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Fitz VonHeise
Eye Bee Em
Stellar Defense Alliance
Posted - 2010.09.17 21:36:00 - [241]
 

Edited by: Fitz VonHeise on 18/09/2010 19:37:04

If you think you can take the aggressors on without your POS defense then do so. But if they are a far larger group, then you want to use the offensive power of your POS to hit them. Use your carriers to rep the tower back to life, keep your ships repped and eventually the aggressors will give up and leave.

You should have a mix of armor reppers and shield reppers. Have extra remote cap mods stored in your Rorquals to include cap remote hull reppers. Your hangers will go offline if POS is in reinforcement so you should have extra PvP mods for your smaller ships stored in rorquals so you can transform your PvE ships over as much as you can to PvP ships.

Keep at least three extra months of POS fuel in the worm hole just in case. I can’t imagine any one wanting to stick around for 3 months to kill you.

These are some of my thoughts. What about yours?

EDIT: THis link just in:
Storming the Fortress of Absurdity
Or: Rooks & Kings vs Aharm

What seems to be clear from page 9 is that the ship described is allowed to be used.

Fitz VonHeise
Eye Bee Em
Stellar Defense Alliance
Posted - 2010.09.18 19:40:00 - [242]
 

Edited by: Fitz VonHeise on 19/09/2010 00:50:03

About Concentrating Your Caps:

Let's say you have quite a few carriers in your hole.. at least 8 or more. Four-five will still allow a great spidertank.

Many times your opponent will not put their Dreads within easy warp jamming/nueting range. But to kill them that is what you have to do to them.

So you could take 3-4 carriers and put cloaks in them and log them off in safe spots. Then once they put their Dreads in siege you logon your carriers (or have them already logged in cloaked) and have a cloaking ship move close enough to them so that when your caps land they are within 50k or less of your other carriers but hopefully close enough to the dreads to web/jam/nuet them. This way you still are able to Spidertank all your carriers and kill the dreads.

If they put the dreads too far out to do that then you should clear away the bubbles first and then you will have a clear field to warp out of your pos to ss and then come back to bubble/nuet them in force.

A fleet I was in of 7-8 Dreads and 3-4 carriers in 00 space was decimated by another fleet of 8-9 carriers which spidertanked, sucked the Dreads cap and killed them one by one. Our Dreads could not break their shield spidertank no matter what we did.

If all that you are interested in... is holding your wh then just have lots of carriers. Wink

Fitz VonHeise
Eye Bee Em
Stellar Defense Alliance
Posted - 2010.09.28 20:27:00 - [243]
 

Originally by: Fitz VonHeise
What seems to be clear from page 9 is that the ship described is allowed to be used.
It now appears the effects they were using were not allowed as (If you missed the news) CCP has declared they were a possible exploit. And it appears from the below post the CCP has removed the effect in question:

Originally by: Lord Maldoror
The WH bonuses have changed, and the implication is the goalposts may stay for a while where they are now, so hopefully some fun in October.

Chris Bailey
Posted - 2010.10.01 17:23:00 - [244]
 

Somebody is attacking my pos in a Wormhole

Fitz VonHeise
Eye Bee Em
Stellar Defense Alliance
Posted - 2010.10.01 18:34:00 - [245]
 

Originally by: Chris Bailey
Somebody is attacking my pos in a Wormhole
It should show in a message who is attacking.

Is this just a random ship or a large fleet?

Chris Bailey
Posted - 2010.10.01 19:06:00 - [246]
 

Couple of battleships
Report: Starbase in J154212 is under attack
From: DED
Sent: 2010.10.01 18:34


Solar System: J154212
Moon: J154212 I - Moon 1

Attacked object: Minmatar Control Tower Small
Current Shield Level: 67%
Current Armor Integrity: 100%
Current Hull Integrity: 100%
Aggressing Pilot: Royal Jedi
Aggressing Pilot's Corporation: Talocan Strategic Expansion
Aggressing Pilot's Alliance: Revival Of The Talocan Emp

Tau Cabalander
Posted - 2010.10.01 19:49:00 - [247]
 

Originally by: Chris Bailey
Report: Starbase in J154212 is under attack

It is a C2 with a static to hisec, so people will destroy a small tower if they want the system. It only takes a couple of battlecruisers or battleships to destroy a small tower.

