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Is this a decent POS setup for a C3?

First post
Author
Ronin Silfar
Our Big Spaceship Gang
#1 - 2014-09-12 08:09:15 UTC  |  Edited by: Ronin Silfar
[link removed] It wasn't working for some reason.

This list does not include the obligatory anchored backups in case modules go pop.
Your feedback is appreciated. :)

Tower
Minmitar Large

Defence
3 x EW - Stasis Webification Battery
3 x EW - Warp Scrambling Battery
6 x EW ECM - Ion Field Projection
6 x EW ECM - Phase Inversion
6 x EW ECM - Spatial Destabilization
6 x EW ECM - White Noise Generator
4 x Shield Hardener - Ballistic Deflection
4 x Shield Hardener - Explosion Dampening
3 x Shield Hardener - Heat Dissipation
2 x Shield Hardener - Photon Scattering
2 x Turret - Projectile - Artillery, Medium
3 x Turret - Projectile - Artillery, Small
2 x Turret - Projectile - Autocannon, Medium
3 x Turret - Projectile - Autocannon, Small

Services
1 x Corporate Hangar Array
1 x Ship Maintenance Array
Asayanami Dei
Adhocracy Incorporated
Adhocracy
#2 - 2014-09-12 08:27:26 UTC  |  Edited by: Asayanami Dei
Many people favour Amarr towers over anything else (unless it's indy stuff), but other then that - neuts?

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Ronin Silfar
Our Big Spaceship Gang
#3 - 2014-09-12 08:33:20 UTC
Asayanami Dei wrote:
Many people favour Amarr towers over anything else (unless it's indy stuff), but other then - neuts?


Yea I was wondering about neuts too. I'm at 98% powergrid with this setup. I can't online one neut even if I offline the CHA and SMA services, and I'd like to have two neuts online if possible. I'm not sure what to change. :-/
Jez Amatin
The Scope
Gallente Federation
#4 - 2014-09-12 08:35:15 UTC
Ronin Silfar wrote:
Asayanami Dei wrote:
Many people favour Amarr towers over anything else (unless it's indy stuff), but other then - neuts?


Yea I was wondering about neuts too. I'm at 98% powergrid with this setup. I can't online one neut even if I offline the CHA and SMA services, and I'd like to have two neuts online if possible. I'm not sure what to change. :-/


are all your hardeners online / offline?
Ronin Silfar
Our Big Spaceship Gang
#5 - 2014-09-12 08:53:13 UTC
Jez Amatin wrote:
are all your hardeners online / offline?

All online. Lowest resist is 69%
Jez Amatin
The Scope
Gallente Federation
#6 - 2014-09-12 08:57:36 UTC
keep em anchored in pos but offline, the guns and mods will need to be shot first. if you get attacked, which is unlikely, this should give u time to log in, and online hardeners / use pos guns.

or you might consider faction towers for more fitting.
Ronin Silfar
Our Big Spaceship Gang
#7 - 2014-09-12 09:08:40 UTC  |  Edited by: Ronin Silfar
Jez Amatin wrote:
keep em anchored in pos but offline, the guns and mods will need to be shot first. if you get attacked, which is unlikely, this should give u time to log in, and online hardeners / use pos guns.

or you might consider faction towers for more fitting.


I understand attacks on Large POSes, especially those with a half-way decent attempt at a defense, are rare. In the event of an attack though I still have the problem of not being able to online all the defenses. Even if the hardeners are offline it doesn't matter if I can't online some of them because I want a couple neuts. Am I critically misunderstanding something? Should I forget about the neuts, or do I need to change something to accommodate them?

Edit: I was wrong. If I offline the services I can online one neut. Not the two I was looking for, but it's something.
Jez Amatin
The Scope
Gallente Federation
#8 - 2014-09-12 09:22:13 UTC
if you really want em, you could cut back on the 6x racial ecms and replace some with neuts. otherwise just stash em in CHA until u need more pos mods. its not essential to have neuts, but they could be handy.
Ronin Silfar
Our Big Spaceship Gang
#9 - 2014-09-12 09:27:26 UTC
Jez Amatin wrote:
if you really want em, you could cut back on the 6x racial ecms and replace some with neuts. otherwise just stash em in CHA until u need more pos mods. its not essential to have neuts, but they could be handy.


OK. Thanks for the feedback! :)
calaretu
Honestly We didnt know
#10 - 2014-09-12 09:46:41 UTC
Go amarr. Dont have to worry about ammo in guns once filled and more pg to play with
Viscis Breeze
The Northerners
Pandemic Horde
#11 - 2014-09-12 13:51:16 UTC
Jez Amatin wrote:
keep em anchored in pos but offline, the guns and mods will need to be shot first. if you get attacked, which is unlikely, this should give u time to log in, and online hardeners / use pos guns.

or you might consider faction towers for more fitting.


This, online more ECM/Neuts instead.

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MooMooDachshundCow
University of Caille
Gallente Federation
#12 - 2014-09-12 14:09:43 UTC
I guess neuts are good to have. They could be good for breaking logi chains/big self tanks but honestly I don't see them getting used all that much.

Protip: Anchor 10x that many of each mod off your tower so you can online them as others go down. That above all else will make an invasion a headache. Otherwise it looks pretty good. I'd put more hardeners on it, but I like my towers to have 150m EHP whenever possible, so I may be an outlier.

Yeah, well, it's just like my opinion, man.

Hatshepsut IV
Un.Reasonable
#13 - 2014-09-12 15:43:43 UTC
Don't forget to properly configure your starbase to attack anyone not in your corp/alliance as well.

