POS Setups: Jump Bridge/Cyno Jam/Reactions, Moon Mine/Mining, Labs, WH

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from: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=817184&sid=931365282

  • By: Fitz VonHeise
  • Corp: Eye Bee Em
  • Alliance: Stellar Defense Alliance
  • Posted - 2008.07.07 23:49:00
  • Edited by: Fitz VonHeise on 31/08/2010 18:16:11


Some Basic Thoughts

Domination (Minmitar) POS's give bonus's to arty. Arty is very useful in that it hits with two or more types of damage. So if you use two types of rounds like EMP and Fusion you will be hitting across multiple damage types which is harder for ships to harden against. Factional POS's also take less time to anchor or un-anchor & they give 20% increase in shield/armor/structure hit points. Factional batteries have that 20% increase but they also take less cpu/grid so you are able to have more batteries online. (If cost is an issue just replace named with normal ones. In fact, some pos's are attacked just to get the factional batteries.)

Make sure that whatever you are going to have at your POS is anchored & full of ammo. It's a terrible feeling to be under attack and online your battery just to find it is out of ammo.

The basic setup below is how POS is setup normally. Since you might not be around when attacked you want to have your resists very high. These setups give you a 50/43/43/43 resist across the board. Hopefully someone in corp will see that the POS is under attack & get things organized for your defense. Then you offline the three hardeners and bring online the rest of your batteries to kill ships. Your resists will then be 50/25/25/25.

POS Defense Thoughts

Corresto said, "A POS gunner can control up to 5 guns, 1 per lvl of Starbase Defense Management." And you can control as many batteries as you have people with the Starbase Defense Management skills. Theoretically you could have 8-15 people controlling batteries. I would have them broken into two groups. The ECM group and the Killer Group. You should have them on separate vent channels so they can talk to each other and not be stepping on each other. And these channels should be separate from the Cap Fleet in system to help protect the POS. (Again less confusion)

ECM Group

ECM group is to stop the support ships from repping other ships. (IF they can't target ships they can't rep them) The ECM group should only be able to see the logistical ships & possibly the command ships in the overview. This way there is less confusion for them. Each ECM is for a different type of ship so they will have to know what their type ECM goes with which ship.

Killer Group

There does need to be a leader of the Killen Group to call out primary Cap ships and secondary BS ships. The 3 Neuts need to suck the cap from the Primaried Dread and once done then the Large Arty Batteries start hitting. Once cap is drained the 2 Neuts start on another cap ship while the one stays on target making sure cap doesn’t come back. Once the Cap is killed that Nuet joins the other two and so on.

Medium Batteries Group

Medium Batteries should work in conjunction with the Warp Disruptor/Webber. The people controlling them need to ‘catch’ the ships and then call out to the other medium battery operators to focus fire till dead. Then move onto the next ship.

The leader of the POS Batteries should be able to hear what the FC of the fleet is doing as well. They can then be directing the Warp Disruptor/Webber batteries to catch and kill ships.


Other POS Issues

Paddlefoot Aeon said, "Your gunnery/missile skills have no effect on POS weaponry. Damage & bonus's are determined by the type of Tower bonus's given." Batteries not under your direct control will randomly attack ships for a time & then unlock & attack another ship.

The most important skill for POS defense is the Starbase Defence Manager. Each level allows you to control one more battery.

Lord Fitz said, "Dreads are immune to dampners/ecm/warp scram/webs etc WHILE IN SIEGE ONLY ;) Dreads are not immunue to EW naturally, only supercaps are." But usually when Dreads come to take out POS's they go into Siege mode for the bonus's & the only thing useful to take out Dreads at this point is sucking cap then killing them w/large arty. Carriers are also immune if they go into Triage mode... but they usually don't.


The Sentry Gun Settings Screen

Paddlefoot Aeon said, "Attack if standing is lower then --> 0.1 <-- will shoot all those who are neutral to your corp... so it will only keep your friends safe :)

Attack if security status is below Attack if our standing is dropping Attack if other security status is dropping Attack if aggressed

Leave the above all un-checked...

Attack if at War - Tick yes

'Attack if aggressed' is a misnomer... it means will attack if someone gets aggression in range of the POS. So it will kill you if you aggress someone outside your POS. Your POS will automatically defend itself if it is attacked, so no worries about ticking this button."

