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A couple of POS questions

Author
sens1
Republic University
Minmatar Republic
#1 - 2012-03-14 17:40:49 UTC
Hey guys,

I'm going to start manufacturing in a low sec POS soon and there are a couple of things that I'm unsure about.

1) Say there are 2 different reactors which both require silos for water input and output. Can I get away with 2 silos? One silo full of water inputting to both reactors and another silo that receives the water output of the 2 reactors.
Or do I need 4 silos for the links to work =/?

2) I can obviously start production with my BPCs safely in the station but what about the reactions? I take it they have to sit in the reactors for the reactions to occur.
- If the POS goes into reinforced, can I save my reactions? Or will they be locked into the reactors and be lost when the POS inevitably gets destroyed?
- More widely speaking, when the POS goes into reinforced, what do I lose access to if anything?

Cheers guys,

sens1
Cyniac
Federal Navy Academy
Gallente Federation
#2 - 2012-03-14 17:45:39 UTC  |  Edited by: Cyniac
sens1 wrote:
Hey guys,

I'm going to start manufacturing in a low sec POS soon and there are a couple of things that I'm unsure about.

1) Say there are 2 different reactors which both require silos for water input and output. Can I get away with 2 silos? One silo full of water inputting to both reactors and another silo that receives the water output of the 2 reactors.
Or do I need 4 silos for the links to work =/?

sens1


You need four silos. Each silo only has one input and one output. Not 100% sure about the rest so I'll someone else take it ;)
sens1
Republic University
Minmatar Republic
#3 - 2012-03-14 17:59:13 UTC
Cyniac wrote:
sens1 wrote:
Hey guys,

I'm going to start manufacturing in a low sec POS soon and there are a couple of things that I'm unsure about.

1) Say there are 2 different reactors which both require silos for water input and output. Can I get away with 2 silos? One silo full of water inputting to both reactors and another silo that receives the water output of the 2 reactors.
Or do I need 4 silos for the links to work =/?

sens1


You need four silos. Each silo only has one input and one output. Not 100% sure about the rest so I'll someone else take it ;)


Ah what a shame Smile! thanks for your help with question 1).

So who can help me with question 2) Smile?

Many thanks,

sens1
Velicitia
XS Tech
#4 - 2012-03-14 18:10:39 UTC
for #2, anything that needs CPU to be onlined (e.g. assy arrays, labs, ewar, hardeners) will be offlined, and cannot be onlined until such time that the POS comes out of RF'd.

While in RF'd the POS cannot be targeted, and the shields are locked at 25%. Once the RF timer expires, the shields will recharge at their normal rate. You cannot re-stront a POS until it has 50% or more shield HP.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

sens1
Republic University
Minmatar Republic
#5 - 2012-03-14 18:13:36 UTC  |  Edited by: sens1
Velicitia wrote:
for #2, anything that needs CPU to be onlined (e.g. assy arrays, labs, ewar, hardeners) will be offlined, and cannot be onlined until such time that the POS comes out of RF'd.

While in RF'd the POS cannot be targeted, and the shields are locked at 25%. Once the RF timer expires, the shields will recharge at their normal rate. You cannot re-stront a POS until it has 50% or more shield HP.


Thank you for your insight :) will I still be able to save my reactions from the reactors or will I not be able to remove them while the POS is reinforced?
Tau Cabalander
Retirement Retreat
Working Stiffs
#6 - 2012-03-15 01:02:52 UTC
Last I knew, you cannot take from a silo while the tower is reinforced.
Rashino Zea
State War Academy
#7 - 2012-03-15 02:13:51 UTC
Tau Cabalander wrote:
Last I knew, you cannot take from a silo while the tower is reinforced.


This is correct, however i believe there is a time between end of reinforcement and when the shield fails that you may be able to evac your stuff.

I have not had the... misfortune of finding out for sure.
Velicitia
XS Tech
#8 - 2012-03-15 11:17:30 UTC
Rashino Zea wrote:
Tau Cabalander wrote:
Last I knew, you cannot take from a silo while the tower is reinforced.


This is correct, however i believe there is a time between end of reinforcement and when the shield fails that you may be able to evac your stuff.

I have not had the... misfortune of finding out for sure.



there will be -- it's called "the other guys have to grind through the last 25% of the POS bubble".

Granted, you have to be *GOOD* on the timing, because if they bring caps, you're looking at a relatively short timeframe (on the order of 30 minutes or less). If they only have battleships, well, it'll take a good deal longer.

In order to best defend against this eventuality (i.e. keep people from screwing with you the first weekend the tower goes up...), the following modules will go far in keeping smaller groups from harassing you.

1. Shield Hardeners. Preferably 9, in a 3,3,2,1 configuration, fit to your tower's resists (i.e. the two at 0% get the 3 hardeners each, 25% gets 2, and 50% gets 1). If you can't fit this after the reactors and stuff, then 5 in 2/2/1/0 formation.
2. Guns -- lots of them, to the point of leaving offlined extras hanging there. If you're running an amarr tower, lasers. Projectile on anything else. Large guns are "OK" but really only good at hitting slow/stationary targets (i.e. dreads and/or webbed BS ... but even webbed BS are hard for these to hit).
3. Ewar -- Scrams, Webs, and jamming modules. There are other modules that can be useful, but aren't 100% necessary.

In addition to these POS modules, the following ships/skills are very helpful in keeping things alive.

1. Osprey (and or whatever the Minmatar one is)
2. Shield Emission systems
3. Exequror/Aurgoror
4. Remote Armour and Remote Hull Repair
5. Energy Emission Systems
6. Skills that are high enough to provide cap stable (or stable with remote energy coming in) shield/armour/hull repair ships (should be cruiser 3 and remote repair 3, assuming you already have 5/5 capacitor skills)

They will most likely not save the POS against a coordinated attack, but you'll be able to do any needed repairs to the guns that get incap'd. If you have Ospreys when you're setting the tower up, you'll be able to help give it a kickstart in the shield dept (all POS start at 50% shields, and regen up to 100% over a 24 hour period).

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia