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POS Warfare: Difference between revisions

From EVE University Wiki
Laser Batteries: splitting up batteries into short/long range variants
Offense: small restructuring of outline
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Structures that are placed outside the POS are vulnerable to attack by the enemy even when the POS tower's bubble is intact.  When placing defenses outside the POS bubble, you should spread them far enough apart that a battleship cannot easily attack all of them simultaneously with smartbombs.  This generally means a 4-6km separation between elements (which is 4-6 "green boxes" apart as each step is 960m).  While smartbombs are not very fast at killing batteries, it's an option in cases where there are no defenses other then ECM.
Structures that are placed outside the POS are vulnerable to attack by the enemy even when the POS tower's bubble is intact.  When placing defenses outside the POS bubble, you should spread them far enough apart that a battleship cannot easily attack all of them simultaneously with smartbombs.  This generally means a 4-6km separation between elements (which is 4-6 "green boxes" apart as each step is 960m).  While smartbombs are not very fast at killing batteries, it's an option in cases where there are no defenses other then ECM.


Which batteries to use:
===General notes===
 
====What works best with what tower====
* Amarr (including Blood/Sansha) towers should use laser batteries due to bonuses.
* Amarr (including Blood/Sansha) towers should use laser batteries due to bonuses.
* Minmatar (Angel/Domination) should use projectile batteries due to their bonuses.
* Minmatar (Angel/Domination) should use projectile batteries due to their bonuses.
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* Caldari (Guristas) should never use Torpedo / Cruise Missile batteries.  Instead, they should fit with projectile batteries (possibly with a few Hybrid Rail batteries).
* Caldari (Guristas) should never use Torpedo / Cruise Missile batteries.  Instead, they should fit with projectile batteries (possibly with a few Hybrid Rail batteries).


Ammunition choice:
====Ammunition effects====
* Damage type done by the battery is affected by the type of ammunition loaded.
* Damage type done by the battery is affected by the type of ammunition loaded.
* Damage amount is also affected by the type of ammunition loaded.
* Damage amount is also affected by the type of ammunition loaded.
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* All traversal calculations are calculated '''from the control tower'''.
* All traversal calculations are calculated '''from the control tower'''.


Battery size (Lasers/Projectiles/Rails):
====Battery size====
Lasers, Projectiles, and Rails come in three size flavors.
* Small:  Useful against frigates, cruisers and fighters
* Small:  Useful against frigates, cruisers and fighters
* Medium: Better for cruisers, battlecruisers and battleships
* Medium: Better for cruisers, battlecruisers and battleships
* Large: Only works well against capital ships and battleships
* Large: Only works well against capital ships and battleships


===Hybrid Batteries (Blaster) ===
===Weapon batteries===
 
====Hybrid Batteries (Blaster) ====
'''Never use small blaster batteries'''.  Because of the incredibly short range of blasters and because range is calculated from the control tower (not the battery itself) you should never use small blaster batteries.
'''Never use small blaster batteries'''.  Because of the incredibly short range of blasters and because range is calculated from the control tower (not the battery itself) you should never use small blaster batteries.


===Hybrid Batteries (Rail) ===
====Hybrid Batteries (Rail) ====
* Small:
* Small:
* Medium:
* Medium:
* Large:
* Large:


===Laser Batteries (Beam) ===
====Laser Batteries (Beam) ====
The "beam" flavor of laser batteries are the long range version.  They have higher alpha damage then the "pulse" batteries, but their lower rate of fire results in lower DPS.
The "beam" flavor of laser batteries are the long range version.  They have higher alpha damage then the "pulse" batteries, but their lower rate of fire results in lower DPS.


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===Laser Batteries (Pulse) ===
====Laser Batteries (Pulse) ====
The "pulse" flavor of laser batteries are the short range variant.  They have smaller alpha damage, but a higher rate of fire gives them more DPS.
The "pulse" flavor of laser batteries are the short range variant.  They have smaller alpha damage, but a higher rate of fire gives them more DPS.