Small towers are more of a temporary base, and should be considered disposable.

Looks like a busy system recently, so I hope that's you getting stuff out and not them brining more ships or their stuff in.

Fitz VonHeise
Eye Bee Em
Stellar Defense Alliance
Posted - 2010.10.01 20:08:00 - [248]
 

Edited by: Fitz VonHeise on 01/10/2010 20:16:24

Originally by: Chris Bailey
Current Shield Level: 67%
These guys kill pos's for the stuff that drops from corp hangers.

Before shields go below 25% take all the expensive stuff from corp hangers and put into industrial ships or any ships cargo holds you can. (Just dump ships out of the ship hanger in the POS. The POS will go into reinforcement if you put stront in it. Which means there is a bubble up for a day or so for you to move ships out or hide)

Then if you have extra alts just get in the ships and log them off at SS's till they leave.

And if you can't put all your stuff in ship holds... just put them in jet cans to dissapear in two hours. Why just give the stuff to pirates: make them mad at all the jet cans that will go poof with your stuff they wanted. Twisted Evil

EDIT: You can name the cans something like: "All my Ark you're not getting" Smile

Chris Bailey
Posted - 2010.10.02 09:15:00 - [249]
 

That tower was my life savings :(

Tau Cabalander
Posted - 2010.10.31 04:19:00 - [250]
 

Edited by: Tau Cabalander on 31/10/2010 04:46:32

Been playing on SiSi with:

* Amarr Control Tower Small
* Small Pulse Laser Battery
* Giant Secure Container (target)

Laser crystals most definitely affect range.

I've not tested this on TQ.

EDIT1: Confirmed that range is measured from tower, not battery. I've not tested EW, but past experience has shown it to be from the battery.

EDIT2: Tower is shooting at my alt that launched the containers Shocked

Opprimo
Posted - 2010.11.01 02:10:00 - [251]
 

Great thread some really good info in here.

Having recently made the jump into W-Space and setup my first ever POS in a C1 i am looking to turn the system into a massive farm. I currently have an Amarr Medium POS and the following setup:

Amarr Med POS 1
Amarr Medium Control Tower
Corporate Hangar Array
EW - Stasis Webification Battery
EW - Warp Disruption Battery
EW ECM - Ion Field Projection x 3
EW ECM - Phase Inversion x 3
EW ECM - Spatial Destabilization x 3
EW ECM - White Noise Generator x 3
Ship Maintenance Array
Turret - Laser - Beam, Medium x 5
Turret - Laser - Pulse, Medium x 2
Turret - Laser - Pulse, Small x 3

In a C1 the biggest ship i am likely to face is a Battlecruiser so based on the information in this thread all BC's on grid should be permanently jammed. As long as i spread my arrays out sufficiently they wont be able to come in and Smart Bomb everything.

What i wonder is how quickly would a fully passive tanked drake for example take to kill if i control all the guns and focus him. Can you see any problems with that setup?

The second part of my WH move will involve setting up a Large POS to do Polymer Reactions. For that i have come up with the following setup. Again this is based in W-Space C1. With the obvious ISK possibly running into billions in the polymers value i need to make sure that my setup is sound. So any suggestions would be great.

Faction Large Polymer POS
Dread Guristas Large Control Tower
Corporate Hangar Array
EW - Sensor Dampening Battery, Shadow x 4
EW - Stasis Webification Battery, Domination x 2
EW - Warp Disruption Battery, Shadow x 2
EW ECM - Ion Field Projection, Dread Guristas x 4
EW ECM - Phase Inversion, Dread Guristas x 4
EW ECM - Spatial Destabilization, Dread Guristas x 4
EW ECM - White Noise Generator, Dread Guristas x 4
Reactor Array - Polymer
Ship Maintenance Array
Silo
Silo - Biochemical x 2
Silo - Hybrid Polymer
Turret - Projectile - Artillery, Medium, Domination x 6
Turret - Projectile - Artillery, Small, Domination x 6

Is it possible to run 2 reactors from the same 4 silos?

