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Warfare & Tactics

 
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Smallest citadel

Author
Anvs Maximus
Mors et Vectigalia
#1 - 2016-07-27 10:12:42 UTC
Ive inherited a citadel in a c2 wh im in...

Im aware that there is a lot to be desired it its offensive abilities but just the same i dont intend to leave it defenseless

I have neuts and subcap missilies in the highs....mids i have all ecm although i do have a warp disruptir and a stasis web availabe if i want to put them in instead of 2 of the ecms

Lows i have 2 of the speed buffs and 1 of the damage to the missiles.

Rigs i have 1 for missile explosion, 1 for neutting capacitor usage, and 1 for ecm range.

Fighters i have tech 1 since i dont have that new skill for these to lvl 4 yet...i will in 5 more days.

This setup look ok? Oh i used tech 1 rigs cause i figure if its already got bad defense no sense in throwing billion isk rigs in.

Also in combat can i adjust fittings? Id imagine not but figured i could ask.... lots of ppl the 4 ecm wpuld be nice but if 1 or 2 ppl showed up then id love to be able to point em.

Also fighters... without the bonus you get on carriers and such is it worth jumping to tech 2? Or is that additional cost not worth a nominal increase in dps?


Thanks.

Feel free to say where i went wrong as im sure i probably screwed up somewhere.
Eli Stan
Center for Advanced Studies
Gallente Federation
#2 - 2016-07-27 21:22:27 UTC
Anvs Maximus wrote:
Ive inherited a citadel in a c2 wh im in...

Im aware that there is a lot to be desired it its offensive abilities but just the same i dont intend to leave it defenseless

I have neuts and subcap missilies in the highs....mids i have all ecm although i do have a warp disruptir and a stasis web availabe if i want to put them in instead of 2 of the ecms

Lows i have 2 of the speed buffs and 1 of the damage to the missiles.

Rigs i have 1 for missile explosion, 1 for neutting capacitor usage, and 1 for ecm range.

Fighters i have tech 1 since i dont have that new skill for these to lvl 4 yet...i will in 5 more days.

This setup look ok? Oh i used tech 1 rigs cause i figure if its already got bad defense no sense in throwing billion isk rigs in.

Also in combat can i adjust fittings? Id imagine not but figured i could ask.... lots of ppl the 4 ecm wpuld be nice but if 1 or 2 ppl showed up then id love to be able to point em.

Also fighters... without the bonus you get on carriers and such is it worth jumping to tech 2? Or is that additional cost not worth a nominal increase in dps?


Thanks.

Feel free to say where i went wrong as im sure i probably screwed up somewhere.


Get rid of the ECM, IMO. So what if you can effectively take out four ships for the duration of the fight. The 16 other ships attacking you will still wreck your dreams. Best to destroy four ships, then another four, then another four... until they either don't have the firepower to take out the citadel, or decide the cost to do so is too great. Go with scram, two web, and a TP. Think of the Astrahus as a lone dread. Neither a lone dread nor a citadel can overcome a herd of T2 logi cruisers, but you wouldn't fill a dread's mids with ECM, would you? And what's the point of trying to shoot/neut/ECM stuff if they can easily warp off and back in?

For the highs, go two ASML launchers, an XL neut, and a guided bomb launcher loaded with void bombs.

For the lows, go with two missile damage mods and one missile precision.

Yank the ECM rig and put in the scan res rig.

You cannot change fits in a citadel if the citadel has any damage whatsoever.

I haven't played with T2 fighters in a citadel, but T1 fighters are essentially useless I've found. You don't need any fighter skills to use them with a citadel, by the way.

Regardless of the above, if you're on your own you likely won't be able to do anything against a group that has a solid logi wing. But if you do have friends who fly combat ships, such a citadel would be a really really big force multiplier. Like I said, think of it as a super tanky dread with a lot of neut power.
Anvs Maximus
Mors et Vectigalia
#3 - 2016-07-28 02:43:04 UTC
Guess I was thinking the ECM for the logi ships, keep them from targeting anyone and they cant rep anyone making life easier for the defending fleet... and the citadel for killing people
Anvs Maximus
Mors et Vectigalia
#4 - 2016-07-28 07:06:05 UTC  |  Edited by: Anvs Maximus
how good is the point defense thing?

Also how effective are the support drones.... the ecms as well as the others


Also drone skills... do they definitely affect how well you can fly your drones in the citadel? has anyone tested on if they apply or not?


such as the skills for speed, durability etc?
Eli Stan
Center for Advanced Studies
Gallente Federation
#5 - 2016-07-28 15:00:40 UTC
Anvs Maximus wrote:
Guess I was thinking the ECM for the logi ships, keep them from targeting anyone and they cant rep anyone making life easier for the defending fleet... and the citadel for killing people


Jammed logi could warp off and back in, establish a lock on your target much more quickly than you can establish a lock on the logi, and continue repping for a while until the chance-based ECM hits again. Or they can bring more than four logi. (Obviously, the compositions of your support fleet and the attacking fleet matter a lot here.) In the meantime, without the webs and TP the citadel's ability to apply damage is greatly reduced. I'd rather throw some void bombs and the XL neut at the logi then destroy them one by one before turning my attention to the attacking DPS ships.

Point defense doesn't seem to destroy Rattlesnake drones fast enough for them to not be recalled. Does well against drones with regular bonuses, but I don't know if that's enough to make it worth fitting.

Far as I can tell, fighter and drone skills have absolutely zero effect on fighters launched by a citadel.

I have a few Sirens in the fighter bay so I can get tackle on ships when the citadel is not vulnerable, but haven't had a chance to use them yet. (Nor any of the other support fighters.)
Tau Cabalander
Retirement Retreat
Working Stiffs
#6 - 2016-07-29 20:53:44 UTC  |  Edited by: Tau Cabalander
It seems like (I don't consider myself an expert):

* Point Defense Systems are more effective vs. sub-caps than missiles.
* If you fit a web and point [these exist for a citadel?], then the defending ships don't have to.
* I've read mixed reports on using neuts. Not sure what's behind that yet (PEBKAC or mechanic?)

Eli Stan wrote:
Far as I can tell, fighter and drone skills have absolutely zero effect on fighters launched by a citadel.

Patch Notes for 118.6, Released Tuesday, June 28th, 2016 wrote:
Defect Fixes:
Gameplay:
* Fighters may now be loaded/launched in a Citadel without requiring skills (as they do not benefit from any skill-based bonuses). Ships will continue to enforce fighter skill requirements as normal.
Eli Stan
Center for Advanced Studies
Gallente Federation
#7 - 2016-07-29 21:24:25 UTC  |  Edited by: Eli Stan
So... Was this citadel in J125721? Looks like one was lost there with similar config to what I was recommending, minus the guided void bombs. Attackers had at least three Guardians.