The one time you would want 'Attack if aggressed' checked is if you have a POS in lowsec/0.0 space with just one cyno person & you are bringing in a Jump F. You can't control the guns so if someone comes to shoot your JF or cyno guy they get auto slammed.

However if you do have "Attack if aggressed" checked make sure you do NOT shield rep your POS. For whatever reason it assumes you are attacking it when you shield rep it.


Gun Placement

Gun placement seems to make a differece. See BoB POS setup below. BoB's Titan Staging DeathStar

Night Tripper said, "I believe spreading your guns, out like the BoB setup, is helpful for ensuring you are evenly defended from all sides."

Gamarus said, "I have one point about placement of guns, or more precisely, scramblers at especially your cynojammer towers; namely spread them as far as possible from the cynojammer and each other.

The reason behind this? Cynojammers will be attacked by battleships, and most often, by close range RR (Remote Repping) battleships. By spreading the most important targets you force the attacker to slow boat from one objective to another as they cannot warp from the tower to reposition themselves without leaving scrambled ships behind. It is very difficult to travel as a group and thus you get chances at catching ships outside RR range."

After the Goons killed off my medium POS in Jatate I decided to put up my version of a "Death Star" in high sec. Below are some pics of what I did.

I have the batteries spread out a lot so they can't just bring smartbombing BS's & take out most of your stuff. The bottom & top have the Warp Scramblers w/autobatteries. The sides have the long range arty w/ecm arrays.

Since distance is measured from the tower and not the gun I put my guns as close to the POS as possible for easier repping of them if needed.

POS Bottom & Top POS Sides POS Far View

Reinforcement Issues: Or Why No Missile Batteries

When the pos shield drops to 25% the pos goes into reinforced mode: all cpu based batteries/arrays offline. At this stage the pos uses stront fuel, becomes invulnerable and cannot be targeted. But you can still shoot IF your guns use grid only. (This is why you don't use missile battery's) . The POS modules outside the shield can be shot & incapacitated even if its in reinforced mode. The defenders however can repair those modules and online them again (if they dont use CPU).

Procedure For POS Defense At End Of Reinforced Mode.

1) Rep any damaged batteries. (Can actually be done anytime) 2) Get as many shield repping ospreys/basilik/carriers as possible to rep the shield to 50%. 3) Refuel with more stront. 4) Rep and online pos modules. 5) Finish repping the shield to 100%


The inital attack is very rarely defended by most corps/alliances since the attacker can chose terms of that engagement most of the time.

Once shields are below 50%, POS cannot be "timed" or stronted. This means that a clever attacker who keeps shields below 50% and above 25% can manipulate the timing. E.G If the defenders put 6 hours of stront, then the attackers can "trap" this 6 hours worth in the pos and basically play a eve poker to see if the stront manager was bluffing or not with regards to exit timing.

Anyhow usually, 90% of the time, the attacker just shoots pos till its hits 25% then all the "stront" or "timer" ticks away for everyone to see. When timer counts down to 0, pos if freely available to be shot by all. It can be re-timed or re-stronted when its shields hit 50%.

Idea is that the attacker has to attack a POS twice. Once at the attackers terms, and once at the defenders (stront timer) terms.


Video Guides By Braaage (Thanks For Letting Me Link To Them)


[url="http://www.eve-guides.com/poss/FAQ.php"]FAQ[/url] Read this First! [url="http://www.eve-guides.com/poss/FirstPOS.php"]Putting up your first POS[/url] [url="http://www.eve-guides.com/poss/GunPOS.php"]Anchoring POS Guns[/url] [url="http://www.eve-guides.com/poss/GunneryPOS.php"]Controlling POS Guns and EW + FAQ[/url] [url="http://www.eve-guides.com/poss/arrays.php"]POS Assembly Array build information + What you can anchor/do in high sec[/url] [url="http://www.eve-guides.com/poss/posscanner.php"]How to use the POS System Scanner Array[/url] [url="http://www.eve-guides.com/poss/hardenerstest.php"]POS Hardener info/test[/url] [url="http://www.eve-guides.com/poss/silos.php"]Silos and which is for what and what holds which :)[/url]

[url="http://www.eve-guides.com/poss/empirepos.php"]How to set up a POS in Empire [/url] [url="http://www.eve-guides.com/poss/LabPOS.php"]Using a POS (mobile labs) for researching[/url]

Questions About A POS Under Attack

Q: If I own a POS, it's online, and it's attacked, do I get an eve mail when the attack starts?
A: Yes If it is a slow attack it gives you one every hour with an update of the percentage of shields left

Q: Do I get one if it's put into reinforced?
A: No (but you still see the ones where you are being attacked)

Q: Do I get one if it's offline and gets attacked?
A: Yes

Q: Who in the owning corp receives an evemail if any do in the circumstances above?
A: CEO, Directors and people with starbase config role*.