Would the massive expense of the Faction large POS make a significant difference in my survivability over a standard version like this?

Large Caldari Polymer POS

Caldari Large Control Tower
Corporate Hangar Array
EW - Sensor Dampening Battery x 4
EW - Stasis Webification Battery x 2
EW - Warp Disruption Battery x 2
EW ECM - Ion Field Projection x 4
EW ECM - Phase Inversion x 4
EW ECM - Spatial Destabilization x 4
EW ECM - White Noise Generator x 4
Reactor Array - Polymer
Ship Maintenance Array
Silo
Silo - Biochemical x 2
Silo - Hybrid Polymer
Turret - Projectile - Artillery, Medium x 5
Turret - Projectile - Artillery, Small x 3


Thanks for any help you can give.

Fitz VonHeise
Eye Bee Em
Stellar Defense Alliance
Posted - 2010.11.11 21:00:00 - [252]
 

Originally by: Chris Bailey
That tower was my life savings :(
Sorry to hear Chris.
Keep working at it and you can get another.

Originally by: Tau Cabalander
Laser crystals most definitely affect range.
EDIT2: Tower is shooting at my alt that launched the containers Shocked
Towers can do strange things sometimes. Smile

Keep working on the crystal range issue.
That would be good to know.
Originally by: Opprimo
What i wonder is how quickly would a fully passive tanked drake for example take to kill if i control all the guns and focus him. Can you see any problems with that setup?
Not really.
Just have more guns and stuff offline ready to bring online when needed.

Originally by: Opprimo
The second part of my WH move will involve setting up a Large POS to do Polymer Reactions. For that i have come up with the following setup. Again this is based in W-Space C1.

Is it possible to run 2 reactors from the same 4 silos??

No. All materials must be separate and each reaction group is linked only to itself.
Originally by: Opprimo
Would the massive expense of the Faction large POS make a significant difference in my survivability over a standard version like this?
Massive? Not really. But about 10% more shields makes it take longer to reinforce or kill off. The largest effect is the lower cost of fuel to run it for a long time. They do cost a lot though.

Fitz VonHeise
Eye Bee Em
Stellar Defense Alliance
Posted - 2010.11.17 21:17:00 - [253]
 

Hiring Mercs: Retainer or Direct Hire?

When we were in our C6 & right after AHARM had hired NOIR to crush CCRES out of their wh we decided to put a merc corp on retainer just in case AHARM decided to do to us what they did to CCRES. (We had no idea that AHARM knew that Rooks And Kings were in the process of coming to try to kill them out of their wh…and they had no interest in attacking anyone at that time). But we decided to put NOIR on retainer so they could not be used against us. (And NOIR does a great job at what they do so why not the best! :o)

You do not need to have mercs on retainer… but if you are attacked you will be scrambling to try to find a group who can help you in the time. (If your opposition does their job right the first indication that you have a problem is your pos is in reinforcement and you have 30+ hours till they can kill it off)


Tactics To Control Your WH

But I’ve been thinking more about the tactics AHARM uses as well as Rooks & Kings. They got into the opposition wh with a scanning alt and a small fleet of ships. They would then control any new static that opened as well as closing or using any other random wh’s to stop the system owners from getting more stuff in (or out) or to get more people in… like mercs.

I have come up with one possible solution: Preposition PvP ships for mercs.


Preposition PvP Ships For Mercs

If you have mercs on retainer you ask them what 10-15 ships they want to use while in the worm hole to defend you. (This could include T2 or BS’s) Then you buy whatever ship list they give you & you take them to your wh and put into a Ship Hanger. (Do not put it in any corp hanger as you will not be able to get them out when pos is in reinforcement)

Understand that if these ships are ever needed they will probably get blown up. You need to realize that this is part of the cost to saving your POS and all your assets.

