainly to sub-capitals; the your dreads should have their siege modules on and your carriers shouldn't be leaving as they're your main logistic support.
3. Try to keep an emergency cyno pilot standing by in a nearby system in case things get ugly and your capitals need to bail in a hurry.
4. In addition to your emergency cyno pilot, make sure you keep scouts in every neighboring system to keep an eye on what's going on nearby. And keep scouts on the gates into the system too if possible.
5. Timing your siege cycles can be important. Either have them all starting/stopping at the same time so you can maneuver en masse or cycle them so your logistics support can focus remote reps on them in sequence.
This is hardly comprehensive, but it's something. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |

Taram Caldar
Noir. Trinity Nova Alliance
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Posted - 2008.08.14 21:04:00 -
[5]
Edited by: Taram Caldar on 14/08/2008 21:05:09
Originally by: Chatora Zar Hi all,
I am trying to put together attack methods best practice guide for attacking a POS. Be this in the form of BS's other support ships and how to used carriers to support a dread attack.
Details on attack method which would be usfull are ship types & setups stats on range/damage etc.
Known defence of POS and stats on time to take down. I think you now have the jist of what I am trying to compile.
Any links please post here.
Many thanks in advance
Best practice: Never let your enemies know your methods for attacking their assets.
Why: - Gives away your key advantage: Surprise - Allows them to plan their defense around your attack methods.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2008.08.14 21:15:00 -
[6]
get into a dread, fit with smart bombs and siege mod. warp into the pos shields hit siege as you can't move when in siege and go smart bombs!!!!!
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Chatora Zar
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Posted - 2008.08.14 21:50:00 -
[7]
Well thanks to all so far interesting stuff.
What Id like to know more about are stats. I.e. how far can a dread sit from a POS and fire??
How much difference will going into siege mode make? I gather siege mode lasts for 15min after disengaging.
From my own point IĈm looking to ransom small to Med POS's in Low Sec. So would be very interested in best tips on how to do this with a smaller PVP corp rather than a alliance attack.
Thanks again all.
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Antodias
North Eastern Swat Pandemic Legion
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Posted - 2008.08.14 22:19:00 -
[8]
Edited by: Antodias on 14/08/2008 22:18:57 Siege mode lasts for 10 minutes. In most POS attacks you usually only need one cycle for anything but a decent fit deathstar. However having a small amount of dreads seiging a pos is very dangerous, and generally attracts a lot of attention in lowsec.
Small poses can be done fairly easily with a small amount of remote repping BS (geddons are excellent for this), and I guess in low sec poorly fit mediums would be a target too.
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Rajere
No Trademark Obsidian Empire
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Posted - 2008.08.15 01:51:00 -
[9]
Small POS you do not need caps. use RR BS, take out warp scrambler/warp disruptors first, then feel free to take out any guns/etc modules before reinforcing, or just reinforce it if you're repping is good or the defenses are lol. Dread range depends on the dread used and weapons fit, though most dreads aim for 40km or so range to ensure they can hit a Large tower as well as other defenses around the tower.
Yes siege mode matters, a dread out of siege does about as much dmg as a BS. A dread in siege cannot move, jump, or receive remote reps/etc. NOTR How to Fail at Eve
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techzer0
Minmatar Mafia
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Posted - 2008.08.15 03:51:00 -
[10]
Advice for attacking POS's...
don't do it. (save on the f-ing boredom) ------------ CCP > Let's play the nerf a race game! Next up minmatar! |
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sliver 0xD
exiles. The Kadeshi
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Posted - 2008.08.15 14:14:00 -
[11]
Edited by: sliver 0xD on 15/08/2008 14:14:36
Originally by: techzer0 Advice for attacking POS's...
don't do it. (save on the f-ing boredom)
this a true veteran pos killer.
becouse he knows the best way to attack a pos is to MASSIVELY BLOB THE HELL OUT OF THE RIVAL :)
this will cover all points as explained above. 1. suprice. (no chance of retaliation in matching numbers) 2. lock down system. (rival will lag out when jumping in makeing them easy target) 3. no hot droping stuff (they have no fleet suport and fear the lag)
and is as he says f-ing boredom! :P
--- Somebody needs a hug! |

Drunk Driver
Gallente
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Posted - 2008.08.15 14:21:00 -
[12]
Look the POS in the eye. Thump your chest. Make big arm motions. Loudly squeal while leaping back and forth from foot to foot.