Understanding POS Gun Falloff

Question "I'm setting up a Domination medium pos, with the intent to fit medium artillery. Now, medium artillery batteries are listed as:

activation proximity : 330 km accuracy falloff : 246 km optimal range : 280 km

What I don't get is: all of these numbers are way, way further than you can even set up a POS from the moon warpin point. Is there an inside range where guns become useless? As a missile user, this stuff has always confused me."


Carniflex said, "In a nutshell gun range is optimal+2x falloff where hit propability will drop off relatively fast after optimal+1x falloff. It's true that those arties are not shooting outside their activation range on their own, but of you have pos gunners available then you can surpice some targets sometimes who sit at 500 km from tower and think that they are safe."


Lui Kai said, (with corrections) "In answer to the 1/2 optimal question, ignoring tracking...

If a gun has, in example, 50km optimal and 20km falloff:

Target at 50K and less - normal hit/damage probability. Target at 70K - reduced chance to hit. Target at (optimal+falloff) 70K - very low chance to hit. Target at 91K - you're not going to hit.

Optimal is basically the "Inside this range, you've got normal hit odds." Falloff is how far outside of that range you still have a chance to hit at all.

In answer to the range on POS guns - no, they won't automatically activate at that kind of range, but as mentioned - a POS gunner can give a nasty surprise to someone who thinks they're outside of activation range."


Arty is useful to stop people from bringing sniping BS's to kill your POS and moduals and staying outside range of your auto arty. With regular arty on your POS it is impossible for them to not take hits. (But normal arty shoots less often)

Auto arty is great for close in shooting... and they shoot much faster and have better tracking.

What you need is a mixture... as once you have enough normal arty to kill sniping BS's then they will change tactics to coming in close to take out your stuff and be repping each other.

Stealth Bombers: They are able to shoot so quickly and cloak that most guns will not be able to lock to shoot them. The only possible solution is to buy factional small auto arty. They have the fastest locking time and you might get a few. It will certainly make them more jumpier trying to hit you. Buy four, online and rack up some kills.

I like auto arty so much that I use it on all my setups even if I use a different tower then Minmitar.


Distance/Tracking: Measured From Gun Or Tower?

Ahro Thariori said,

Conclusion "Distance is measured from tower. Damage bonus from ammo is applied." (See page 6 post 180 for full results)

Conclusion "Tracking is measured from tower." (See page 7 post 181 for full results)


Does Ammo Effect Range Of Arty?

Tau Cabalander,

Conclusion "I've now confirmed that ammo affects lasers and projectile range." (See page 10 post 272 for full results)

My Findings From Having POS Attacked

Plan Ahead You will need to have at least three ship types: Shield repper, armor repper and a hull repper. (Or at least bring some remote hull reppers and switch out remote shield/armor modules to allow you to use them)

If you are online you can kill a lot of ships with gunners: They are a must. If you have carriers you can poke their nose out of the shields and rep your batteries. You need to be very slow about moving out of shield as you run the real risk of being bumped all the way out and they will keep you out till you die. (you may not even want to try it but if you have three or more carriers you can spider tank or even triage each other)

If you login and find your POS in reinforcement no doubt all or most of your batteries will be incapacitated. You will prob notice that the shields are almost 100% but the armor is red and there is a touch red on the hull too. This is where you need either a guardian or an armor repping carrier to buff armor up to 100%. But you will also need to get a ship out there to hull rep that sliver of red on each one. (I didn't have any remote hull reppers and was scrambling to find some)

Usually right after the attack the reds leave as they are tired of the attack. That is good time to start the repping process. (The closer you get to when POS is coming out of reinforcement the more reds are going to show up making it harder to fix your stuff) Get some guns up and running and have POS guys on them. At least that way you will have protection from the one or two reds that might show up.