Get an extra ship hanger & just put it up out of the way and once all these ships are inside offline it and forget about them till you are attacked.

You can ask them if they want you to also fit out the ships before they come. (This involves them telling you their ship setups and they might not want to do this) If they do not they will have to bring in their own mods.

What this does is it allows your mercs to then use fast/small cloaking ships like buzzards to come into your wh and then reship into the pre-positioned PvP ships.


More Scanning Alts

You are also going to need extra scanning alts. They could be alts on your main but they do not need to be able to do anything but scan & fly a small/fast cloaking ship like a buzzard.

The idea is that you are going to have to have these scanning alts get out of your system in order to get a path for your mercs to get back in. Your opposition is going to try to stop you & kill your alt. If he gets podded he is back in empire & of no use to you then. So you need at least 2 extra scanning alts… and I would ask others in corp to have some as the more you have in the wh the better. (They could quickly be trained to do gassing so they are not a total waste… and you don’t have to worry about your main getting podded back to empire when gassing: use the alt instead)


Conclusion:

If you are in a C5 or C6 worm hole I would just realize that you are going to be attacked at some point & make a serious effort to be prepared. Those in lower type worm holes have less chance to being attacked… but it can still happen.

As a personal note, in the past when pirates or anyone demand payment for them not to attack us, I NEVER pay. If we cannot fight them I will hire mercs even if it costs me more isk. If you become known as a group that will give in and pay ransom demands, other groups (like vultures will start circling) and make more demands for isk.

Fitz VonHeise
Eye Bee Em
Stellar Defense Alliance
Posted - 2010.11.19 21:22:00 - [254]
 

So I asked our merc's if they would like the above idea
and they gave the answers below. Smile


Alekseyev Karrde said:

"Make sure you clarify it's NOIR. as we're very proud of our results. Twisted Evil

This is a doable process but in practice mercs will want a diverse tool box to work with. Wormhole fights usually mean the targets ship types will be known ahead of time, so the mercs will bring a suitable counter. Stockpiling that many options will get out of hand.

An easier to manage variation would be the same idea but with capital ships, which are much harder to insert/extract and much more versitile (triage thanatos can use shield or armor remote transfers and Dreads dont rely on its support fleets paritcular makeup). Prefit dreads and carriers in the WH for the mercs to use after their intial ambush would be nice for them to have."


I had some more questions and he answered them below.


Q. Would you attempt to break the wh camp to get your ships in?

1. Yes we would

Q. Would it not help to have some of your guys in PvP ships on the inside as well to help break the camp?

2. Sure, but we dont live in your WH. By the time you talk to us your attackers will be camping the entry WH. Cant get to ships on the inside without fighting through them, and for that we need our pilots to already be in combat ships.

Q. And for cap ships you would like them to provide a Thanatos as preferred carrier. And Dreads would be nice for you all to use as well? But what your thinking is to have caps for the guys to fly in to use rather then smaller ships?

3. Thanatos is the best carrier to have around because it's so versitile. Have fittings for remote armor, remote shield, local armor, local shield, and triage/nontriage modules on hand for them to tailor as needed.

Yes, they can store their small ship inside the carrier and then switch ships when they're done.

================================

So it appears that while NOIR likes the idea it is not practical for them to have small ships stored for them. (Other merc groups might like the idea... but you will have to ask)

They do like to have caps to use... and while most corps would not be able to do that... we always have extra ones around. Smile

Sigras
Gallente
Conglomo
Posted - 2011.02.16 22:11:00 - [255]
 

Originally by: Ahro Thariori
Conclusion
Range bonus/malus from ammo doesn't apply, distance seems to be measured from tower. Or is it?
(note to self: test if dps bonus from ammo applies)


I believe this to be inaccurate, or at least the first part; I do agree that distance seems to be measured from the tower as I recently put 50 rounds through a small blaster battery with me sitting on top of it and they did no damage.

