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Rogue Lilly
Caldari Perkone
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Posted - 2009.03.20 17:43:00 -
[1]
I keep being told I must fit a MWD on all my ships, but it hurts so much. Every time i slap one on any ship I go from being cap stable at 40% to having a run time of about 42 seconds or something equally as horrible.
I've read plenty of posts from people who talk about their ship set up being cap stable and they have a MWD and several other modules to turn on. Sometimes if i set EFT to calculate with all skills at V it will show my set ups with MWD being cap stable or at least close to it.
So what skills am I missing that allow you to fit a MWD without murdering your capacitor?
I already have Energy Management, and Energy System Operations at 4.
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xMishrak
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Posted - 2009.03.20 18:16:00 -
[2]
High Speed Maneuvering reduces its usage by 5% per level.
You have the most important ones already though.
I'd recommend fitting a cap recharger, or cap flux coil depending on what you're flying. There are also several rigs that help cap recharge or MWD usage.
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Johnny Tungsten
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Posted - 2009.03.20 21:31:00 -
[3]
You don't have to fit an MWD to every ship. Don't listen to people who say this as they have no imagination. Though, I'll grant that if you live in 0.0, you'll probably want one on most of your ships.
Next, don't count on running the MWD all the time. If you're cap stable with the MWD turned off, you're good enough; this depends on ship type, of course, as you'll want to run your Interceptor's MWD all the time.
A lot of people count NOS when they indicate cap stability. They should not, because you can't guarantee that you will be NOSsing.
And finally, you might want to try either the tech 2 MWD (which only has a 17% cap penalty) or one of the "cheaper" deadspace MWDs which drop the cap penalty substantially. I know they're expensive, but if you can afford them, they're generally worth it -- especially if you're doing something where losing a ship is slightly less common (for example, on a covert ops).
With all that said, the skills you want for cap stability with an MWD are: Energy Management (5% more cap) Energy Systems Operation (5% better cap recharge) High Speed Manuevering (5% less MWD cap usage)
I probably don't need to say this, but lowering the cap usage on any module you're using will help with cap stability. That means (one example of many) if you've got target painters, get the Target Painting skill to a higher level.
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Crackzilla
The Shadow Order New Eden Research
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Posted - 2009.03.20 21:39:00 -
[4]
Edited by: Crackzilla on 20/03/2009 21:39:46
Originally by: Rogue Lilly I keep being told I must fit a MWD on all my ships, but it hurts so much.
If you're being told to do this by an fc/alliance then you need to do it.
Otherwise your own gang would be best off popping your ship and grabbing the loot. If a mwd doesn't work with your ship then you probably need to fly something else.
One of the joys of being a dictor pilot is listening to the fc say "only fast ship and those with mwd warp to x", getting there, popping a bubble on some friendly drakes + hostiles, and watching friendlies get killed because they're trying to slow boat out.
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Ford Chicago
Omega Enterprises Imperial Republic Of the North
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Posted - 2009.03.21 00:07:00 -
[5]
Originally by: Rogue Lilly
So what skills am I missing that allow you to fit a MWD without murdering your capacitor?
I already have Energy Management, and Energy System Operations at 4.
Johnny is completely correct.
Energy Management V, Energy Systems Operations V, High Speed Maneuvering IV and anything that reduces your capacitor use (Propulsion Jamming, Controlled Bursts, etc.)
However, the biggest thing you can do is learn to fly your ship. You don't need to run a MWD 100% of the time. It is usually just the mechanism used to break range and gtfo, or quickly move out of a bubble. Learn to pulse it to keep your speed and transversal up, but your cap use down. Use it to get out of a dictor bubble. Use it to break range on those who are scrambling you. Use it if you start getting locked up by the rest of the hostiles indicating you are about to get primaried and need to GTFO!
There are very few pvp setups that are "cap-stable". I tend to aim for being able to run all mods for a couple of minutes. At that point you are either in your pod or able to warp out to safety. Even cap-injected setups lose "cap stable" once they run out of charges.
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Ami Nia
Caldari
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Posted - 2009.03.21 06:10:00 -
[6]
Fitting a MWD to *all* ships is an error. Do not fit a MWD, use and AB, with any frigate or destroyer. Most assault frigates should also fit an AB.
Ceptors should fit a T2 MWD but early on a good named one may do.
You should not PvP in anything bigger than the above unless you can fit a T2 MWD with cap support skills to at least IV (including cap usage reducing skills of any module you fit).
Military experts call it a Templar, a fighter drone used by Amarr carriers. -- Sheriff Jones
apochribba -- Aurora Morgan
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Cyhawk
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Posted - 2009.03.21 08:47:00 -
[7]
Unless its a Frig, yes, you need an MWD. (Only a few rare HAC setups can make due with an AB)
Skills have been listed above.. however...
You dont need to leave your MWD on 24/7. The art of MWDing is Pulsing. Dont leave it on. Only use it to manuver into position quickly, or get out of bubbles, then turn it off. 42 seconds is a LONG time with an MWD, it will take you pretty far (about 70km on a cruiser) Which.. is out of the battle :P
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xMishrak
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Posted - 2009.03.23 15:14:00 -
[8]
If you want to tackle in a Rifter, speed fit it and run a MWD and you'll hit well over 3km/s.
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