When POS comes out of reinforcement you need ships. If you do not have a fleet to warp jam their ships all they will do is jump away as soon as you target them and you will not get any kills even if all your guns are online. It would be nice to have your own fleet to help you out. But there ARE corps and alliances that would come help you just for the kills. Seriously.

But sometimes they want to have the "Wow" factor. As in the reds have no idea they are going to be hit and then the other Alliance Hot Drops and crushes them.

To do that you need at least three ships.

One recon ship One tanking cyno BS. (Must live long enough to cyno Caps in) 1-2 dictor pilots that can bubble enemy fleet.

Obviously you get the recon cloaked ship in the middle of their group. Then at the time you have worked out with the "Wowing" Corp/Alliance you warp in the cyno tanking BS and the 1-2 dictor pilots who bubble the group. Light off that cyno and the Hot drop commences and your POS battery guys have fun helping kill off the reds.

It can happen. Just start asking different alliances as SOON as you find your POS is in reinforcement. (Research who attacked you and find out who their enemies are and contact them) They need to talk about it and plan to see if they want to do it. Talk to the guy in this thread. HOT DROP MY POS PLEASE!!! There is a good chance even a small operator can find a fleet to kill your enemies.

If you can't find anyone then read my post's below that shows how you might be able to do it.


When You Don’t Have A Large Fleet

Or How To Kill Ships With Just A Few Guys

Depending on how large a group you can get together will depend on how much you can hurt the attackers. If you can put together a 6-8 man BS fleet it is possible to totally wipe out their fleet. You need to be able to warp jam their ships or they will fly off when you target them. (I know by personal experience)


Here Is How To Kill An Enemy Fleet

You need "throwaway" T1 tanking BS's with smart bombs. (Rohks are great as you can have 8 SBs) You do not need to shoot anything with your ships: That is what your POS guns will do.

Many times to take out POS's the enemy fleet will bring Remote Repping BS's. They will rotate close to each other around one ‘anchor’ ship. You can use this to your advantage if you have 5-7 ships. If they have been coming around & you know they fly a lot of a certain faction then you setup your BS’s with SBs to hit where their resists are weakest. If they fly mostly PvP ships you will hit them in armor & usually explosive or kinetic. If they are bring torp ravens then pick em. You setup tanking BS's that are tanking that same resist that you are attacking. (as all your ship SBs will be hitting your ships too)

So you get your fleet of BS's off at a safe spot. You can make it just offgrid about 1,500k from POS so it is just a short jump. Have them all align to POS. (Yes moving toward POS) The FC/SC will have finger ready to warp fleet to cloaked ship.

Someone at the POS watches the enemy fleet. He waits till the enemy ships start rotating around each other. You get one T1 cloaking guy close to their fleet. What he is going to do is MW drive into the middle of this swirling fleet. So, just before your cloaked ship is uncloaked, he MWDs into middle of enemy fleet & tell BS’s to warp to him when he does.

Once your fleet arrives they start SB’s. (The enemy drones will insta pop) Your BS's should be able to get 6-7 smart bombing cycles before they start to die.

Your BS’s target & warp jam ships. Have arty start killing what they can. Have a group of 4 guns target one jammed ship & have another group hit a 2nd jammed one. It will require some coordination between ships & gunners but you should melt ships quickly.

There is a very good chance that you will kill most of their ships. This has been used effectively against HAC fleets where 3-4 SB’ing ships have totally wiped out a 70-90 man fleet. The concept will work with BS's too if you have enough DPS in the SB’s. Those who are good at math can run the numbers to see how many SB BS's you would really need. I am guessing 6-8.


What if you only have 5-8 guys & most of them are manning the guns?

Again setup a really good tanking SB’ing BS. (In fact make 4-6 of them & have them floating inside your POS)

You have your BS guy off at a safe spot & moving towards the tower. You will still need a cloaking ship to get close to their BS's. He called out for your BS to warp to your cloaked ship (move it out of way so it lives).