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Moloney
University of Caille
Gallente Federation
#14 - 2014-09-12 15:52:04 UTC
Maybe put a couple of off-line neuts incase of marauders. That was you can offline the ecm and online the neuts.

And as stated by many... Amarr tower . Mostly for easy ammo logistics
Pro TIps
Doomheim
#15 - 2014-09-12 18:37:48 UTC
4 hardeners of each type is kinda ridiculous. +1 on what others have said about neuts.

Faction towers don't have more fitting than racial towers. They do have more HP and less fuel consumption. Less fuel usage means less crap to haul in from K-space (ice, PI you can't get natively, or whole fuel blocks) so that will save you time as well as a bit of ISK.
Xen Solarus
Furious Destruction and Salvage
#16 - 2014-09-13 19:26:26 UTC  |  Edited by: Xen Solarus
Better to have the hardeners off and have more guns. They're going to be shooting your guns before the shields anyways, and by the time they're on the shields resists don't mean anything but additional time for your attackers. You're going to need more guns for sure, i tend to think you need at least 6 smalls to cover each side, then 6 more medium (long) and 12 medium (close). Again, positioned evenly on each side, and at a distance from eachother to prevent bombing area damage. You might not be able to online them all if you have additional structures up, like reaction arrays and such, but get as many as you can. Plus you might want to consider having lots more guns offline as redundancies that can be quickly onlined as others are taken out, i'd say double up for maximum insanity! Any attacking force is going to hate that. You also might want to consider doubling your ECM up to 12 each as well Lol. That's a serious statement of your desire to stay in your wormhole.

Having a neut ready to be onlined can be very useful in breaking a spider-tanking fleet, but its only really useful imo when manned, and with it consuming so much powergrid i personally think its better to keep it offline for that moment when the **** is really starting to hit the fan.

I perfer Amarr personally, removing the need to worry about ammo is a big plus for me, especially considering the length that a siege would likely stretch on for. You wouldn't want the additional hassle of worrying about running out of ammo. Shocked

Also an optional is using a large ship array in place of the corp hanger. It does take up 3 times as much powergrid, but increases your available storage space by x13. So, its a consideration that depends on if you're going to be dealing with large volumes, mining and PI and such.

Post with your main, like a BOSS!

And no, i don't live in highsec.  As if that would make your opinion any less wrong.  

Pro TIps
Doomheim
#17 - 2014-09-13 20:44:36 UTC
Xen Solarus wrote:
You're going to need more guns for sure, i tend to think you need at least 6 smalls to cover each side, then 6 more medium (long) and 12 medium (close). Again, positioned evenly on each side, and at a distance from eachother to prevent bombing area damage.

POS guns project their fire-power from the position of the control tower, not the battery itself. That means a gun 50km north of your tower has just as much opportunity to shoot an enemy as a gun 50km south, no matter where the enemy is located.

This is also the reason you should never use blasters, most pulse laser batteries, etc. to defend a Large POS: the effective range of those batteries is less than the shield radius, so they never do much damage (if any.)

Xen Solarus is certainly right that you should spread your batteries around so they can't be bombed. The guns *receive* damage based on the battery location, so if someone attacks, you will at least annoy the attackers by spreading weapons around instead of putting them all in one area.
Ronin Silfar
Our Big Spaceship Gang
#18 - 2014-09-13 23:03:29 UTC
It's been my understanding that the guns are only any use if they are manned because of how often they switch targets. The reason I only have 10 is because I question whether we'll be able to have more than 2 pos gunners online at a time. Also, I already planned on bringing and anchoring double of everything. :P
Xen Solarus
Furious Destruction and Salvage
#19 - 2014-09-14 16:25:11 UTC
Pro TIps wrote:

POS guns project their fire-power from the position of the control tower, not the battery itself. That means a gun 50km north of your tower has just as much opportunity to shoot an enemy as a gun 50km south, no matter where the enemy is located.

This is also the reason you should never use blasters, most pulse laser batteries, etc. to defend a Large POS: the effective range of those batteries is less than the shield radius, so they never do much damage (if any.)


Thats very interesting! So the shorter ranged mediums are completely useless on large towers? That seems very strange. I'll certainly change my POS configurations!

Post with your main, like a BOSS!

And no, i don't live in highsec.  As if that would make your opinion any less wrong.  

Phoenix Jones
Small-Arms Fire
#20 - 2014-09-14 19:36:14 UTC  |  Edited by: Phoenix Jones
Your in a c3, so there is no fear of dreads. You don't need tons of neuts if you have no guns. Your resists are fine. I prefer all resists above 50 because it makes sieging a pos in non dreads suck.

Your setups ok, but let's go through the basics.

Webs. Two is fine, 3 helps you out 0. The reasons for webs is to slow frigate ships trying to waste your ammo by sig tanking. Tracking of minmatar turrets are pretty good. Offline 1 web

Warp scramble batteries. People target these fairly early. The dangerous one is the warp disruptors. You can keep three of the scrams but online a disruptor. People are not going to mwd around a tower in an initial siege (sig bloom).

Resists. If you can keep that setup, do it. If you need more CPU, go 3 3 2 1 on resist modules. You'll be above 50% on all resists still.


Guns. Smalls and mediums (no need to do large). Add more if you can. The more dps the better. You want a range of 50 to 150 ish. Its rare you'll get a sniping siege fleet (dps I slowish and time to siege is long).

ECM. Most likely your siegers will be an armor fleet, oracles. And repairers(guardians). Go heavier on amarr vs the rest. They will do little on a well setup fleet. But combine them with a few sensor dampeners and you should have a tight little ball of ships all ready to be bombed to death.

There is no perfect setup, but yours is not a bad one.

Do not offline your hardeners though. You'll be inviting a stront check.

Yaay!!!!

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