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One downside to using Laser Batteries is that the active crystal cannot be removed when you need to unanchor and move the battery.  Inactive crystals can be removed before you unanchor.
One downside to using Laser Batteries is that the active crystal cannot be removed when you need to unanchor and move the battery.  Inactive crystals can be removed before you unanchor.


===Missile Batteries (Cruise) ===
====Missile Batteries (Cruise) ====
'''Never use Cruise Missile batteries'''.  The cruise missile batteries use CPU in order to function.  This means that once the tower goes into reinforced mode, those batteries go offline and are useless.
'''Never use Cruise Missile batteries'''.  The cruise missile batteries use CPU in order to function.  This means that once the tower goes into reinforced mode, those batteries go offline and are useless.


===Missile Batteries (Torpedo) ===
====Missile Batteries (Torpedo) ====
'''Never use Torpedo batteries'''.  The torpedo batteries use CPU in order to function.  This means that once the tower goes into reinforced mode, those batteries go offline and are useless.
'''Never use Torpedo batteries'''.  The torpedo batteries use CPU in order to function.  This means that once the tower goes into reinforced mode, those batteries go offline and are useless.


===Projectile Batteries (Artillery) ===
====Projectile Batteries (Artillery) ====


===Projectile Batteries (Autocannon) ===
====Projectile Batteries (Autocannon) ====
The primary advantage of projectile batteries on a POS is that they do not require any CPU in order to operate.  In addition, they can be fitted with different types of ammo in order to spread damage across multiple resists.  Minmatar-based towers give bonuses to rate-of-fire, optimal range and fall-off ranges.
The primary advantage of projectile batteries on a POS is that they do not require any CPU in order to operate.  In addition, they can be fitted with different types of ammo in order to spread damage across multiple resists.  Minmatar-based towers give bonuses to rate-of-fire, optimal range and fall-off ranges.


- need ammo capacity, max ammo stored, estimated time to deplete ammo.  should be around 13 hours for arty and 65 hours for autocannnons
- need ammo capacity, max ammo stored, estimated time to deplete ammo.  should be around 13 hours for arty and 65 hours for autocannnons


===Energy Neutralizing Battery===
===Tackle batteries===
 
====Energy Neutralizing Battery====
* 4000 m3 4000 kg
* 4000 m3 4000 kg
* 350,000 PG 25 CPU
* 350,000 PG 25 CPU
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The energy neutralizer has a 250km (50?) range and drains 1000 GJ (a heavy T2 neutralizer on a ship does 600 GJ).  Compared to the other types of defensive modules, their fitting requirement is rather high.  These are mostly used in lo-sec and null-sec.
The energy neutralizer has a 250km (50?) range and drains 1000 GJ (a heavy T2 neutralizer on a ship does 600 GJ).  Compared to the other types of defensive modules, their fitting requirement is rather high.  These are mostly used in lo-sec and null-sec.


===Stasis Webification Battery===
====Stasis Webification Battery====
* 4000 m3 4000 kg
* 4000 m3 4000 kg
* 50,000 PG 25 CPU
* 50,000 PG 25 CPU
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These will cut an enemy's ship speed by 75% and have a range of 150km.  A few of these makes speed-tanking the batteries a non-option as well as annoying any fleets that have to slow-boat from location to location around the tower.
These will cut an enemy's ship speed by 75% and have a range of 150km.  A few of these makes speed-tanking the batteries a non-option as well as annoying any fleets that have to slow-boat from location to location around the tower.


===Warp Disruption Battery===
====Warp Disruption Battery====
* 4000 m3 100 kg
* 4000 m3 100 kg
* 100,000 PG 50 CPU
* 100,000 PG 50 CPU
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The disruption batteries have a 150km range, but higher fitting needs then the scramblers.  They have a warp scrambling strength of 3 points.
The disruption batteries have a 150km range, but higher fitting needs then the scramblers.  They have a warp scrambling strength of 3 points.


===Warp Scrambling Battery===
====Warp Scrambling Battery====
* 4000 m3 100 kg
* 4000 m3 100 kg
* 25,000 PG 25 CPU
* 25,000 PG 25 CPU