Once ship lands it jams 1 enemy ship. Your guns on tower target & kill that ship. If your ship is still alive, it jam another: guns kill that ship. Keep going till your BS dies. The other thing that BS does is to wait 10-15 seconds till all drones are attacking then lights off all smart bombs & kills drones. :o)

When the BS dies… the BS guy has selected a planet to warp to & clicks the insta warp button at the top of overview screen. (I know most people just ignore those). The guy flys to planet, then fly back to POS to pick up another BS. He goes back to SS & keep doing this, killing their ships one or two off.

Yes it will be a war of attrition. (Insure all BS’s) Make your kills count. Make them pay for coming to kill your tower. And have fun doing it!!


Recently I noticed that there were a lot of Worm Hole POS’s destroyed by various groups but mainly AHARM. (See below links) Since I deal a bit about POS’s I decided to write to one of the leaders of the groups who’s POS was killed off and asked them if they might share how their POS was destroyed and what they did and what thoughts they might have now after the fact. Below is what he wrote.

Since many of the tactics used below apply to POS takedowns.. if you want to share your thoughts on how to make a POS take down harder please do so.

Killboard Links:

AHARM’s POS Kills Discussion Of AHARM vs CCRES POS Attack Rooks And Kings WH POS Kill


Introduction:

“I did read your mail when I received & had some thoughts on the subject; however, in light of Aperture Harmonics conquest of Capital Construction, no amount of prep can prevent someone determined to invade a wormhole.

I do still think there are things that could be done to help. But to point out the first weakness is timezones. Our invaders with the help of Aperture Harmonics (AP) probably had been scouting our WH for weeks prior to the actual attack. They found our downtime/weak time and started the attack. One lesson learned & this one can be debated, controling stront levels. We filled our stront to the max, 1 day 17 hrs. When they attacked, they did it with the mind that the towers would come out of reinforced in their strong time, our weak time. Most do plan for that. Next time we will probably limit out stront levels.

While our POSes were not the best defended, btw I did read/use your post, they could have been set up better. We had towers that we use, some for production and some for labs and storage. Because of all the suff we had/used inside the POS, it was hard to have a lot of onlined defenses. In the future, we will be setting up deathstars for all of our major goodies and have production POSes as kind of throwaways if you will.

As also I would recommend, dividing your Cap fleet between towers so they all won't be bubbled up at one tower.

During the attack:

A. - They pushed hard to control the WH. Bubbling the static and blowing the non static WHs. B. - They only used dreads to hit the tower so the Ewar mods we had were useless. Nuets are nice. Having POS gunners great. Spacing mods around the tower making it difficult to incap. C. - Once the towers were in reinforced no less then 6 lrg bubbles, mostly T2 were placed around the towers making escape impossible except in fast or cloaky ships. D. - They had eyes on all of our towers. Mostly cloaked so most attempts to remove the bubbles and their fleet would respond. E. - Getting help from the outside was very difficult and our number inside made a counter-attack hard. We did try and if we had a few more number could have pushed the attackers back. The advantage will always be, this is your wormhole/home. You know how it behaves. You from what I gathered, live in a CV WH. Use the worehole to your benefit. Have your fleet always set for RR. Triage carriers can tank alot. F. - During reinforced, they used mostly fast ships with webs and scrams. Vagas, Rapiers, Arazus, some T3, and logis, at least 3 at most times.

Some things to think about: :

- Stront levels - Deathstars then throw-away towers (keeping all non-used BP, T3 materials at the DSs) - continual wormhole scanning (keeping track of sigs to make it easier to scan for new sigs)”


My Thoughts On Above Comments:

He has a lot of good information. I like the idea of throwaway Reaction POS’s. (Normal towers that you have no defenses at and just let them die if attacked). Stong timing is another great idea. Keep it in mind. (Now that I written this many will know.. that I know. So will I or won’t I change the Strong timing on ours?? :o)

I do disagree with spreading your caps around. If you do this you will be inviting yourselves to be defeated in detail. Which means you are spread out and they can concentrate their forces against only part of yours. You want your forces concentrated.

You have all the caps in offline Ship Hangers at your DeathStar. And have all the cap pilots logoff in cloaking ships. This way when they do bubble your tower you can just fly right by them and online your ship hangers and pull your caps out one by one.

What I would do is have all your caps have a book mark that is just inside the POS. You probably should do all this before being under attack. Get your caps out and have them all one one side of your POS and line them side by side about 2,000k apart. (They can be stacked up as well) Have them just inside the POS. Have all of them make bookmarks. Then have them all go forward to be just outside the POS. The caps should be able to just stick part of the ship out of the shields to be able to target and let fly their fighters. Have them make bookmarks there.

