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Fal Aren
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Posted - 2010.03.22 17:48:00 -
[1]
Is it worth going with an Amarrian tower and lasers for wormhole POS's purely based on the fact that ammo is less of an issue? I thought this might be the case but I'm still worried about only doing 2 types of damage.
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Tau Cabalander
Caldari
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Posted - 2010.03.22 18:17:00 -
[2]
Edited by: Tau Cabalander on 22/03/2010 18:17:08
If you intend to be a gypsy, moving from wormhole to wormhole, then Amarr towers are not good since active sentry crystals cannot be removed. All you need is Multifrequency too.
Otherwise Amarr towers are fine if you want a lot of grid for lots or big weapons.
I believe Amarr towers have the least amount of shield though.
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Critter Blacklung
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Posted - 2010.03.22 19:08:00 -
[3]
Depends on the wormhole too. In say a Class 1 or 2, a meduim Amarr tower will be fine. In larger wormholes, this may be an issue, I don't know.
As for ammo... again, depends on the wormhole. A corp I was with had one in a Class 2 for over a month, it shot 1 ship that whole time. So ammo was never an issue. However, the wormhole also always had a hi sec exit everyday, so us getting in more ammo and supplies was very easy.
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Fal Aren
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Posted - 2010.03.22 20:00:00 -
[4]
Incidentally, while does anyone know if mass of cargo contributes to wormhole degradation?
POS guns being 1million KG a piece seems like a way of closing wormholes nice and quickly.
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Gavin DeVries
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Posted - 2010.03.22 20:17:00 -
[5]
Cargo mass does not count. However, the volume of ammo can force extra trips to move, and each ship will make the hole degrade. ______________________________________________________ Isn't it enough to know that I ruined a pony making a gift for you? |
Fal Aren
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Posted - 2010.03.23 01:12:00 -
[6]
Torn between Amarr and Minnie towers... broke it down as follows
Amarr: More guns through more grid, no ammo, only two damage types Minnie: More shield, less guns, more damage types, ammo is an issue (but probably not)
Am I missing anything else?
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Ch33z0rz
Caldari Brotherhood of the Shadows
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Posted - 2010.03.23 02:58:00 -
[7]
Or alternatively you could use a Caldari tower, load it with ECCM, and the attackers will get bored and leave for lack of targeting ability.
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Tau Cabalander
Caldari
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Posted - 2010.03.23 18:44:00 -
[8]
Originally by: Fal Aren Torn between Amarr and Minnie towers... broke it down as follows
Amarr: More guns through more grid, no ammo, only two damage types Minnie: More shield, less guns, more damage types, ammo is an issue (but probably not)
Am I missing anything else?
So I don't have to re-post: POS Tower Choices describes my C2 Domination (Minmatar) POS.
Ammo is not an issue (65 hours continuous fire on AutoCannons, 13 hours on Artillery).
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Asarah
First Star To The Right
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Posted - 2010.03.24 00:02:00 -
[9]
Amarr is ok if you're only going to be staying for a little while. However if you plan on settling down and want to do more than just have a shield to hide behind while you run combat sites then I'd reccomend one of the other races. The amarr is too short on CPU to be able to fit defences and refineries, and labs, and reactors/silos, so you can't really exploit the wormhole to its fullest.
I use a large Gallente tower cause for me it has the perfect mix of Grid and CPU while giving a nice bonus to silos. Since I ship large quantities of gas in for reacting I actually use the bonus but for you a minnie tower would probably work better.
It's got enough CPU to fit the extras and guns, it's got a nice bonus to projectiles which have some nice stats even if they do use ammo.
If you're only going there for the tags and ribbons it might be more cost effective to bring a friend along in an orca with a cloak and maybe cloaks on your other ships to be safe. You can refit, store a whole crap ton of loot and you don't have fuel bills.
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Msgerbs
Gallente Imperial Assualt Guild Raikiri Assasins
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Posted - 2010.03.24 00:31:00 -
[10]
Personally I'd go with minmatar tower. Minmatar towers are beastly, despite their lower PG> It should be noted that projectile sentries have slightly lower PG requirements than energy sentries. A minmatar large can easily fit 8 medium arty batteries with plenty of room for nuets, ewar, tackle, and internal mods. ------ C&P wannabe
Originally by: CCP Zymurgist doing what C&P is great for... Blowing them up! Heck pod everyone you pirates, Get off the forums and go kill someone!
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CheckSum Hashfail
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Posted - 2010.03.24 15:06:00 -
[11]
One thing that has been overlooked is the fact that Amarr and Amarr faction towers give a bonus to Silo capacity. If your going into a wormhole one assumes your going to be harvesting hybrid gases and reacting them into polymers for t3 production.
The extra silo capacity come in real handy as it extend the amount of time between reaction meaning less work, as there is already a ton of mundane tasks that need to be done in WH life to begin with (scanning, neighbor killing, etc.)
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Anton Gustave
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Posted - 2010.03.26 01:54:00 -
[12]
If you are going put up a tower in a Wormhole, might as well make it a Minmitar death star. Because if you don't, you will eventually lose it to one of these ass-hat wormhole pirate alliances.
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Jilari Tahg'net
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Posted - 2010.03.26 02:34:00 -
[13]
In regards to the silo capacity... it may seem that having more is good; however, it only takes 15 min to switch the reactor over. The Reactor ticks on the Tower's cycle, which is based on hourly fuel consumption; so, you can conveniently react for days on base silo capacity, without maintenance.
Minmatar towers are great, as they have good PG, and reasonable CPU; anything else, is always a trade off. They also have pretty decent defenses, all round; with the ability to fit more than just artillery. Check the type of WH you are going to set up in; if it's a static, treat it like K-Space. If it happens, however; to be a special type, then consider bonuses, where they apply.
Any POS will do, in any hole, with the right set-up; but, some will do better than other's, for specific scenario's. For a Defensive bunker; Amarr seems to be the best choice. ..or perhap's Caldari, if you like an ECM bunker; just remember, number's are all you need to get past it. Shuttles can be targets too; so don't assume a strictly EWAR POS will help. If you're a 24 hour corp, maybe you'll always have a POS Gunner available; if you're not, then you're relying on luck and a sound defensive strategy, based on what you know of the AI.
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