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R3dSh1ft
Deep Core Mining Inc.
Posted - 2007.07.16 19:35:00 - [1]
 

Take too long to kill, even when tower is dead.

100 BS Fleet takes upto an hour to kill off modules after the pos itself is dead.

Boring. Waste of ammo. Pointless timesink.

End this rubbish CCP, thx.

Tarminic
Dreddit
Test Alliance Please Ignore
Posted - 2007.07.16 19:38:00 - [2]
 

Which modules are you referring to specifically?

R3dSh1ft
Deep Core Mining Inc.
Posted - 2007.07.16 19:39:00 - [3]
 

Cynogen - ridiculous HP

Even small guns, far too much HP.

****ing boring ****

Hyldabrand
Posted - 2007.07.16 19:39:00 - [4]
 

Edited by: Hyldabrand on 16/07/2007 19:38:54
100 man BS fleet? Surely you can bring 200!!


Market garden
Posted - 2007.07.16 19:39:00 - [5]
 

Get Dreads

Hyldabrand
Posted - 2007.07.16 19:40:00 - [6]
 

Cyno prevention in place sounds like

Tarminic
Dreddit
Test Alliance Please Ignore
Posted - 2007.07.16 19:40:00 - [7]
 

Can't you just unanchor and take the structures yourself once the POS is down?

R3dSh1ft
Deep Core Mining Inc.
Posted - 2007.07.16 19:41:00 - [8]
 

Edited by: R3dSh1ft on 16/07/2007 19:44:52
Edited by: R3dSh1ft on 16/07/2007 19:42:19
Its just boring, Dreads even more time cos small modules have low sig.

Spamming small guns around pos, make your enemy waste time and ammo for cheap module!

Can't unanchor - suggest this to Devs

Yes as Corelum guy posted below, small guns, low sig, dread hits worthless

Callistus
Reikoku
IT Alliance
Posted - 2007.07.16 19:44:00 - [9]
 

Agreed, this is a major and unneeded timesink. CCP introduced this large amount of hull HP to prevent the guns being destroyed before the tower is taken down. They need to increase the resistance bonus that the tower provides and reduce the raw hull HP of the guns.

Originally by: Market garden
Get Dreads

(post with your main) Would be nice if the guns didn't have such low sig radius. A Phoenix does the same damage to a pos gun in siege as it does out of siege.

Gutsani
Chaos Reborn
Rote Kapelle
Posted - 2007.07.16 20:18:00 - [10]
 

isnt the resistance on hull already 90% ?

i said this months ago btw, they wanted the guns out of the pos to provide "tactical warfare", they created a HUGE timesink.

Dark Shikari
Caldari
Deep Core Mining Inc.
Posted - 2007.07.16 20:19:00 - [11]
 

Lower HP by 10 times, raise resistance to 99%... same amount of time to kill guns when the POS is online, but far less time when its offline.

R3dSh1ft
Deep Core Mining Inc.
Posted - 2007.07.16 20:22:00 - [12]
 

Edited by: R3dSh1ft on 17/07/2007 14:37:41
Originally by: Dark Shikari
Lower HP by 10 times, raise resistance to 99%... same amount of time to kill guns when the POS is online, but far less time when its offline.


This is a good idea I feel. The guns still become disabled during POS combat in the same way, and once the tower is dead, they will be killable much more quickly.

As a reference, small guns cost 1m ISK.

Tarminic
Dreddit
Test Alliance Please Ignore
Posted - 2007.07.16 20:23:00 - [13]
 

Originally by: Dark Shikari
Lower HP by 10 times, raise resistance to 99%... same amount of time to kill guns when the POS is online, but far less time when its offline.

This could have the adverse effect of making POS guns too easily repaired mid-siege.

Gutsani
Chaos Reborn
Rote Kapelle
Posted - 2007.07.16 20:25:00 - [14]
 

Originally by: R3dSh1ft
Originally by: Dark Shikari
Lower HP by 10 times, raise resistance to 99%... same amount of time to kill guns when the POS is online, but far less time when its offline.


Give this man a job


not exactly, once cyno jammers are in place that will solve nothing.

cyno jammers have well over 15m structural hitpoints, more then the pos. you would have to kill it; or the pos; using battleships. and we all know how easy/doable that is ..

you would lose billions in the attempt.

Blackhorizon
Habitual Euthanasia
Pandemic Legion
Posted - 2007.07.17 08:47:00 - [15]
 

Edited by: BlackHorizon on 17/07/2007 08:50:04
CCP please fix this. I don't care how, but it should NOT take two to five times longer to kill the modules than the actual starbase after the starbase has been destroyed. Alliances have begun to spam small modules.

pardux
The Collective
Against ALL Authorities
Posted - 2007.07.17 09:11:00 - [16]
 

indeed :|

Thicky McThick
Posted - 2007.07.17 09:25:00 - [17]
 

I agree about reducing the small guns hit points only if attacking ships have their hp reduced by 50% whilst engaging, you want structures more vulnerable, how do you feel about your ships?

