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Understanding POS Guns

Author
Brock Nelson
#1 - 2012-03-01 03:23:54 UTC  |  Edited by: Brock Nelson
Coming from Caldari background, I've almost never used Projectile and Hybrid weapons and I assume that Hybrid/Projectile POS module operates under the same mechanism as guns on ship right?

Based on reading the fourm, I've found that there are negative feelings toward to Laser and Missile based POS mods. So I'm wondering how well Artillery gun works, I read somewhere on the forum that long range guns like artys don't tend to hit well when something is up close or hugging it.

What are some of the negative aspect of using Arty and Autocannon?

Some of the conflicting information I'm hearing about is whether or not the guns are shooting based on distance from POS or distance from the gun itself.

Thanks

Signature removed, CCP Phantom

Tau Cabalander
Retirement Retreat
Working Stiffs
#2 - 2012-03-01 03:52:39 UTC  |  Edited by: Tau Cabalander
Turret range is measured from the control tower and not the turret. Ammo affects range. EWAR range is measured from the module. Distances on modules controlled by a gunner are always shown as from the module. The 249 km target lock hard limit DOES NOT apply to POS modules. I've personally tested ranges.

Turrets and EWAR cycle targets every 30 seconds, except ECM on Caldari towers cycles targets every 7.5 second jam cycle.

All towers should be setup to defend against attacks at all ranges. Short range is often used for the primary attack, and long range is often used to incapacitate modules (sensor damps are effective at long range but are useless at short range).

Amarr < Sansha < Dark Blood = True Sansha
* Laser Bonus: 25% Damage + 50% Optimal.
* Lasers only do EM and thermal damage (more thermal the shorter range the crystal, more EM the longer).
* It is easy to haul crystals around, as they are low volume, and not many are needed.
* The active crystal is destroyed when un-anchoring or changing crystals, so not a good idea to use faction ammo if you move a lot.
Lasers are great on an Amarr tower. It can also fit LOTS of them. Mix with a few un-bonused projectiles for kinetic and explosive damage. Webifiers are especially useful with lasers.

Minmatar < Angel < Domination
* Projectile Bonus: 25% RoF + 50% optimal + 50% falloff.
* Projectiles can do all 4 types of damage (example: EMP + Phased Plasma).
* Projectiles have the longest falloff, which is not affected by ammo.
* Projectiles are the best all-around POS turret.
* AutoCannons hold a tonne of ammo, so using faction ammo isn't recommended except on artillery.
* AutoCannons hold a large volume of ammo.
* Small AutoCannon Battery (750 m3 / 0.0125): 60,000 rounds
* Small Artillery Battery (50 m3 / 0.0125): 4,000 rounds
* Medium AutoCannon Battery (1,000 m3 / 0.0250): 40,000 rounds
* Medium Artillery Battery (65 m3 / 0.0250): 2,600 rounds
Projectiles are amazing on a Minmatar tower, and is likely where the term deathstar originated for POSes. For AutoCannons on a RoF bonused tower, that's over 65 hours of shooting! Artillery lasts only about 13 hours though. Minmatar towers have the best balance of CPU and grid for defense, and the second most shield.

Gallente < Serpentis < Shadow
* Hybrid Bonus: +25% Damage.
* Only do two types of damage: kinetic and thermal.
* Hybrid blasters are useless, as turret range is measured from the control tower and not the turret.
* Hybrid rails are nothing special, and have poor tracking.
Gallente control towers are best armed with un-bonused projectiles: hybrids don't get a range bonus, and though they have a longer optimal than projectiles, hybrids have a much shorter falloff than projectiles, and optimal is affected by ammo.

Caldari < Gurista < Dread Gurista
* Missile Bonus: 25% RoF + 50% Velocity
* ECM Bonus: -75% bonus to Electronic Warfare Battery Target Cycling Speed (one cycle only).
* Missiles have an extremely low damage multiplier compared to turrets.
* Missiles have an extremely slow rate of fire, even when bonused.
* A single battleship can often tank all the missile batteries on a POS.
* Missile batteries go offline when reinforced.
Caldari control towers are best armed with lots and lots of EWAR, some un-bonused projectiles, and many shield hardeners. The ECM bonus is more of a penalty when auto-targeting and not using lots of ECM because of locking time; I personally like to use faction ECM to compensate a bit, as it locks faster and has a significantly higher jam strength (failing to jam is made more of a problem when you only get one chance).
Linda Shadowborn
Dark Steel Industries
#3 - 2012-03-01 04:53:34 UTC
last time i unloaded one of my laser batteries the crystals where not destroyed. and i moved hmm. 16 guns around. all crystals where ok, though none had never fired so maybe that has something to do with it
Tau Cabalander
Retirement Retreat
Working Stiffs
#4 - 2012-03-01 04:55:11 UTC  |  Edited by: Tau Cabalander
Linda Shadowborn wrote:
last time i unloaded one of my laser batteries the crystals where not destroyed. and i moved hmm. 16 guns around. all crystals where ok, though none had never fired so maybe that has something to do with it

Lasers have two compartments for ammo. Only the active crystal is destroyed (can't be removed). The extra crystals are not destroyed and can be removed. Changing crystals is also bad for the same reason.

Sometimes the turret doesn't load until fired. I suspect it has to do with whether the turret is online or not when loaded.

Most people only put one crystal in a laser. The jury is out on how long they last, but it is safe to say long enough until it is conclusively tested, as testing could take several days of continuous firing.
Scrapyard Bob
EVE University
Ivy League
#5 - 2012-03-01 05:55:48 UTC
Tau Cabalander wrote:

Most people only put one crystal in a laser. The jury is out on how long they last, but it is safe to say long enough until it is conclusively tested, as testing could take several days of continuous firing.


Assuming that you use T1 crystals in the batteries, and they follow the same crystal damage formula as regular turrets, those never wear out.
Reppyk
The Black Shell
#6 - 2012-03-01 11:19:37 UTC
< pos guru to the rescue

Tau Cabalander wrote:
Sometimes the turret doesn't load until fired. I suspect it has to do with whether the turret is online or not when loaded.
When the gun is online, a crystal will go in the active storage. Always online your guns before loading them (Large Beam Battery : 1+1 crystal. Yes, you could miss half of your capacity !)

Tau Cabalander wrote:
Most people only put one crystal in a laser. The jury is out on how long they last, but it is safe to say long enough until it is conclusively tested, as testing could take several days of continuous firing.
Small Beam battery : 27h
Medium Pulse Battery : 44h

Scrapyard Bob wrote:
Assuming that you use T1 crystals in the batteries, and they follow the same crystal damage formula as regular turrets, those never wear out.
No. You're wrong.
T1 crystals will decay, exactly like a faction lens (4000 shots).

I AM SPACE CAPTAIN REPPYK. BEWARE.

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