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Vonlin
Caldari Clubs and Diamonds
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Posted - 2009.04.05 02:55:00 -
[1]
Edited by: Vonlin on 05/04/2009 02:59:13 Im looking for an evaluation of this POS's defense.
Caldari Control Tower 1x Corporate Hangar Array 1x Ship Maintenance Array 2x Domination Stasis Webification Battery 2x Shadow Warp Disruption Battery 2x True Sansha Energy Neutralizing Battery 6x Dread Guristas Citadel Torpedo Battery 10x Dread Guristas Cruise Missile Battery 4x Dread Guristas Ion Field Projection Battery 4x Dread Guristas Phase Inversion Battery 4x Dread Guristas Spatial Destabilization Battery 4x Dread Guristas White Noise Generation Battery
I know the ship maintenance array takes up some valuable power grid that could be dedicated towards more weapons, but for the purpose of this POS it is required.
Edit: I'm weighing the option of putting on a EM and explosive hardener but am afraid to gimp its offensive capabilities in doing so. I would prefer to focus on discouraging attackers in the first place rather than prolonging the time it would require to siege the POS.
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Lord Fitz
Project Amargosa
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Posted - 2009.04.05 03:50:00 -
[2]
Edited by: Lord Fitz on 05/04/2009 03:50:18 High Sec / Low Sec / 0.0 ?
Missiles are usually a poor choice compared to a mix of rails and artillery. Caldari towers are a poor choice for such well defended towers usually because you've negated their extra CPU with all the defenses, and are just left with less power grid.
The situation also varies depending on what you think a likely attacker would field and their motivation, and what you/your allies can field to defend the tower.
As it stands, as soon as your tower hits reinforced, it's totally useless.
Also, have extra guns anchored ready to online when you need them, take into account both a 'typical use' mode an 'under attack' mode and a 'reinforced' mode.
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Vonlin
Caldari Clubs and Diamonds
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Posted - 2009.04.05 10:04:00 -
[3]
I had originally picked Caldari merely because I liked the idea of a POS that was focused on jamming, to mess up repping ships. Then I realized deployed dreads or carriers are immune, so I need two fit the neuts to mess with such ship's cap as that seems to be the best counter to capitals. The POS is intended for noth low sec and 0.0. I know that may be a bit strange but all I can say is that it will be moved and redeployed as needed. It is more than likely it will spend most of its time in low sec.
I am going to switch to a minmatar tower with an artillery setup though, I will post with what I come up with once I have finished it.
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zzCoins
Caldari Perkone
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Posted - 2009.04.05 11:13:00 -
[4]
I hope you checked the price of faction projectile guns befor you posted. Amarr towers/guns are much more cost effective.
You need 4 Neuts on a death-star and a defending fleet to provide dps.
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Fohrum Ahlt
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Posted - 2009.04.05 13:09:00 -
[5]
Originally by: Vonlin The POS is intended for noth low sec and 0.0. I know that may be a bit strange but all I can say is that it will be moved and redeployed as needed. It is more than likely it will spend most of its time in low sec.
You're aware that this POS will take more than 10 hours to deploy, anchor, online and stock with fuel/ammo... right? It'll take roughly the same to clean up, offline, unanchor and haul away.
I just wanted to make sure you knew what you were getting into.
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Petyr Baelich
Taggart Transdimensional Virtue of Selfishness
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Posted - 2009.04.05 21:05:00 -
[6]
Originally by: zzCoins I hope you checked the price of faction projectile guns befor you posted. Amarr towers/guns are much more cost effective.
You need 4 Neuts on a death-star and a defending fleet to provide dps.
This, and you need 8-12 backup neuts anchored and offline for when your online neuts get incap'd.
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