The idea is your guys can jump in there caps and the select the inside POS bookmark and not worry about going outside the POS too soon. Once all caps are ready and it is time, they all select their “Outside POS” book mark and then will glide out. Once there you want to setup your spider tank.

Spider Tanking:

I would suggest that each cap should have is 2 cap remote energy transfer mods and two remote shield repping mods and no internal booster. (You will probably not have the grid to have the booster in as well as 4 cap mods too) This allows all of your carriers to spider each other and send energy and or shields to each other. I would also have one extra energy cap transfer in you hanger because cap is the one thing that other try to suck out of you… to kill your caps.

You should also have 4 each of heavy neuts and smartbombs. Realize that when you are within 2,500k of each other’s caps you can change out any mods. So if you decide it is time to suck out the cap of enemy ships have some caps switch out to nuets. Suck the cap out and have your other ships and batteries kill the ships. Then you reship back to cap/shield reppers.

What you are going to do with the caps depends on what is going on. You might want to have them all shield rep the battery/tower your enemy is shooting at… slowing down their POS takedown. (Obviously if they start on your caps you use some reppers to keep shields/armor high) You might want to keep a few carriers with nuets in and if any enemy ships approach have their cap sucked and batteries hit to kill them.

The idea is to have a concentrated Spider Tank that is unkillable. If the enemy can’t kill your caps then your batteries will kill them. Use your batteries as the hammer and the caps/fleet as the anvil. (Bubble/jam/web suck cap)

Have a few fast tanking BS’s that you can use to help push caps back inside your POS if needed.

If you use Dreads they will try to suck cap and kill them. If you have the dread go into Siege just outside your POS and if they look like they are going down then have your fast ships go out and push the Dreads back in the POS. Use the caps to rep them when they are attacked. Obviously you need to use your carriers to rep your small ships as needed.


Discussions On How To Setup Your Caps:

WH Capital Ship Setup: Gank Proof As Possible

If you think you can take the aggressors on without your POS defense then do so. But if they are a far larger group, then you want to use the offensive power of your POS to hit them. Use your carriers to rep the tower back to life, keep your ships repped and eventually the aggressors will give up and leave.

You should have a mix of armor reppers and shield reppers. Have extra remote cap mods stored in your Rorquals to include cap remote hull reppers. Your hangers will go offline if POS is in reinforcement so you should have extra PvP mods for your smaller ships stored in rorquals so you can transform your PvE ships over as much as you can to PvP ships.

Keep at least three extra months of POS fuel in the worm hole just in case. I can’t imagine any one wanting to stick around for 3 months to kill you.


About Concentrating Your Caps:

Let's say you have quite a few carriers in your hole.. at least 8 or more. Four-five will still allow a great spidertank.

Many times your opponent will not put their Dreads within easy warp jamming/nueting range. But to kill them that is what you have to do to them.

So you could take 3-4 carriers and put cloaks in them and log them off in safe spots. Then once they put their Dreads in siege you logon your carriers (or have them already logged in cloaked) and have a cloaking ship move close enough to them so that when your caps land they are within 50k or less of your other carriers but hopefully close enough to the dreads to web/jam/nuet them. This way you still are able to Spidertank all your carriers and kill the dreads.

If they put the dreads too far out to do that then you should clear away the bubbles first and then you will have a clear field to warp out of your pos to ss and then come back to bubble/nuet them in force.

A fleet I was in of 7-8 Dreads and 3-4 carriers in 00 space was decimated by another fleet of 8-9 carriers which spidertanked, sucked the Dreads cap and killed them one by one. Our Dreads could not break their shield spidertank no matter what we did.

Dreads are useful in going after enemy POS's they use for staging but make sure you have enough force to do so or you could loose them. If you don't then just fight them at your POS. Hammer an Anvil baby: Hammer and Anvil them.

If all that you are interested in... is holding your wh then just have lots of carriers.

(And be thinking about using the time to hire Mercs to help you push them out of your worm hole)


Aside

You can anchor batteries if in reinforcement but you can't put ammo in them till shields go back above 50%.

Actually you can put ammo in when the pos is reinforced

You can anchor batteries if in reinforcement but you can't put ammo in them till shields go back above 50%.

