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POS setup feedback

Author
Mike Bravos
The Scope
Gallente Federation
#1 - 2013-02-04 15:24:06 UTC
Hello everyone,

We moved into a C2 wormhole and I am working to tweak our POS setup, would love some feedback. :)

Click here to view pos setup...

Currently emphasis is on the 'dickstar' approach with deterrent defense's. We are an active ~50 person corp with a dozen members trained as a wormhole defense fleet/gunners.

Any feedback or suggestions would be greatly appreciated - thanks!

-Mike
Malception
Federal Navy Academy
Gallente Federation
#2 - 2013-02-04 15:38:48 UTC
Oye, Bravos! Looks good man. Make sure you don't leave anything floating in the bubble. Dickstar+No-Obvious-Loot is good incentive to move on to the next pinata.

-Mal
Mike Bravos
The Scope
Gallente Federation
#3 - 2013-02-05 00:21:13 UTC
Thank you for the advice Malception!
Chitsa Jason
Deep Core Mining Inc.
Caldari State
#4 - 2013-02-05 01:49:39 UTC
I would go with more Amarr and Caldari Jamms. Less Gal and Minny.

People like bashing POSes with Amarr ships as there is no reload, guardians are prefered logi for armor fleets in wspace.

Make sure POS defences are spread out so they dont get smart bombed.

Burn the land and boil the sea You can't take the sky from me

Tarunik Raqalth'Qui
Native Freshfood
Minmatar Republic
#5 - 2013-02-05 03:13:42 UTC
Chitsa Jason wrote:
I would go with more Amarr and Caldari Jamms. Less Gal and Minny.

People like bashing POSes with Amarr ships as there is no reload, guardians are prefered logi for armor fleets in wspace.

Make sure POS defences are spread out so they dont get smart bombed.


Good point on spreading POS D out, also helps keep pesky SBs from bombing them. Another approach to handling the apparent asymmetry in shiptypes for POS bashing is to simply anchor a bunch of extra rainbow racks and online/offline jam batteries based on what's in front of you. (Kind of like how Falcon/Rook/Scorp pilots will often swap jammers around depending on the fleet comp they're facing.)
Derath Ellecon
University of Caille
Gallente Federation
#6 - 2013-02-05 03:42:52 UTC
I have always been curious when it comes to POS gunners, how effective they actually are. I've been on a few POS bash fleets where there were POS gunners. And while they certainly made the Logi's job more fun, ultimately they did nothing to stop the tower from going down.

I've also been on one where there were gunners and the fleet decided to bug out. We had already reinforced one tower in the system (it was mostly for the expected loot, not an eviction). When the fleet warped to the second POS, the gunners were able to blap a couple shiny ships before the logi got sorted out. at which point the fleet decided it wasn't worth wasting the time and risking the ships.

So i'd imagine pos gunners won't stop a determined fleet, but might make a random "we are bored and gonna shoot your POS" fleet think twice. What I have never really figured out is how effective it could be.

Say you have 4 gunners online. each at LVL 4. So that's 16 batteries under control.

Obviously you'd probaby want to hit the log first. So you all target a guardian. You could use:

1 scram
2 neuts
2 webs
2 ecm
9 guns
So say it was 9 small arty batteries. If i am doing the math right, an atry battery with say fusion M loaded, would do 880 explosive damage per volley (20 damage 44x modifier). So 9 of them firing at once would do 7920 damage every 15 seconds. A decent guardian would likely be around say 50,000 EHP? so it would take 90 seconds of firing to drop one, which I guess would be possible if you could jam out the other logis while you did it.
Borlag Crendraven
The Scope
Gallente Federation
#7 - 2013-02-05 05:50:38 UTC
Derath, a proper POS gunner or several, allows you to do much more than just that. With focused webs for example, things will become much easier to hit and as such you could just as well use medium or even large batteries to increase the damage. With neuts you could try and take out bigger threats, such as dreadnaughts. With jams you could have a setup where the logi is permanently jammed....

Without those POS gunners however, the modules would target stuff on grid pretty much randomly and wouldn't really be of much more use than deterrent. Additionally, in general people tend to want to use Amarr towers with laser batteries so that the reloading issues are eased up slightly.
Svodola Darkfury
Federal Navy Academy
Gallente Federation
#8 - 2013-02-05 07:57:44 UTC
Right; there's nothing stopping you from using Pulses or Autocannons once you have them webbed up. The "Blap" factor may be lower, but the DPS is much harder to deal with.

I'd say 1 or 2 neuts, 2 webs, point, and rest guns would be enough for most **** stars to throw a wrench into a Logi chain, especially if you have a couple people manning the jammers because the jam strength is so high (45 primary, 15 off, off still being higher than a Falcon).

As we always say on this forum, you're never going to stop a determined fleet without a coordinated defense fleet supporting your gunners, but you'll stop all but the most determined.

To the OP: I'd run a few extra guns offline for backups, or have them ready to anchor as needed. 16 guns would only take about 30 minutes to down with a small attack fleet, leaving your defense being dependent on the jammers (which are an annoyance). I'd also run at least 1 or 2 Warp Disruptor batteries for the extra range, but that's just me. We also run sensor dampening batteries to force fleets in close to the tower which makes it easier for your auto cannons to apply their damage (and more easily in strike range for any of your guys who pop out of the shields with long-range fits).

Svo.

Director of Frozen Corpse Industries.