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Shevar
Shevar

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Posted - 2004.08.31 22:22:00 - [31]

Originally by: throbbinnoggin
Originally by: obscuroditus
Edited by: obscuroditus on 31/08/2004 00:26:26
Besides being usefull to keep the powergrid usage down, the small repairers also have another unique advantage - Two techII small armor repairers repair 1660 armor/minute, versus 1400 for a single Medium tech II (Base stats, not taking skills into account) - yet both at an identical 800 cap/minute!


From my understanding the base specs of a T2 small armor repairer is 80 armor repaired every 6 seconds. 2 of which gives you 160 every 6 secs = 320 every 12 seconds which is the same as a T2 med armor rep. The grid savings are viable and cap use identical but you do have to sacrifice a low slot for this arrangement.


Do you have enough pg to swap a small rep for a diag and the other rep for a medium one?
--------
-The only real drug problem is scoring real good drugs
Shevar
Shevar

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Posted - 2004.08.31 22:22:00 - [32]

Originally by: throbbinnoggin
Originally by: obscuroditus
Edited by: obscuroditus on 31/08/2004 00:26:26
Besides being usefull to keep the powergrid usage down, the small repairers also have another unique advantage - Two techII small armor repairers repair 1660 armor/minute, versus 1400 for a single Medium tech II (Base stats, not taking skills into account) - yet both at an identical 800 cap/minute!


From my understanding the base specs of a T2 small armor repairer is 80 armor repaired every 6 seconds. 2 of which gives you 160 every 6 secs = 320 every 12 seconds which is the same as a T2 med armor rep. The grid savings are viable and cap use identical but you do have to sacrifice a low slot for this arrangement.


Do you have enough pg to swap a small rep for a diag and the other rep for a medium one?
--------
-The only real drug problem is scoring real good drugs
Shevar
Shevar
Minmatar
A.W.M
Ka-Tet

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Posted - 2004.08.31 22:22:00 - [33]

Originally by: throbbinnoggin
Originally by: obscuroditus
Edited by: obscuroditus on 31/08/2004 00:26:26
Besides being usefull to keep the powergrid usage down, the small repairers also have another unique advantage - Two techII small armor repairers repair 1660 armor/minute, versus 1400 for a single Medium tech II (Base stats, not taking skills into account) - yet both at an identical 800 cap/minute!


From my understanding the base specs of a T2 small armor repairer is 80 armor repaired every 6 seconds. 2 of which gives you 160 every 6 secs = 320 every 12 seconds which is the same as a T2 med armor rep. The grid savings are viable and cap use identical but you do have to sacrifice a low slot for this arrangement.


Do you have enough pg to swap a small rep for a diag and the other rep for a medium one?

---
-The only real drug problem is scoring real good drugs
obscuroditus
obscuroditus

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Posted - 2004.08.31 22:31:00 - [34]

Originally by: throbbinnoggin
Originally by: obscuroditus
Edited by: obscuroditus on 31/08/2004 00:26:26
Besides being usefull to keep the powergrid usage down, the small repairers also have another unique advantage - Two techII small armor repairers repair 1660 armor/minute, versus 1400 for a single Medium tech II (Base stats, not taking skills into account) - yet both at an identical 800 cap/minute!


From my understanding the base specs of a T2 small armor repairer is 80 armor repaired every 6 seconds. 2 of which gives you 160 every 6 secs = 320 every 12 seconds which is the same as a T2 med armor rep. The grid savings are viable and cap use identical but you do have to sacrifice a low slot for this arrangement.


You are absolutely right, I corrected this on the EVE-i forum version, but forgot to correct it here. I doubt I was fully awake when making these calculations, because even when trying to figure out how I came to the results, I keep scratching my head in utter amazement :)

Thanks for pointing that out here, I'll correct it *right now* :)
obscuroditus
obscuroditus

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Posted - 2004.08.31 22:31:00 - [35]

Originally by: throbbinnoggin
Originally by: obscuroditus
Edited by: obscuroditus on 31/08/2004 00:26:26
Besides being usefull to keep the powergrid usage down, the small repairers also have another unique advantage - Two techII small armor repairers repair 1660 armor/minute, versus 1400 for a single Medium tech II (Base stats, not taking skills into account) - yet both at an identical 800 cap/minute!


