Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Ultimate Poison
|
Posted - 2007.01.12 12:25:00 -
[1]
I'd like to have some feedback on the following POS setup.
Minmatar Large POS guns 7 Large artillery battery 2 Small artillery battery
Hardners 2 Ballistic deflection array 2 Explosion deflection array 2 Heat deflection array 1 Photon deflection array
Misc 1 Corporate hanger array 1 Warp disruption battery 1 Stasis webification battery
Uses 1.975 CPU (67,1%) Uses 4.337.500 Power (99,1%)
Resistance EM 63% EXPL 44% KIN 44% HEAT 58%
Is this a POS setup with good defence and offensive capability? Any other good setups?
At what range are dreads usually parked to destroy my OS?Considering the range what XL-ammo should I load in the large guns?
Thanks, UP
|
Domalais
Equilibrium LLC United Confederation of Corporations
|
Posted - 2007.01.12 19:05:00 -
[2]
Personally I would drop 1 large arty for a large auto, and use the remaining grid combined with your huge CPU leftovers to add some more hardeners. (Ballistic first, then exp. if it fits as well.)
You want a rainbow of ammo in your artillery. Fusion, EMP, phased plasma, and a little sabot.
|
Gregor Alessandro
AWE Corporation Intrepid Crossing
|
Posted - 2007.01.12 19:09:00 -
[3]
I'm not positive, but I think a webbed crow can still evade the small artillery batteries if it stays close to the shields. You should probably add some small autocannons so that attacks can't just drain your ammo before killing it.
|
Lisa More
|
Posted - 2007.01.13 22:58:00 -
[4]
for a Death Star use a Large Amarr Tower and 125 Cruise missile Batteries
|
Spei Prodetor
|
Posted - 2007.01.14 03:32:00 -
[5]
Medium arty's track bs better and still almost insta them +P
|
Avarok
|
Posted - 2007.01.14 03:53:00 -
[6]
Medium arties may be able to instapop a BS, but 28 Citadel Batteries + 6 small autocannons will take down any dicties that can outrun the citadels, and the citadels can take down Dreadnoughts in 96 seconds assuming a 50% tank.
I can only imagine how poorly BS's would fair against that many citadel missiles...
|
Carniflex
Caldari Fallout Research Fallout Project
|
Posted - 2007.01.14 09:12:00 -
[7]
While missile setups on Amarr towers are quite good their problem is that they last only until it gets reinforced. After that all CPU using modules go offline and that means also missile launchers.
|
Teraille
Total Mayhem.
|
Posted - 2007.01.14 23:17:00 -
[8]
From what i know, the weapons on a POS dont all fire at the same target at once, they each pick different targets at random (god knows why) and fires at it for a short period of time before switching again. In other words, a POS against a large fleet will do practically nothing to it unless the pilot becomes lagged to hell and against dreads, well, if a POS manages to kill a dread you should probably go out and buy a lottery ticket the same day because youre bloody lucky! If youre just using a POS to claim sovreignty in a 0.0 system it might be useful to just put a lot of hardeners on it so in the event of an attack, the POS should stay in one piece long enough to get some ships there and defend it :)
|
Teraille
Total Mayhem.
|
Posted - 2007.01.14 23:17:00 -
[9]
From what i know, the weapons on a POS dont all fire at the same target at once, they each pick different targets at random (god knows why) and fires at it for a short period of time before switching again. In other words, a POS against a large fleet will do practically nothing to it unless the pilot becomes lagged to hell and against dreads, well, if a POS manages to kill a dread you should probably go out and buy a lottery ticket the same day because youre bloody lucky! If youre just using a POS to claim sovreignty in a 0.0 system it might be useful to just put a lot of hardeners on it so in the event of an attack, the POS should stay in one piece long enough to get some ships there and defend it :)
|
Alak D'bor
|
Posted - 2007.01.14 23:49:00 -
[10]
Originally by: Teraille From what i know, the weapons on a POS dont all fire at the same target at once, they each pick different targets at random (god knows why) and fires at it for a short period of time before switching again.
I keep hearing this, but this didn't used to be the case. Over a year ago I distinctly remember all of the guns flashing yellow and then red on me while working on taking down a pos.
|
|
Bimbo0
|
Posted - 2007.01.15 11:22:00 -
[11]
Originally by: Avarok Medium arties may be able to instapop a BS, but 28 Citadel Batteries + 6 small autocannons will take down any dicties that can outrun the citadels, and the citadels can take down Dreadnoughts in 96 seconds assuming a 50% tank.
I can only imagine how poorly BS's would fair against that many citadel missiles...
what tower race/size, would be needed to fit that?
To the op, wouldnt AC's be better than arties since dreads are normally close range?
|
kal'mara
|
Posted - 2007.01.15 12:23:00 -
[12]
Edited by: kal''mara on 15/01/2007 12:20:29 It'd be a lot better if all the guns fired at a single target but last time a pos fired at me, i got about 2 guns tickling my raven and i sat there laughing at it!
oops, accidentally posted with my alt, but this is Teraille
|
Carniflex
Caldari Fallout Research Fallout Project
|
Posted - 2007.01.15 12:52:00 -
[13]
At this moment it happens usually so that all POS guns shoot at first target warping in (usually shuttle) and then start cykling between targets if there is more than one available every 30 to 45 seconds. So in reality if you set up POS defences you are trying to achive balance between POS 'hardness' (piles of hardeners), fire focusing (bigger guns give all their hot love to one target at a time) and tracking / gun signature (bigger guns miss a bit more on small targets and do less wreking shots).
Missiles are a bit special case on POS's and fill quite specific role in my opinion. They give quite good punch for their power/cpu BUT they will go offline if POS gets reinforced. There is also the fundamental disadvantage for missile POS'es - attacker can pick his time, and when it's ganked it's as well as dead. For that reason I personally dont think, that missile POS is good deathstar, as battle that decides POS fate shall be held when it comes out of reinforced mode. Missiles are however quite good to get a bit extra punch out of your POS or to discourage smaller battleship gangs taking out smaller towers without deploying dreadnaught. So - if you do missile tower then you need either to nrespond fast or it's 'throw away' one with some modules, missiles to discourage smaller gangs and enough strontsium to give you time to evacuate contents of ship maintenance array. Missiles are especially lovely on small towers whitch can't hold up against any semidecent attack anyway so they do quite nice for discouraging potential gankers without dreadnaught ability (as no matter what you fit on it it will die against single dreadnaught anyway).
Note also, that cruise missile batteries dont have damage mutiplier while torpedo and citadel batteries have those. After modifiers torpedo battery does a bit over 1000 base damage per hit and citadel torpedo around 4500 base damage per hit (reduced for target speed, resitances and signature radius). So in that regard relation 4x small = 2x medium = 1 large does not quite hold for missile launchers damage (it is still true for their fitting requiments). Torpedos still do full damage for battleships while citadels get quite noticeable damage reduction against BS (they have signature radius around 1000).
|
Cirale
GALAXIAN Rule of Three
|
Posted - 2007.02.18 17:31:00 -
[14]
so what would be the recommended gun/hardener ratio?
anyone have a deathstar setup that can keep BS/support away and stand up to some serious abuse?
layout would need EW as well as this is crucial IMO to defense.
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |