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Large Caldari POS Dickstar shoping list and placement?

Author
Gearbow Won
GEARBOWS OF WAR
#1 - 2012-09-17 23:53:09 UTC
Ready to put up a large Caldari Player Owned Structure ( POS) . We have decided to run a "Dickstar POS set-up to make it miserable and as long as possible for a fleet to take us down. This will be placed in a Class 3 Wormhole.

Please help me with a shopping list with what to online and offline

Also please help me find a link or a few links to blogs, forum posts on placement of the modules themselves. Pictures would hep to : )

I understand a bit about the mechanics , i.e. ECCM's range and such is measured from the anchored module itself , but the Gun or Missile turrets range is from the Control tower itself.

I know that grouping your stuff together makes it easier for Stealth bomber fleets to do damage to all modules at once but that spreading them out can make you ECCM more vulnerable.

We are a small corp and there will be long periods where we will not have that many active defenders online.

Any ideas of what goes where please ?

Sith1s Spectre
Imperial Academy
Amarr Empire
#2 - 2012-09-18 01:05:56 UTC
The 1st rule of POS defence is there is no perfect defence... If someone wants to kill it, they will.

However saying that, i'd recommend at least 6 of each eccm batteries. Throw in scrams/neuts/disrupts to taste.

I'd also recommend always having shield hardners (and keep them online)

In regards to guns - redundancy is key - bring & anchor more than you need (don't forget to load ammo), as you can keep onlining them should they get incapacitated.

Good luck :)

Sith

Resident forum troll and fashion consultant

Tau Cabalander
Retirement Retreat
Working Stiffs
#3 - 2012-09-18 01:13:39 UTC  |  Edited by: Tau Cabalander
My large POS setup requires the ability to count as you move lime-green anchoring cubes around. It has been tested and approved by a complete POS noob.

Really Easy Large POS Module Layout

EDIT: Link fixed. Starts at post #262 Read the rest of the thread too.

Entrance to the rabbit hole (a.k.a. lots of my posts on POS).
Gearbow Won
GEARBOWS OF WAR
#4 - 2012-09-18 02:03:47 UTC
Thanks guys , this will get me started .
Reppyk
The Black Shell
#5 - 2012-09-18 16:06:56 UTC
http://eve.1019.net/pos/?ct=03&mod=13000R0R0R0R0R0R0R0L0L0L0L0L0L0L0L0N0N0N0N0N0N0M0M0M0M0M0M0P0P0P0P0P0P0P0P0P0P0Q0Q0Q0S0S0S0T0T0M0M0N0N0W0O09091616&off=&fuel=1&sov=&sort=name&split=&mod_del=0R

Remember that dickstars suck for any real defense ; even 3/4 BS with the good fit will **** this one.

I AM SPACE CAPTAIN REPPYK. BEWARE.

Proud co-admin of frugu.net, a French fansite about EVE !

Hathrul
School of Applied Knowledge
Caldari State
#6 - 2012-09-18 18:44:42 UTC
shopping list dickstar:

1 tower
1 sma
1 cha
10 med guns
10 small guns
250 ecm batteries
5 disruptors


overkill works in low class.
Phaderift
Girls Lie But Zkill Doesn't
Pandemic Legion
#7 - 2012-09-18 19:03:53 UTC  |  Edited by: Phaderift
the 250 ecm batteries is nice but be sure you have more guns anchored and even a couple large just in case the invaders get crafty also may want 4-5 sets of shield hardeners to really make it painful if they keep coming back

oh and neuts .. lots of neuts like 10+
Reppyk
The Black Shell
#8 - 2012-09-18 19:24:32 UTC
Phaderift wrote:
the 250 ecm batteries is nice but be sure you have more guns anchored and even a couple large just in case the invaders get crafty also may want 4-5 sets of shield hardeners to really make it painful if they keep coming back

oh and neuts .. lots of neuts like 10+
Tell me how you online 10 neuts on a large caldari POS.

I AM SPACE CAPTAIN REPPYK. BEWARE.

Proud co-admin of frugu.net, a French fansite about EVE !

Hermann Simm
Doomheim
#9 - 2012-09-18 22:08:20 UTC
Reppyk wrote:
Phaderift wrote:
the 250 ecm batteries is nice but be sure you have more guns anchored and even a couple large just in case the invaders get crafty also may want 4-5 sets of shield hardeners to really make it painful if they keep coming back

oh and neuts .. lots of neuts like 10+
Tell me how you online 10 neuts on a large caldari POS.

who needs powergrid when you got ~swag~
Bugsy VanHalen
Society of lost Souls
#10 - 2012-09-19 19:25:35 UTC  |  Edited by: Bugsy VanHalen
Reppyk wrote:
Phaderift wrote:
the 250 ecm batteries is nice but be sure you have more guns anchored and even a couple large just in case the invaders get crafty also may want 4-5 sets of shield hardeners to really make it painful if they keep coming back

oh and neuts .. lots of neuts like 10+
Tell me how you online 10 neuts on a large caldari POS.


You don't, but having lots of offline defenses is a bigger deterrent. It tells any would be attackers that any modules they manage to incap during the attack have back ups that will be onlined. 10 neuts is a good number even if you only online 2 of them.

also extra hardeners. You want enough that if a big fleet comes you can offline other stuff and get your resists way up. Having enough hardeners anchored to give you 60-70% resists across the board even if only a couple are online means they could very quickly be facing huge ehp with no resist holes.

ecm works best against smaller fleets. they can not hit the POS if they can not target it. But even large fleets will find it a PITA. Guns are probably the least effective deterrent, but can be very effective in the battle if you have gunners to man them. Manually controlled POS guns along with some points, webs, and neuts, can do a lot of damage to an attacking fleet. Automated POS guns however are very easy to over come as they switch targets often enough to avoid popping anyone. They may pop the occasional single ship if anyone is dumb enough to come into range uncloaked.
Alisyana
Caldari Provisions
Caldari State
#11 - 2012-09-19 20:58:34 UTC
Hathrul wrote:
shopping list dickstar:

1 tower
1 sma
1 cha
10 med guns
10 small guns
250 ecm batteries
5 disruptors


Seeing that tower pop... priceless.

**Definition of "SD" (Self Destruct) = "It's like running up to someone to kick them in the balls, they see you and proceed to kick themselves in the balls, and then laugh at you for denying someone a chance to kick them in the balls." ** - Celery Man

Reppyk
The Black Shell
#12 - 2012-09-19 21:35:55 UTC
Bugsy VanHalen wrote:
You don't, but having lots of offline defenses is a bigger deterrent. It tells any would be attackers that any modules they manage to incap during the attack have back ups that will be onlined. 10 neuts is a good number even if you only online 2 of them.
Do you have any experience in POS bash seriously ?
Only a noob would think like this. Everybody else know that once the tower is rf'd, the neuts are useless.

Neuts != guns.

Bugsy VanHalen wrote:
ecm works best against smaller fleets. they can not hit the POS if they can not target it. But even large fleets will find it a PITA. Guns are probably the least effective deterrent, but can be very effective in the battle if you have gunners to man them. Manually controlled POS guns along with some points, webs, and neuts, can do a lot of damage to an attacking fleet. Automated POS guns however are very easy to over come as they switch targets often enough to avoid popping anyone. They may pop the occasional single ship if anyone is dumb enough to come into range uncloaked.
Full ECM dickstars don't work at all, even against a small fleet. I solo'd a medium caldari in a WH (it could have been a large one, same result).

I AM SPACE CAPTAIN REPPYK. BEWARE.

Proud co-admin of frugu.net, a French fansite about EVE !