From my understanding the base specs of a T2 small armor repairer is 80 armor repaired every 6 seconds. 2 of which gives you 160 every 6 secs = 320 every 12 seconds which is the same as a T2 med armor rep. The grid savings are viable and cap use identical but you do have to sacrifice a low slot for this arrangement.


You are absolutely right, I corrected this on the EVE-i forum version, but forgot to correct it here. I doubt I was fully awake when making these calculations, because even when trying to figure out how I came to the results, I keep scratching my head in utter amazement :)

Thanks for pointing that out here, I'll correct it *right now* :)
obscuroditus
obscuroditus
Zorg Enterprises

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Posted - 2004.08.31 22:31:00 - [36]

Originally by: throbbinnoggin
Originally by: obscuroditus
Edited by: obscuroditus on 31/08/2004 00:26:26
Besides being usefull to keep the powergrid usage down, the small repairers also have another unique advantage - Two techII small armor repairers repair 1660 armor/minute, versus 1400 for a single Medium tech II (Base stats, not taking skills into account) - yet both at an identical 800 cap/minute!


From my understanding the base specs of a T2 small armor repairer is 80 armor repaired every 6 seconds. 2 of which gives you 160 every 6 secs = 320 every 12 seconds which is the same as a T2 med armor rep. The grid savings are viable and cap use identical but you do have to sacrifice a low slot for this arrangement.


You are absolutely right, I corrected this on the EVE-i forum version, but forgot to correct it here. I doubt I was fully awake when making these calculations, because even when trying to figure out how I came to the results, I keep scratching my head in utter amazement :)

Thanks for pointing that out here, I'll correct it *right now* :)
obscuroditus
obscuroditus

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Posted - 2004.08.31 22:33:00 - [37]

Originally by: Shevar
Originally by: throbbinnoggin
Originally by: obscuroditus
Edited by: obscuroditus on 31/08/2004 00:26:26
Besides being usefull to keep the powergrid usage down, the small repairers also have another unique advantage - Two techII small armor repairers repair 1660 armor/minute, versus 1400 for a single Medium tech II (Base stats, not taking skills into account) - yet both at an identical 800 cap/minute!


From my understanding the base specs of a T2 small armor repairer is 80 armor repaired every 6 seconds. 2 of which gives you 160 every 6 secs = 320 every 12 seconds which is the same as a T2 med armor rep. The grid savings are viable and cap use identical but you do have to sacrifice a low slot for this arrangement.


Do you have enough pg to swap a small rep for a diag and the other rep for a medium one?


What would that fix exactly? Except giving you less flexibility, and higher skillrequirements ? Just curious...
obscuroditus
obscuroditus

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Posted - 2004.08.31 22:33:00 - [38]

Originally by: Shevar
Originally by: throbbinnoggin
Originally by: obscuroditus
Edited by: obscuroditus on 31/08/2004 00:26:26
Besides being usefull to keep the powergrid usage down, the small repairers also have another unique advantage - Two techII small armor repairers repair 1660 armor/minute, versus 1400 for a single Medium tech II (Base stats, not taking skills into account) - yet both at an identical 800 cap/minute!


From my understanding the base specs of a T2 small armor repairer is 80 armor repaired every 6 seconds. 2 of which gives you 160 every 6 secs = 320 every 12 seconds which is the same as a T2 med armor rep. The grid savings are viable and cap use identical but you do have to sacrifice a low slot for this arrangement.


Do you have enough pg to swap a small rep for a diag and the other rep for a medium one?


What would that fix exactly? Except giving you less flexibility, and higher skillrequirements ? Just curious...
obscuroditus
obscuroditus
Zorg Enterprises

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Posted - 2004.08.31 22:33:00 - [39]

Originally by: Shevar
Originally by: throbbinnoggin
Originally by: obscuroditus
Edited by: obscuroditus on 31/08/2004 00:26:26
Besides being usefull to keep the powergrid usage down, the small repairers also have another unique advantage - Two techII small armor repairers repair 1660 armor/minute, versus 1400 for a single Medium tech II (Base stats, not taking skills into account) - yet both at an identical 800 cap/minute!


From my understanding the base specs of a T2 small armor repairer is 80 armor repaired every 6 seconds. 2 of which gives you 160 every 6 secs = 320 every 12 seconds which is the same as a T2 med armor rep. The grid savings are viable and cap use identical but you do have to sacrifice a low slot for this arrangement.


Do you have enough pg to swap a small rep for a diag and the other rep for a medium one?