Soon the POS will flee in fear.
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r0b0to
The Aftermath.
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Posted - 2008.08.15 21:21:00 -
[13]
doing the siege when it's not the victim's timezone works too.. not manly, w/e  -----------
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Darkerz
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Posted - 2008.08.16 12:41:00 -
[14]
well recently i was in a giant ( from my prespective ) siege 400+ ppl in system. when i warped to the hostile POS the lag was so big it took the last piece of brain out of me... in those conditions i actualy dont know how tacklers would have done their jobs it would be just awful... so when i warped in i thought mayby it will go away. BUT it didnt and got eve greater... the lagg spread out of the system like a plague consuming every single second into its grasp... it was worse than saturday night Jita.... when i warped to a friendly spot it took the damn thing 4 minutes to load in an empty POS just the POS and thats all. 4 ! 4 minutes for an empty pos the lagg continued once i jumped out of the system i say it was terrible... i suggest hitting them hard in their weak spot... Siege it when the least amount of hostile players are online or reacheable i suggest neutral cloaked alts checking the target system seeing when they went for smokes or something... then hit them fast and hit them hard
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Internet Knight
The Knighthawks
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Posted - 2008.08.16 17:19:00 -
[15]
Originally by: Chainsaw Plankton get into a dread, fit with smart bombs and siege mod. warp into the pos shields hit siege as you can't move when in siege and go smart bombs!!!!!
You know absolutely nothing about dreads and siege mode. First, the dread will not be able to warp into a hostile POS without the password, that was fixed many moons ago. Instead, it will warp to about 15km away from the edge of the force field. Even if it did end up with the correct password, it would *STILL* get bumped out if the password got reset. I've had it happen to me. And lastly, smartbombs do not get a damage bonus from siege mode, so you will be doing VERY LITTLE damage to anything (only 3 smartbombs if you want siege mode, 4 if not), and have an EXTREMELY short range to boot. A single capital turret or citadel launcher will have more DPS than that, while in siege mode.
Originally by: Rajere Small POS you do not need caps. use RR BS, take out warp scrambler/warp disruptors first, then feel free to take out any guns/etc modules before reinforcing, or just reinforce it if you're repping is good or the defenses are lol.
Any self-respecting small POS will have two hardeners. Even without two hardeners, a small control tower can still take two or three hours for a RR BS fleet to take down. Two or three dreads will decrease the time required substantially.
Originally by: Chatora Zar What Id like to know more about are stats. I.e. how far can a dread sit from a POS and fire??
It depends upon the dread's ammunition type. But for the most part, the dread will be using their high-damage ammo. High-damage ammo usually has shortest range, which means the dread will need to be as close to the tower as possible. The only exception is the Phoenix (and half of the Naglfar) whose citadels can reach up to about 90km to 100km and still do full damage, depending on skills.
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Internet Knight
The Knighthawks
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Posted - 2008.08.16 17:20:00 -
[16]
Originally by: Chatora Zar How much difference will going into siege mode make? I gather siege mode lasts for 15min after disengaging.
Siege mode has a really long cycle time. Its cycle time is 10 minutes, not 15. Just like any other activateable module, it activates every cycle time amount of time as long as it's green. When you tell it to deactivate, it will remain activated until cycle time minus elapsed time since last cycle start has passed. That means that if you activate it, wait 5 minutes, and then click it to deactivate it, it will still remain activated for a further 5 minutes.