Phaderift
Girls Lie But Zkill Doesn't
Pandemic Legion
#13 - 2012-09-21 18:47:37 UTC
Reppyk wrote:
Bugsy VanHalen wrote:
You don't, but having lots of offline defenses is a bigger deterrent. It tells any would be attackers that any modules they manage to incap during the attack have back ups that will be onlined. 10 neuts is a good number even if you only online 2 of them.
Do you have any experience in POS bash seriously ?
Only a noob would think like this. Everybody else know that once the tower is rf'd, the neuts are useless.

Neuts != guns.

Bugsy VanHalen wrote:
ecm works best against smaller fleets. they can not hit the POS if they can not target it. But even large fleets will find it a PITA. Guns are probably the least effective deterrent, but can be very effective in the battle if you have gunners to man them. Manually controlled POS guns along with some points, webs, and neuts, can do a lot of damage to an attacking fleet. Automated POS guns however are very easy to over come as they switch targets often enough to avoid popping anyone. They may pop the occasional single ship if anyone is dumb enough to come into range uncloaked.
Full ECM dickstars don't work at all, even against a small fleet. I solo'd a medium caldari in a WH (it could have been a large one, same result).


the 10 neuts i think 3 or so online, most WH dwellers keep a stack of pos mules in the pos, making sure to have 1-3 in each TZ in case of attack.. yea they stop working if the towers gets Rfed but you kill one and the mule will online another 1 faster then u can kill them , the idea is to make the whole attacking the tower hurt, make it boring as all heck for them, every mod they kill online a replacement and anchor 2 more replacements. Demoralize them:) as for **** stars, in lower class holes unless the pos owner is brain dead or the attackers hate themselves most will not even bother with them. ill wager the tower you soloed was owned by someone with a mental deficiency., or you had WAY to much time on your hands.

Also the stages of a PoS siege. VS sub caps,capitals change things up ... a lot

Stage one EWar tackle/webs and neuts , with a few guns - the idea here is to make it as long and painful as possible every mod they kill online a replacement anchor 2 more, as RF gets closer transition to stages2

Stage two - before the RF anchor any more guns/defensive mods you might have, offline cpu mods and online as many guns as you can, empty out the CHA/industrial mods and transfer the stuff into industrials, cans, orcas or other ships that you can still access as the tower is in RF as the CHA will be space junk in RF

Stage three - final fight after the RF timer - bring all your friends fight along side the tower and hope you win

above is very basic and assume pos gunners are around at all times to make it a very very painful experience for the hostile forces. Any pos can be knocked down but certain things like 10 neuts and a mass of ewar and other harassment mods in addition to guns act as quiet a deterrent. Guns you can rep through .. ewar yea you can counter it but with stuff like ECm there are no for sure hard counters.

So no, i would say Bugsy has a pretty good idea about spare mods and why you have them :p
Marsan
#14 - 2012-09-22 16:42:11 UTC  |  Edited by: Marsan
Also don't group everything together or you be bombed/smart bombed.

PS- Personally I think you are over thinking this. Install some hardeners (inside), ecm, and guns. This will keep 95% of all folks away. The folks who are going to attack a POS with a good mix of gun, ecm and hardeners aren't going to be detered by pretty much any setup.

Former forum cheerleader CCP, now just a grumpy small portion of the community.

Mocam
Aliastra
Gallente Federation
#15 - 2012-09-25 11:26:57 UTC
Marsan wrote:
Also don't group everything together or you be bombed/smart bombed.

PS- Personally I think you are over thinking this. Install some hardeners (inside), ecm, and guns. This will keep 95% of all folks away. The folks who are going to attack a POS with a good mix of gun, ecm and hardeners aren't going to be detered by pretty much any setup.


I think that's the point of his question - setting one up in such a way as to deter people from trying. As anyone here can attest, if someone wants it dead bad enough, they'll get a group together to pop it.

An old expression - locks keep lazy people honest. The same goes with a POS setup - it keeps the lazy from trying it and that covers a great deal of the player base.