That being said, I fired several dozen rounds from a small pulse laser battery anchored to a gallente tower at my hyperion at several ranges and I came up with some interesting results.

@ 15 km from the battery or 50 km from the with multifrequency and got one hit in 30; I was literally tanking it with the shields on my armor hyperion

I then loaded standard and got around 20 hits in 25

I moved out to 40 from the battery, 78 from the tower, and again I got around 1 hit in 30, but when I loaded radio, I took consistant hits.

This says to me that ammo is taken into account when calculating range.

Lando Antilles
Posted - 2011.02.17 02:42:00 - [256]
 

isn't it about time for this to get a sticky?

d3an0
Posted - 2011.02.17 06:49:00 - [257]
 

Originally by: Fitz VonHeise
Edited by: Fitz VonHeise on 16/01/2011 18:40:53

Worm Hole Arty Death Star



Could you help show me how you would place the batteries around and how they would be grouped please? No clue on where to place them.

Veliria
Posted - 2011.02.17 08:10:00 - [258]
 

Hmmm I noticed in a lot of your setups you fit twice as much White Noise (Amarr ECM) batteries than the other ECM types.
I know Amarr BSes with regular crystals don't use up ammo but are Amarr BSes used that heavily?
Especially against a Minmatar tower which has the base EM/Thermal resists you'd think they'd bring something else.

Also, the large arty WH deathstar, how survivable is it in a Class 2 from a roaming POS basher fleet/gang? (as oppossed to a Class 4)

d3an0
Posted - 2011.02.17 21:39:00 - [259]
 

Originally by: Veliria

Also, the large arty WH deathstar, how survivable is it in a Class 2 from a roaming POS basher fleet/gang? (as oppossed to a Class 4)


A large arty deathstar in a C2 would be serious overkill and probs never get bothered lol.

Tau Cabalander
Posted - 2011.02.17 22:39:00 - [260]
 

Edited by: Tau Cabalander on 17/02/2011 23:09:26

My C2 large Domination deathstar was never attacked*, despite it having flaws in the defenses (which I didn't realize at the time), and not having most of the defenses online. Most of the time it had very few guns online, as I had labs going (very bad idea, now I do research in hisec only), and a reaction chain at one point.

I think what it mainly had going for it was an insane amount of hardware that could be onlined (I think it had 80 guns total if memory serves), rather than just the bare minimum.

Add to this not opening the statics unless they were going to be used, and the system was overall quite quiet.

Unfortunately, too many faction modules and capitals floating behind the force field also attracted attention. The system was sieged by a w-space PvP alliance, resulting in lost capitals and other ships, plus a ransom being paid. Not going to make those mistakes again.

We've had a tower in w-space since Apocrypha release, and haven't had one attacked yet**.

* Unless you consider stealth bombers and disposable T1 frigates shooting at a warp disruptor, in I think an attempt to get me to respond by leaving the force field, an actual attack.

** During the siege, we did lose an offline Gallente medium that had no modules (removed before we offlined it), which we used for reactions now and then.

TIP: Make sure to have lots of extra T1 shield/armor/hull remote repping modules of all sizes on-hand.

Fitz VonHeise
Eye Bee Em
Stellar Defense Alliance
Posted - 2011.02.18 23:48:00 - [261]
 

Originally by: Sigras
This says to me that ammo is taken into account when calculating range.
Interesting. I have emailed Ahro to come look here.
Originally by: d3an0
Could you help show me how you would place the batteries around and how they would be grouped please? No clue on where to place them.
Take a look on that whole page.. there is a section on battery placement
Originally by: Veliria
...but are Amarr BSes used that heavily?
Actually yes.

Here is some killmails of towers from the two main groups who take out POS towers in WH's. They armor tank with Amarr ships so yes you need more of the White Noise.