Bluestealth
Minmatar
Alcatraz Inc.
Tactical Narcotics Team
Posted - 2007.07.17 09:36:00 - [18]
 

Originally by: BlackHorizon
Edited by: BlackHorizon on 17/07/2007 08:50:04
CCP please fix this. I don't care how, but it should NOT take two to five times longer to kill the modules than the actual starbase after the starbase has been destroyed. Alliances have begun to spam small modules.

I am guessing to keep you from anchoring your own tower.... it that is their goal.... I believe that used to be classified as an exploit if done with Giant Secure Cans Very Happy

Rafein
Posted - 2007.07.17 09:42:00 - [19]
 

OMG, it's a use for Amarr ships. Now ammo!!! Very Happy

Yeah, hopefully gets fixed. Should jut go neutral, and become stealable, when the tower goes down.

Nyveg
Hyperborea Re
Posted - 2007.07.17 10:07:00 - [20]
 

Originally by: Callistus
Originally by: Market garden
Get Dreads

Would be nice if the guns didn't have such low sig radius. A Phoenix does the same damage to a pos gun in siege as it does out of siege.

Target painting. Maybe the Minmatar Recon bonus is not that crappy after all..

Callistus
Reikoku
IT Alliance
Posted - 2007.07.17 11:40:00 - [21]
 

Originally by: Tarminic
Originally by: Dark Shikari
Lower HP by 10 times, raise resistance to 99%... same amount of time to kill guns when the POS is online, but far less time when its offline.

This could have the adverse effect of making POS guns too easily repaired mid-siege.

Not at all. Guns are disabled when they hit structure, but to online them again they have to be at 50% shields (or something similar). With high hull resists no one bothers taking the guns further into structure while the tower is still up.

In either case the time to repair the guns armor and shield, and re-online them, remains the same.

R3dSh1ft
Deep Core Mining Inc.
Posted - 2007.07.17 11:43:00 - [22]
 

Originally by: Thicky McThick
I agree about reducing the small guns hit points only if attacking ships have their hp reduced by 50% whilst engaging, you want structures more vulnerable, how do you feel about your ships?


Hi Mr. Alt. Please recycle yourself. Thankyou.

max bygraves
Posted - 2007.07.17 11:56:00 - [23]
 

I think its ok as it is mr R3
USE DREADS

R3dSh1ft
Deep Core Mining Inc.
Posted - 2007.07.17 12:44:00 - [24]
 

Originally by: max bygraves
USE DREADS


WTS: Reading comprehension skill

Deep Six
Poseidon Industries
Posted - 2007.07.17 14:15:00 - [25]
 

The thing I love about eve-online forums, most of the people that respond telling you how to do things have never done it themselves so really have no clue what it takes to solve the issue in question.

Here are a couple info-bits about POS warfare as it stands now.

- It takes longer to kill the guns than the POS, especially if they are gun spammed which seems to be the tactic that most are using. Last POS we took out took about an 1.5 hrs to kill and 6+ hrs to kill the guns. This was even after many of us swapped out our BS's for smaller ships to get more DPS on the smaller guns.
- Dreads and BS's hit about as hard as light missiles on a small gun due to sig radius
- Target painters can not be activated on guns..

So in my opinion the OP is right and I am not sure how CCP hoped this would make POS warfare more fun, but it has taken a long boring task and made it an even longer boring task.

Thanks,



max bygraves
Posted - 2007.07.17 14:16:00 - [26]
 

Originally by: R3dSh1ft
Originally by: max bygraves
USE DREADS


WTS: Reading comprehension skill


There is no such skill mr r3.

Sith8
Rage and Terror
Against ALL Authorities
Posted - 2007.07.17 14:34:00 - [27]
 

Agreed... takes way too long to kill.

max bygraves
Posted - 2007.07.17 14:37:00 - [28]
 

Originally by: Sith8
Agreed... takes way too long to kill.


you would aggree with him though,
your his m8.

R3dSh1ft
Deep Core Mining Inc.
Posted - 2007.07.17 14:39:00 - [29]
 

Originally by: max bygraves
Originally by: Sith8
Agreed... takes way too long to kill.


you would aggree with him though,
your his m8.


max bygraves,

Member of state war academy since 2007.04.18 No other histroy.

At least, post with your main Wink

Draec Sjet
Dark Knights of Deneb
Against ALL Authorities
Posted - 2007.07.17 14:52:00 - [30]
 

Edited by: Draec Sjet on 17/07/2007 14:54:19
It's true, it took us all day to take out a Cyno Generator Array, a fleet of around 100 battleships most of whom had drones on it too, it was like shooting a medium POS. why does something that costs so little take so long to take out? yes, dreads would have taken them out quicker, but you don't field them unless you really have to and unless CCP wants to make warfare even more about Dreads then this should be addressed asap.

What's more, the POS we attacked was blatantly using this to his advantage as he'd filled it with Small Artie Batteries, which took hours to take down, along with all the other POS modules. As you can't anchor a POS there until you've removed all of these, this is practically en exploit for it to take as long as possible to remove a POS.


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