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blankseplocked Kill a Dread with a POS? Plus POS Ammo Range Question.
 
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Kaven Kantrix
Two Brothers Mining Corp.
Intrepid Crossing
Posted - 2008.05.13 05:03:00 - [1]
 

I'm told you can now configure a POS so that if you have POS gunners, you can actually kill a dread in siege mode.

Is this true? If so, any tips on how to do it? I assume in involves as many large artilleries as possible?

Also, does it matter what range ammo you put into a POS guns? Like, if I put the short range high damage ammo in a pos gun battery, does it actually give the gun a shorter range?

Thanks.

Lord Fitz
Project Amargosa
Posted - 2008.05.13 05:06:00 - [2]
 

Guns, energy neut batteries, kill their cap and then you can just strip their HP. If you get it done before they leave siege you win ;)

Kaven Kantrix
Two Brothers Mining Corp.
Intrepid Crossing
Posted - 2008.05.13 05:14:00 - [3]
 

And if they deploy their dreads outside of energy neut range, then its not possible?

Xtreem
Gallente
The Collective
White Noise.
Posted - 2008.05.13 05:28:00 - [4]
 

depends on how many dreads / support they have and how many guns u have :)

if one dread vs a full wracked pos, u wont need a gunner, as they will focus on that and pop it to bit pretty sharpish

if 50 dreads, then not so much

Night elm
Posted - 2008.05.13 08:06:00 - [5]
 

i did not think you could lock a dread when it is in seige?

Darth Felin
Posted - 2008.05.13 09:37:00 - [6]
 

You can lock it easily

Jurgen Cartis
Caldari
Interstellar Corporation of Exploration
Posted - 2008.05.13 14:59:00 - [7]
 

Originally by: Night elm
i did not think you could lock a dread when it is in seige?


You're thinking of a POS in reinforced. Why do you think people fit such huge tanks to siege Dreads?

Dirk Culliford
H A V O C
Cascade Imminent
Posted - 2008.05.13 16:04:00 - [8]
 

Edited by: Dirk Culliford on 13/05/2008 16:18:24
Don't know the fit but it is indeed possible to down multiple caps including dreads with a POS.

http://fix-killboard.net/?a=pilot_detail&plt_id=39189

3 carriers, 5 dreads & random support, there was no support fleet as such for most of the kills, a couple of tacklers mainly. Eventually TCF brought a big cap fleet inc titans to take it down tho, hurt them in the process tho YARRRR!!


Shameless bump to the epic POS fitters in KDM corp! Cool

Braaage
Ministry of Craft
Posted - 2008.05.13 16:19:00 - [9]
 

Originally by: Kaven Kantrix
And if they deploy their dreads outside of energy neut range, then its not possible?


When manned a neut has 300km range.

Newbear
Posted - 2008.05.13 17:16:00 - [10]
 

Yea, neut batts are ubber. Don't forget about sensor damps too. Great way to break locks and force them to come closer. cpu and pg needs are low too.

Treean
Posted - 2008.05.13 19:44:00 - [11]
 

Dreads in siege mode are not affected by EW.

Gimpb
The Scope
Posted - 2008.05.13 20:43:00 - [12]
 

Pos gunners are quite dangerous to caps, even 1 can potentially make things hairy.

Remote repping or shield boosting carriers are often used to keep something getting focussed alive.

sexygheyman
Posted - 2008.05.14 01:19:00 - [13]
 

Ammarr large pos with large auto cannons make for the highest dps pos. Combine with energy neuts and couple of curses, pos gunners make a cap killer. Also Dreads cannot be remoted repped in siege mode they can however be remote energy transfered.

Lord Fitz
Project Amargosa
Posted - 2008.05.14 11:20:00 - [14]
 

Originally by: Night elm
i did not think you could lock a dread when it is in seige?


You can lock it, you can energy neut / nos it, you can shoot it.
You can't warp scramble it/web it (which doesn't matter since it can't move/jump anyway)
You can't jam it.
You can't damp it or tracking disrupt it (no EW).
You can't remote rep it. Thus you have the duration of its siege cycle to try and kill it before allied carriers can attempt to remote rep it.

Quote:
Also Dreads cannot be remoted repped in siege mode they can however be remote energy transfered.


I know this was the case, but I remember someone telling me after Triage was released that they changed it so that you couldn't be energy transfered in triage anymore, so I assumed this also meant in dread siege.

Quote:
And if they deploy their dreads outside of energy neut range, then its not possible?


The manned energy neut range far exceeds the maxium targeting range of any ship, so it's just not possible for them to outrange it.

There is basically a HUGE difference between a manned and unmanned POS. An unmanned POS won't be a threat to any well setup fleet, a manned one will require quite alot of thought to takedown, and you might take losses if you're not really careful (and if behind a cyno jammer you will take losses to a well setup manned POS guranteed.)

xttz
GoonWaffe
Goonswarm Federation
Posted - 2008.05.14 13:38:00 - [15]
 

Originally by: sexygheyman
Ammarr large pos with large auto cannons make for the highest dps pos
Towers get a bonus to racial guns. Use autocannons on a minmatar tower or pulse lases on an amarr pos for max DPS.

Originally by: sexygheyman
Also Dreads cannot be remoted repped in siege mode they can however be remote energy transfered
This is false. Dreads in siege (or carriers in triage) can't be energy transferred or repped by drones.

Midshipman
Merch Industrial
Goonswarm Federation
Posted - 2008.05.14 13:39:00 - [16]
 

Originally by: sexygheyman
Ammarr large pos with large auto cannons make for the highest dps pos. Combine with energy neuts and couple of curses, pos gunners make a cap killer. Also Dreads cannot be remoted repped in siege mode they can however be remote energy transfered.


I'm failing to see how having 14.2% more powergrid (allowing roughly 14% more guns) can allow greater damage output than the 25% RoF bonus for using autocannons with a minmatar tower. Also seems a bad idea to use autocannons without the minmatar tower optimal and falloff bonus. It would be pretty easy to sit outside of their effective range.

[Amarr tower has 5,000,000 PG, Minmatar has 4,375,000 PG]

Kaven Kantrix
Two Brothers Mining Corp.
Intrepid Crossing
Posted - 2008.05.14 20:32:00 - [17]
 

Aside from just testing it myself, is there any way to see in game (like on a show info box somewhere) the different stats on the energy neut battery when manned?

Also, are there any other modules/guns that change when you man them, and if so, what are they and/or how can I find this information out?

Thanks for all the help.

Mr Krosis
Gallente
The humble Crew
Posted - 2008.05.14 21:25:00 - [18]
 

Technically autocannons are more powergrid efficient than pulses for damage, even on an Amarr tower which gets the energy turret racial bonus.

Comparing faction guns, the pulses have a 2.814:1 Dmg:PG ratio, while faction autocannons have 3.017:1. This is just comparing the damage mods, RoF, and PG of the guns, ignoring the fact that EMP does slightly less damage than multifrequency. To take this to the extreme, large faction blasters are even more efficient with a Dmg:PG ratio of 3.763.

All of this is sort of irrelevant due to the extreme limited range of blasters, and the quick damage dropoff with the AC falloff (which isn't boosted like it would be on a minmatar tower).

The only reason I personally would put autocannons on an Amarr tower would be to spread out the damage a little bit with some Fusion of Phased Plasma ammo. It's uncommon for me to even do that.


 

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