AHARM 12 out of 23 ships

CCRES 12 out of 23 ships

Originally by: Tau Cabalander
We've had a tower in w-space since Apocrypha release, and haven't had one attacked yet**
You said just above this that "the system was sieged".
Were you in low or 00 space or in a WH?

Tau Cabalander
Posted - 2011.02.19 01:29:00 - [262]
 

Edited by: Tau Cabalander on 19/02/2011 04:04:33
Originally by: Fitz VonHeise
You said just above this that "the system was sieged".
Were you in low or 00 space or in a WH?

C2 wormhole (seemed relevant as that was the topic of the previous posts). Point was that being attacked in w-space is possible, but not very common.


Really Easy Large POS Module Layout

On battery placement, here is what I do on a large POS. It looks a lot harder to do than it actually is.

Result is 14 pyramids of 6 modules = 84 modules, but you don't have to anchor that many. Each pyramid measures 14 cubes, which is a good spread of about 12 km (well out of smartbomb range).

The measurements given will only work with a large control tower, but you can figure out a medium and small.

Trivial Layout - 6 modules total

The center of the control tower is where the bracket appears. However, this point is between module positions, so you cannot move the lime green anchoring cube there. You have to move it one position above or below the bracket, and one position North/South/East/West of it. I use the position one above the bracket for all modules anchored at the mid-point and above, and one below for all other modules.

Goal: anchor 6 modules as close to the force field as possible.

1. Place the cube on the tower bracket (one above or below as described above).
2. Move the cube 40 steps up/down/North/East/South/West (or until the cube is outside the force field).
3. Anchor the cube.
4. If the cube is too close to the shield, move it one more cube in the same direction and repeat step #3.
5. Repeat from step #1 for the other 5 modules (helps to do opposites first), changing the movement directions as needed.

Simple Layout - 30 modules total

Goal: create a 5 module box by anchoring 4 modules around the previously anchored module.

6. Place the cube directly on one of the 6 modules anchored in Trivial Layout.
7. Move the cube 14 cubes away (North, East, South, West) to form a box around the module.
8. Anchor the cube.
9. Repeat from step #6 for the other 23 modules, changing the movement directions as needed.

Basic Layout - 36 modules total

Goal: create 6 pyramids of 6 modules, by adding a peak module on each of the 5 module boxes.

10. Place the cube directly on one of the 6 modules anchored in Trivial Layout.
11. Move the cube 14 cubes away from the force field.
12. Anchor the cube.
13. Repeat from step #10 for the other 5 modules.

Advanced Layout - 44 modules total

Goal: anchor 8 more modules on diagonals half above and half below the tower mid-point.

The distance from the tower to the original 6 modules placed in Trivial Layout should be 40 cubes from the tower bracket.

The next modules will be placed on diagonals so:

(40^2 / 2)^0.5 = 800^0.5 = 28

14. Place the cube on the tower bracket (one above or below as usual).
15. Move the cube upwards 28.
16. Move the cube North 28.
17. Move the cube East 28 (i.e. so you really moved along a diagonal).
18. Try to anchor the cube.
19. If the cube doesn't anchor, move it away from the shield 1 cube North and 1 cube East, and repeat step #18.
20. Repeat from step #14 for the other 7 modules (again, doing opposites first helps), changing the movement directions as needed.

Really Advanced Layout - 60 modules total

Goal: anchor two modules left and right of the modules anchored in Advanced Layout.

Again you must move the cube along diagonals, so for the same 14 cube distance:

(14^2 / 2)^0.5 = 98^0.5 = 10

21. Place the cube directly on top of one of the 8 modules anchored in Advanced Layout.
22. Move the cube to the left or right 10 cubes.
23. Move the cube to 10 steps in the other direction (i.e. so you really moved along a diagonal).
24. Anchor the cube.
25. Repeat from step #11 for the other 15 modules, changing the movement directions as needed.

To be continued...