What would that fix exactly? Except giving you less flexibility, and higher skillrequirements ? Just curious...
Shevar
Shevar

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Posted - 2004.08.31 23:18:00 - [40]

Edited by: Shevar on 31/08/2004 23:20:12
Originally by: obscuroditus

What would that fix exactly? Except giving you less flexibility, and higher skillrequirements ? Just curious...


It would give you 7.5% less cap recharge time, 4% more cap and 7.5% extra shields (and some crappy shield recharge decrease).
--------
-The only real drug problem is scoring real good drugs
Shevar
Shevar

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Posted - 2004.08.31 23:18:00 - [41]

Edited by: Shevar on 31/08/2004 23:20:12
Originally by: obscuroditus

What would that fix exactly? Except giving you less flexibility, and higher skillrequirements ? Just curious...


It would give you 7.5% less cap recharge time, 4% more cap and 7.5% extra shields (and some crappy shield recharge decrease).
--------
-The only real drug problem is scoring real good drugs
Shevar
Shevar
Minmatar
A.W.M
Ka-Tet

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Posted - 2004.08.31 23:18:00 - [42]

Edited by: Shevar on 31/08/2004 23:20:12
Originally by: obscuroditus

What would that fix exactly? Except giving you less flexibility, and higher skillrequirements ? Just curious...


It would give you 7.5% less cap recharge time, 4% more cap and 7.5% extra shields (and some crappy shield recharge decrease).

---
-The only real drug problem is scoring real good drugs
obscuroditus
obscuroditus

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Posted - 2004.08.31 23:46:00 - [43]

Originally by: Shevar
Edited by: Shevar on 31/08/2004 23:20:12
Originally by: obscuroditus

What would that fix exactly? Except giving you less flexibility, and higher skillrequirements ? Just curious...


It would give you 7.5% less cap recharge time, 4% more cap and 7.5% extra shields (and some crappy shield recharge decrease).


Oh Power *diag* ...yeah ...well 5% of 1000-ish is 50, and you'd need at least 140 to compensate. So that wasnt possible. I know I tested this a looong time ago with a reactor control +10 and that also didnt work, powergridwise.

As said, the dual small repairer is the key to making this strange setup possible in the first place ...but if I train powergridskill to L5 (engineering) I might be able to swap around a couple of things here and there, but it wont really make a real difference in performance. You give some here, you take some there.
obscuroditus
obscuroditus

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Posted - 2004.08.31 23:46:00 - [44]

Originally by: Shevar
Edited by: Shevar on 31/08/2004 23:20:12
Originally by: obscuroditus

What would that fix exactly? Except giving you less flexibility, and higher skillrequirements ? Just curious...


It would give you 7.5% less cap recharge time, 4% more cap and 7.5% extra shields (and some crappy shield recharge decrease).


Oh Power *diag* ...yeah ...well 5% of 1000-ish is 50, and you'd need at least 140 to compensate. So that wasnt possible. I know I tested this a looong time ago with a reactor control +10 and that also didnt work, powergridwise.

As said, the dual small repairer is the key to making this strange setup possible in the first place ...but if I train powergridskill to L5 (engineering) I might be able to swap around a couple of things here and there, but it wont really make a real difference in performance. You give some here, you take some there.
obscuroditus
obscuroditus
Zorg Enterprises

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Posted - 2004.08.31 23:46:00 - [45]

Originally by: Shevar
Edited by: Shevar on 31/08/2004 23:20:12
Originally by: obscuroditus

What would that fix exactly? Except giving you less flexibility, and higher skillrequirements ? Just curious...


It would give you 7.5% less cap recharge time, 4% more cap and 7.5% extra shields (and some crappy shield recharge decrease).


Oh Power *diag* ...yeah ...well 5% of 1000-ish is 50, and you'd need at least 140 to compensate. So that wasnt possible. I know I tested this a looong time ago with a reactor control +10 and that also didnt work, powergridwise.