Confirmed, when you try with the battery offline it says you can't because the POS is in reinforced, but when you turn the battery online it lets you put ammo in ;)

Setup by Fitz VonHeise

  • corp: Eye Bee Em
  • alliance: Stellar Defense Alliance
  • Posted - 2008.07.11 16:51:00 - [16] - Quote
  • Edited by: Fitz VonHeise on 31/08/2010 18:56:10

Jump Bridge Death Star (With Hardeners)

1 Domination Large Tower 1 Jump Bridge 2x Ballistic Deflection Array 2x Explosion Dampening Array Heat Dissipation Array 12x Domination Med Arty Battery 2x Domination Med AutoCannon Battery 2x Domination Small Arty Battery 2x Domination Small AutoCannon Battery 3x Dread Guristas Ion Field Proj Battery 3x Dread Guristas Phase Invern Battery 3x Dread Guristas Spatial Destab Battery 2x Dread Guristas White Noise Gener Battery 2x Shadow Warp Disr Battery Domination Stasis Web Battery


What We Should Have Anchored But Not Online: 1 Component Assembly Array (Storage. Online as needed) 2 Warp Disrup Batteries (extra for when an active one is destroyed) 1 Domination Stasis Web (extra) 4 Domination Large Arty (extra for if cyno jammer goes down) 2 Domination Large Auto Arty 4 True Sansha Energy Nuets (extra for if cyno jammer goes down) 8 Domination Med Arty (extra) 4 Domination Small Arty (extra) 3 Dread Guristas Ion Field Projec Battery 3 Dread Guristas Phase Inver Battery 3 Dread Guristas Spatial Desta Battery 3 Dread Guristas White Noise Gene Battery


When Attacked You: Offline Ballistic Deflec Array Explosion Dampen Array Heat Dissip Array

Online 3x Domination Med Arty Battery 2x Dread Guristas Ion Field Projec Battery 2x Dread Guristas Phase Inversion Battery 2x Dread Guristas Spatial Destab Battery 2x Dread Guristas White Noise Gener Battery


When CPU Batteries Offline You Online: 8 Domination Med Arty

When Cyno Jammer Goes Down: 4 Domination Large Arty 2 Domination Large Auto Arty 3 True Sansha Energy Neuts Offline small and medium batteries till you have enough cpu/power



Cyno Jammer Death Star (With Hardeners)

Domination Control Tower (Large) Cynosural System Jammer 2x Ballistic Deflection Array 2x Explosion Dampening Array Heat Dissipation Array 11x Domination Med Arty Battery 2x Domination Med AutoCannon Battery 2x Domination Small Arty Battery 2x Domination Small AutoCannon Battery Domination Stasis Web Battery (Online) 5x Dread Guristas Ion Field Projection Battery 5x Dread Guristas Phase Invers Battery 5x Dread Guristas Spatial Destab Battery 5x Dread Guristas White Noise Gener Battery 2x Shadow Warp Disruption Battery


What We Should Have Anchored But Not Online: 1 Component Assembly Array (Storage. Online as needed) 2 Warp Disruption Batteries (extra for when an active one is destroyed) 1 Domination Stasis Web (extra) 4 Domination Large Arty (extra for if cyno jammer goes down) 2 Domination Large Auto Arty 4 True Sansha Energy Nuets (extra for if cyno jammer goes down) 8 Domination Med Arty (extra) 4 Domination Small Arty (extra) 3 Dread Guristas Ion Field Projec Battery 3 Dread Guristas Phase Inver Battery 3 Dread Guristas Spatial Destab Battery 3 Dread Guristas White Noise Gener Battery

When Attacked You: Offline Ballistic Deflection Array Explosion Dampening Array Heat Dissipation Array

Online 3x Domination Med Arty Battery 2x Dread Guristas Ion Field Projec Battery 2x Dread Guristas Phase Inver Battery 2x Dread Guristas Spatial DestabBattery 2x Dread Guristas White Noise Gener Battery


When CPU Batteries Offline You Online: 8 Domination Medium Arty

When Cyno Jammer Goes Down: 4 Domination Large Arty 2 Domination Large Auto Arty 3 True Sansha Energy Neuts Offline small and medium batteries till you have enough cpu/power