Tau Cabalander
Posted - 2011.02.19 01:34:00 - [263]
 

Edited by: Tau Cabalander on 20/02/2011 21:47:18

Even More Advanced Layout - 68 modules total

Goal: anchor a single module at the peak of each of the 8 diagonal pyramids.

Vertically: (14^2 / 2)^0.5 = 98^0.5 = 10
Horizontally (diagonally) = (98 / 2)^0.5 = 7

26. Place the cube directly on top of one of the 8 modules anchored in Advanced Layout.
27. Move the cube vertically 10, away from the force field.
28. Move the cube North 7, away from the force field.
29. Move the cube East 7, away from the force field (i.e. so you really move it along a diagonal).
30. Anchor the cube.
31. Repeat from step #26 for the 7 other modules, changing the movement directions as needed.

The final Pair - 84 modules total

Goal: anchor two modules module in front of and behind the central base module to complete the 8 pyramids on diagonals.

Vertically: (14^2 / 2)^0.5 = 98^0.5 = 10
Horizontally (diagonally) = (98 / 2)^0.5 = 7

32. Place the cube directly on top of one of the 8 modules anchored in Advanced Layout.
33. Move the cube North 7, away from the force field.
34. Move the cube East 7, away from the force field (i.e. so you really move it along a diagonal).
35. Move the cube vertically 10, away from the force field.
36. Anchor the cube.
37. Move the cube South 7, towards from the force field.
38. Move the cube West 7, towards the force field (i.e. so you really move it along a diagonal).
39. Move the cube vertically 10, away from the force field (opposite from step #35).
40. Anchor the cube.
41. Repeat from step #32 for the 14 other modules, changing the movement directions as needed.

Tau Cabalander
Posted - 2011.02.24 19:32:00 - [264]
 

Edited by: Tau Cabalander on 29/06/2011 14:49:25

So now that I've posted how to layout a POS (I actually managed to stuff 6 more modules into the center ring), here's what I use for hisec research:

Peacetime

All Defenses offline. Full CPU and grid available for research and manufacturing.

Wartime

Goal: Make the POS as annoying as possible, with high resists, ECM, sensors damps, and warp scramblers.

Don't anchor what you cannot afford to lose!

The guns and warp disruptors can be onlined for use by a gunner (offline some shield hardeners, starting with the thermal one), but otherwise the POS is purely defensive. The POS should be a good force multiplier for a defending fleet, especially with gunners on EWAR.

Caldari Control Tower (large)
2x Ballistic Deflection Array
3x Explosion Dampening Array
1x Heat Dissipation Array
3x Photon Scattering Array
14x Sensor Dampening Battery
14x Warp Scrambling Battery
6x Dread Guristas Ion Field Projection Battery
6x Dread Guristas Phase Inversion Battery
6x Dread Guristas Spatial Destabilization Battery
6x Dread Guristas White Noise Generation Battery
1x Domination Stasis Webifcation Battery*
1x True Sansha Energy Neutralizing Battery*
1x Domination Stasis Webifcation Battery* (offline spare)
1x True Sansha Energy Neutralizing Battery* (offline spare)
2x Shadow Warp Disruption Battery* (offline)
8x Small AutoCannon (offline)
8x Small Artillery (offline)
8x Medium AutoCannon (offline)
8x Medium Artillery (offline)

Ammunition: EMP, Phased Plasma, Fusion, Titanium Sabot. I am considering switching to Proton and Depleted Uranium in the AutoCannons (artilley has lots of optimal). I really need to do my own tests to see if ammo affects POS battery range first. With my POS layout, the furthest modules (damps) are about 50 km from the tower.

I use warp scramblers as the key modules that all other ones are anchored around, and a damp at the apex of every pyramid group.

* Indicates modules that were squeezed in-between the 4 groups on the middle ring.

Reinforced

Really depends on the attacking fleet what guns are online. Guns at this point are to help protect the defenders that are repping the shield. Chances are AutoCannons will be most useful, but artillery is better for gunners.