Siege mode does several things:
- It multiplies your maximum damage by a factor of 6.25 (basically, 6x your base damage out of siege)
- It quadruples your effective DPS tank (cycle time for armor repairers and shield boosters is halfed, while the amount repaired or boosted is doubled), at the cost of doubling your repairer's and booster's capacitor usage (halved cycle time means double capacitor usage for a permanent activation)
- It reduces your effectiveness against smaller and faster targets
- Reduced tracking (faster targets are harder to hit with turrets
- Reduced explosion velocity (faster targets are harder to hit with missiles
- Scan Resolution is quartered (it takes 4x the amount of time to target-lock something compared to out of siege)
- It prevents all midslot-type ewar from being used on you, and prevents high-slot-type remote boosters from being used on you.
These cannot be used on you:
- Warp scramblers
- Stasis webifiers
- Tracking disrupters
- Sensor Dampeners
- ECM
- Remote Sensor Boosters
- Remote Tracking Boosters
- Remote ECCM
- Energy Transfers
- Shield Transporters
- Remote Armor Repairers
- Remote Hull Repairers
Make sure you note these last two can be used against a sieged dread:
- Energy Neutralizers
- Energy Vampires
- It prevents you from moving, warping or using your jump drive while active
Those last two points are very important. Since you cannot be remote repaired while in siege, your tank is absolutely everything to you. Passive tanks on a dread simply pale in comparison to active tanks on a dread. Add the two together, and your capacitor is everything to you.
If your dread is under attack, there's not much it can do once it comes out of siege. Chances are you will be bubbled if you're in 0.0. If you're in lowsec, you have a chance to jump out before being scrambled, but ONLY if your capacitor is above your minimum jump limit! Note that if your Jump Drive Operation skill is at level 5, you have a minimum capacitor of a little over 70% before you are able to use your jump drive. If you have to have your capacitor go below 75% in order to tank the DPS (or especially if you're being energy neuted), you can pretty much count out the option of simply jumping out immediately after siege.
Because you cannot be scrambled while in siege, there's a small chance that you will be able to warp off after coming out of siege. Make sure to hit the align button while in siege so that there's no delay between coming out of siege and aligning for your warp target. Once you see that your speed is increasing, hit the warp button. If your hostiles aren't watching for your movement to start (or they're stupid and web you first), then you will warp off safely.
If you *are* under attack and cannot warp off or jump out and you have carriers there to assist, usually the best thing to do is to have them remote rep you while you try to get as many of all of the capitals out safely as possible. Sometimes that's not possible and someone might have to be left behind. As the old saying goes, don't fly anything you can't afford to lose.
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Lorzion
Minmatar Minmatar Mafia
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Posted - 2008.08.17 09:39:00 -
[17]
Edited by: Lorzion on 17/08/2008 09:40:01 I suggest going to ihakana and attack the POS at Planet 4 Moon 1.... ignore the pandem legion avatar, it's just a big huggable teddy bear.
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Venomire
GoonFleet GoonSwarm
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Posted - 2008.08.17 20:50:00 -
[18]
Carriers are good for taking out POS modules, just sayin'.
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Fitz VonHeise
The New Order.
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Posted - 2008.08.17 21:03:00 -
[19]
Originally by: Internet Knight Explanation About Siege Mode and it's use..
Those are good comments about Siege mode.
Might you look at the link below and see how you might go about taking on... say the Cyno Jam setup listed? I'm just curious as to what others might try.
POS Death Star Setups: Jump Bridge, Cyno Jam, Reactions, Moon Mining
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Internet Knight
The Knighthawks
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Posted - 2008.08.17 22:00:00 -
[20]
Originally by: Fitz VonHeise Might you look at the link below and see how you might go about taking on... say the Cyno Jam setup listed? I'm just curious as to what others might try.
Without a limit as far as attacker's resources go, that's quite a rather broad request.
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