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Hellek
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Posted - 2004.08.26 19:18:00 -
[1]
Edited by: Hellek on 26/08/2004 19:51:53 I noticed that activating an armor repairer costs me about 900 cap instead of 400 as the module stats say it would need. Anybody else experienced the same? I can reproduce this all the time and it is a big problem as running 2 repairers for one cycle therefore takes almost 30% of my apoc's cap, after 4 cycles its out of cap.
I think lasers also need more cap than stats say but that is more difficult to verify but I am very sure that its the case as firing 8 megapulse alone gets my cap under 40% rather quick. (6900 cap, 227 recharge).
That's on TQ btw, I'll also file a bug report but I'd like to hear from other players if they also experience those problem and what they do against it. (if there is anything that you can do to solve it until it gets a real fix).
PS: Thats not the "WTF, I activated a mod and now I only got 30% cap left" bug
UPDATE: The lower my cap is, the less they take. I.e. when I have 1000 cap, they take only slightly more than 400, when my cap is 6500, they take about 1000. And all other mods are affected as well. 3 armor hardeners alone bring my cap down to 91%.
Actually it must be a display bug, I now have 30/9612 cap and my 2 L armor reps (supposed to be taking 400 per cycle) still run.
A corpmate has the same problem right now.
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Hellek
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Posted - 2004.08.26 19:18:00 -
[2]
Edited by: Hellek on 26/08/2004 19:51:53 I noticed that activating an armor repairer costs me about 900 cap instead of 400 as the module stats say it would need. Anybody else experienced the same? I can reproduce this all the time and it is a big problem as running 2 repairers for one cycle therefore takes almost 30% of my apoc's cap, after 4 cycles its out of cap.
I think lasers also need more cap than stats say but that is more difficult to verify but I am very sure that its the case as firing 8 megapulse alone gets my cap under 40% rather quick. (6900 cap, 227 recharge).
That's on TQ btw, I'll also file a bug report but I'd like to hear from other players if they also experience those problem and what they do against it. (if there is anything that you can do to solve it until it gets a real fix).
PS: Thats not the "WTF, I activated a mod and now I only got 30% cap left" bug
UPDATE: The lower my cap is, the less they take. I.e. when I have 1000 cap, they take only slightly more than 400, when my cap is 6500, they take about 1000. And all other mods are affected as well. 3 armor hardeners alone bring my cap down to 91%.
Actually it must be a display bug, I now have 30/9612 cap and my 2 L armor reps (supposed to be taking 400 per cycle) still run.
A corpmate has the same problem right now.
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Toastmaster
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Posted - 2004.08.26 21:18:00 -
[3]
I got the same problem with my apoc
With 2 repairs my cap stays just above 50% on my npc setup and sometimes it drains it all in 1 min and i have no cap at all
But it works the other way also.. sometime i have 75% cap left and i have asked a GM what todo and if they want to know..
I had an answer that i should relog.. And of course that works but its not right
"viper zulu > toast has killed our whole corporation ships at least once"
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Toastmaster
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Posted - 2004.08.26 21:18:00 -
[4]
I got the same problem with my apoc
With 2 repairs my cap stays just above 50% on my npc setup and sometimes it drains it all in 1 min and i have no cap at all
But it works the other way also.. sometime i have 75% cap left and i have asked a GM what todo and if they want to know..
I had an answer that i should relog.. And of course that works but its not right
"viper zulu > toast has killed our whole corporation ships at least once"
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cashman
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Posted - 2004.08.27 01:57:00 -
[5]
I get this too sometimes. It usually happens after a lag-spike for me
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cashman
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Posted - 2004.08.27 01:57:00 -
[6]
I get this too sometimes. It usually happens after a lag-spike for me
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GenocidalSpliff
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Posted - 2004.08.27 21:13:00 -
[7]
Funny...
I never really thought about what was causing it, i just thought "oh its just me"
One day i would be happy at 40% cap with 2 reps running and guns blazing, the next day i would be using the second rep intermittent to stop my cap from completly disapearing. fix it asap :[ 2004.08.22 21:03:00 combat Your Anode Light Neutron Particle Cannon I perfectly strikes callonious [BSC], wrecking for 236.9 damage. |

GenocidalSpliff
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Posted - 2004.08.27 21:13:00 -
[8]
Funny...
I never really thought about what was causing it, i just thought "oh its just me"
One day i would be happy at 40% cap with 2 reps running and guns blazing, the next day i would be using the second rep intermittent to stop my cap from completly disapearing. fix it asap :[ 2004.08.22 21:03:00 combat Your Anode Light Neutron Particle Cannon I perfectly strikes callonious [BSC], wrecking for 236.9 damage. |
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