As said, the dual small repairer is the key to making this strange setup possible in the first place ...but if I train powergridskill to L5 (engineering) I might be able to swap around a couple of things here and there, but it wont really make a real difference in performance. You give some here, you take some there.
throbbinnoggin
throbbinnoggin

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Posted - 2004.09.01 05:47:00 - [46]

Originally by: Scerenity
My current maller setup (although for a bit of fun pvp'ing) is:

High:
2x Heavy Pulse Lasers
3x Medium Beam Lasers
1x Small Neutralizer (exchage for nos\sb if not doing pvp)

Medium:
1x Web
1x Scrambler (exhchange for cap recharger if not doing pvp)
1x Cap Recharger

Low:
1x Medium Accomodation Armour Rep
1x Explosive, Thermal and Kinetic Hardners
1x 1600mm Plate
1x RCU

Can tank and shoot pretty much forever vs any frig\cruiser, and it can tank 3/4 120k rats. Having 3700 armour on a cruiser with more than 60% resistance to everything also feels good :p



Interesting setup. Is there an way to grid a medium nosferatu instead of the small using maybe a T2 rcu? I'm too lazy to do the mathWink. It would do almost as much damage as a small neut and at a longer range. Another plus would be the extra cap you receive instead of expending.

Tis better to be silent and be thought a fool, than to speak and remove all doubt.
'Abraham Lincoln'
throbbinnoggin
throbbinnoggin

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Posted - 2004.09.01 05:47:00 - [47]

Originally by: Scerenity
My current maller setup (although for a bit of fun pvp'ing) is:

High:
2x Heavy Pulse Lasers
3x Medium Beam Lasers
1x Small Neutralizer (exchage for nos\sb if not doing pvp)

Medium:
1x Web
1x Scrambler (exhchange for cap recharger if not doing pvp)
1x Cap Recharger

Low:
1x Medium Accomodation Armour Rep
1x Explosive, Thermal and Kinetic Hardners
1x 1600mm Plate
1x RCU

Can tank and shoot pretty much forever vs any frig\cruiser, and it can tank 3/4 120k rats. Having 3700 armour on a cruiser with more than 60% resistance to everything also feels good :p



Interesting setup. Is there an way to grid a medium nosferatu instead of the small using maybe a T2 rcu? I'm too lazy to do the mathWink. It would do almost as much damage as a small neut and at a longer range. Another plus would be the extra cap you receive instead of expending.

Tis better to be silent and be thought a fool, than to speak and remove all doubt.
'Abraham Lincoln'
throbbinnoggin
throbbinnoggin
Gallente
Eminent Domain

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Posted - 2004.09.01 05:47:00 - [48]

Originally by: Scerenity
My current maller setup (although for a bit of fun pvp'ing) is:

High:
2x Heavy Pulse Lasers
3x Medium Beam Lasers
1x Small Neutralizer (exchage for nos\sb if not doing pvp)

Medium:
1x Web
1x Scrambler (exhchange for cap recharger if not doing pvp)
1x Cap Recharger

Low:
1x Medium Accomodation Armour Rep
1x Explosive, Thermal and Kinetic Hardners
1x 1600mm Plate
1x RCU

Can tank and shoot pretty much forever vs any frig\cruiser, and it can tank 3/4 120k rats. Having 3700 armour on a cruiser with more than 60% resistance to everything also feels good :p



Interesting setup. Is there an way to grid a medium nosferatu instead of the small using maybe a T2 rcu? I'm too lazy to do the mathWink. It would do almost as much damage as a small neut and at a longer range. Another plus would be the extra cap you receive instead of expending.

----------------------------------------------------------------------------------------------
No, the Curse was a noob ship. Now it might take some actual skill to fly. "James Grand"
Gravimetric
Gravimetric

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Posted - 2004.09.01 07:30:00 - [49]

I switched from using an Arma for level 3 kill missions to a Maller. Works very nicely.

Highs
-----
5x Quad Light Beam Lasers (Laugh, but try them first) (Usually Radios and warp in at 20k)
1x Medium Smart Bomb

Mids
----
1x 10mn MWD
1x Tracking Computer
1x Medium Cap Battery

Lows
----
1x Medium Armor Repairer
1x 400mm Plate
1x Heat Sink 1
3x Cap Power Relays

Thus far all missions have been easy. No cap or armor issues and the setup is very cheap using common stuff. If you like tech 2 then switch out the cap battery for a tech2 recharger and the tracking comp, armor repairer, and heat sink for tech2 versions.
Gravimetric
Gravimetric

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Posted - 2004.09.01 07:30:00 - [50]

I switched from using an Arma for level 3 kill missions to a Maller. Works very nicely.