2x Small AutoCannon
4x Small Artillery
4x Medium AutoCannon
8x Medium Artillery
6x Small AutoCannon (offline spare)
4x Small Artillery (offline spare)
4x Medium AutoCannon (offline spare)

We've also established an emergency wallet that all members are required to make a deposit into in lieu of having to pay any taxes (my idea, as I hate taxes). The fund is for whatever may crop up, even if that means hiring mercs.

Tau Cabalander
Posted - 2011.02.27 07:44:00 - [265]
 

Edited by: Tau Cabalander on 28/04/2011 03:51:17

Efficient Storage

There is no real reason to use a Corporate Hangar Array (CHA). All assembly arrays function exactly the same (tabbed divisions that can be used to store anything), except:

* Assembly arrays can also build stuff.
* Assembly arrays can be named, where CHA cannot!
* CHA has a right-click menu option to trash items.

First, check out the competition:

Small Ship Assembly Array: 2.0 million m³, 100 GW, 250 TF
Corporate Hangar Array: 1.4 million m³, 100 GW, 150 TF
Component Assembly Array: 1.0 million m³, 50 GW, 150 TF

So for 40% more CPU you get 43% more storage with a Small Ship Assembly Array, or for 50% less power you get 43% less storage with a Component Assembly Array. Win-win!

Small Ship Assembly Array is great for a deathstar-style POS which typically has lots of spare CPU. They are also handy for building fighters and bombers.

Really Big Storage

Sometimes you need a lot of room, say for mining stuff or living out of it in w-space.

Advanced Large Ship Assembly Array: 19.5 million m³, 300 GW, 1000 TF
Large Ship Assembly Array: 18.5005 million m³, 300 GW, 1000 TF
X-Large Ship Assembly Array: 18.5005 million m³, 300 GW, 1000 TF

They all have the same fitting requirements, so unless you are building certain types of ships, the clear winner for the most storage is the Advanced Large Ship Assembly Array. It can be anchored anywhere, unlike the X-Large which cannot be anchored in hisec.

Lord Ahba
Posted - 2011.03.05 20:22:00 - [266]
 

i could use some help i know a thing or two about towers but not really sure how to make a good research pos in .5 amarr system i got a dark blood med tower in which i would like to place advanced modile lab and mobile lab i would appreciate any help

Tau Cabalander
Posted - 2011.03.10 20:30:00 - [267]
 

Originally by: Lord Ahba
i could use some help i know a thing or two about towers but not really sure how to make a good research pos in .5 amarr system i got a dark blood med tower in which i would like to place advanced modile lab and mobile lab i would appreciate any help

Nobody is ignoring you, but have you actually read this entire thread? There is plenty of info here, which will likely answer your very broad question.

Every POS is different for different needs. Making recommendations blindly is like recommending boxers or briefs to someone. This thread gives you the info you need to help make your own decisions on what you need to build your own idea of perfect POS.

If you have a specific question after reading the thread that isn't answered, it is likely going to be a very good question. Then we'll have a starting point for further discussion! Very Happy

Fitz VonHeise
Eye Bee Em
Stellar Defense Alliance
Posted - 2011.03.19 16:02:00 - [268]
 

Discussions On How To Setup Your Caps:

WH Capital Ship Setup: Gank Proof As Possible


Umega
Solis Mensa
Posted - 2011.03.23 01:08:00 - [269]
 

Edited by: Umega on 23/03/2011 01:29:57
So it appears that perhaps crystal type can affect range. Can anyone else confirm/deny that such is the case with hybrid/proj ammo as well? And if proj tracking bonus ammo effects turrets as well?

EDIT: Didn't notice if mentioned.. but do damps and/or web batteries stack effects say if for example, 3x damps were hitting same target?

Esops Naari
Posted - 2011.04.01 10:17:00 - [270]
 

Exhaustive thread, thank you.

Originally by: Lady Valory
Can we get some drug manufacturing POS set ups?




I have the same question, would you post Combat Booster mfg setups for lowsec and alliance held nulsec?


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