Highs
-----
5x Quad Light Beam Lasers (Laugh, but try them first) (Usually Radios and warp in at 20k)
1x Medium Smart Bomb

Mids
----
1x 10mn MWD
1x Tracking Computer
1x Medium Cap Battery

Lows
----
1x Medium Armor Repairer
1x 400mm Plate
1x Heat Sink 1
3x Cap Power Relays

Thus far all missions have been easy. No cap or armor issues and the setup is very cheap using common stuff. If you like tech 2 then switch out the cap battery for a tech2 recharger and the tracking comp, armor repairer, and heat sink for tech2 versions.
Gravimetric
Gravimetric

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Posted - 2004.09.01 07:30:00 - [51]

I switched from using an Arma for level 3 kill missions to a Maller. Works very nicely.

Highs
-----
5x Quad Light Beam Lasers (Laugh, but try them first) (Usually Radios and warp in at 20k)
1x Medium Smart Bomb

Mids
----
1x 10mn MWD
1x Tracking Computer
1x Medium Cap Battery

Lows
----
1x Medium Armor Repairer
1x 400mm Plate
1x Heat Sink 1
3x Cap Power Relays

Thus far all missions have been easy. No cap or armor issues and the setup is very cheap using common stuff. If you like tech 2 then switch out the cap battery for a tech2 recharger and the tracking comp, armor repairer, and heat sink for tech2 versions.
Raeff
Raeff

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Posted - 2004.09.01 14:32:00 - [52]

ive been training my amarr cruiser skills up to try a maller out .. very interesting, i'll have to give this setup a try, and i was thinking the same thing about the 2 small armor repairer 2's .. i use them alot in frig v frig battle aswell .. was getting tired of spamming missiles from my caracal & crow, and although the Moa is nice, its not much to look at, and i cant stand doing agent missions in my battleship bleh .. just wish the maller had atleast some type of drone space, but i do love the resistance bonus, its been tempting me for a while Wink

Raeff
Raeff

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Posted - 2004.09.01 14:32:00 - [53]

ive been training my amarr cruiser skills up to try a maller out .. very interesting, i'll have to give this setup a try, and i was thinking the same thing about the 2 small armor repairer 2's .. i use them alot in frig v frig battle aswell .. was getting tired of spamming missiles from my caracal & crow, and although the Moa is nice, its not much to look at, and i cant stand doing agent missions in my battleship bleh .. just wish the maller had atleast some type of drone space, but i do love the resistance bonus, its been tempting me for a while Wink

Raeff
Raeff
Eternity INC.
Mercenary Coalition

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Posted - 2004.09.01 14:32:00 - [54]

ive been training my amarr cruiser skills up to try a maller out .. very interesting, i'll have to give this setup a try, and i was thinking the same thing about the 2 small armor repairer 2's .. i use them alot in frig v frig battle aswell .. was getting tired of spamming missiles from my caracal & crow, and although the Moa is nice, its not much to look at, and i cant stand doing agent missions in my battleship bleh .. just wish the maller had atleast some type of drone space, but i do love the resistance bonus, its been tempting me for a while Wink


Cadman Weyland
Cadman Weyland

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Posted - 2004.09.02 08:19:00 - [55]

Yeah Raeff, a lil drone space or a single launcher point for Defenders would make it ideal.
ugh



Director of Empire Ops and Chief Carebear
Cadman Weyland
Cadman Weyland

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Posted - 2004.09.02 08:19:00 - [56]

Yeah Raeff, a lil drone space or a single launcher point for Defenders would make it ideal.
ugh



Director of Empire Ops and Chief Carebear
Cadman Weyland
Cadman Weyland
Eternity INC.
Mercenary Coalition

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2004.09.02 08:19:00 - [57]

Yeah Raeff, a lil drone space or a single launcher point for Defenders would make it ideal.
ugh
OLORDHUX
OLORDHUX

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Posted - 2004.09.03 22:38:00 - [58]

correct me if im wrong, but youre using frigate size lasers?

hmm
--------------------
http://ol.the650.org
OLORDHUX
OLORDHUX

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Posted - 2004.09.03 22:38:00 - [59]

correct me if im wrong, but youre using frigate size lasers?

hmm
--------------------
http://ol.the650.org
OLORDHUX
OLORDHUX
Amarr
Imperial Shipment

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Posted - 2004.09.03 22:38:00 - [60]

correct me if im wrong, but youre using frigate size lasers?

hmm
--------------------
http://ol.the650.org
   
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