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Amelia O
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Posted - 2009.08.24 19:39:00 -
[1]
I'm new to lvl4 missions so whats the deal ? why would anyone use cap rechargers/cap rigs if you can simply fit a cap booster and free up slots to get a lot more damage ? cargo is not a problem since people use other ships to salvage/loot
please explain to me ! thanks
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Davinel Lulinvega
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Posted - 2009.08.24 19:41:00 -
[2]
Cargo is a problem. It only works on ships that gank through missions and only need to burst tank every once in a while.
Originally by: CCP Tuxford Now the op looks like a weirdo that can't read kekekeke!
inb4 stealth edit |

Kismo
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Posted - 2009.08.24 19:43:00 -
[3]
The best argument I ever heard for cap recharge was that you didn't have to risk running out of cap boosters, and you didn't have to risk there not being any for sale.
But, never stopped me and neither of those two have even slightly inconvenienced me before. So I'm 100% with you on cap boosters > cap rechargers.
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Tippia
Raddick Explorations Controlled Chaos
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Posted - 2009.08.24 19:53:00 -
[4]
Originally by: Amelia O why would anyone use cap rechargers/cap rigs if you can simply fit a cap booster and free up slots to get a lot more damage ?
Because depending on the setup, there's not much you can do to get more damage, much less "a lot more" damage. Also…
Quote: cargo is not a problem since people use other ships to salvage/loot
…this isn't always the case, and will in some cases be a worse use of your time than just leaving the stuff where it is and going after a new mission. ——— “If you're not willing to fight for what you have in ≡v≡… you don't deserve it, and you will lose it.” — Karath Piki |

Fon Revedhort
Monks of War Banzai Boyz
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Posted - 2009.08.24 19:53:00 -
[5]
Cap Booster all the way
Those prefering cap rechargers are either b00ns or farmers - make your pick. ---[center] Please resize your signature to the maximum file size of 24000 bytes. Zymurgist |

Kismo
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Posted - 2009.08.24 20:02:00 -
[6]
Originally by: Tippia Because depending on the setup, there's not much you can do to get more damage, much less "a lot more" damage.
Ok, consider: Raven/CNR/Golem: Add target painters Domi: Omnidirectionals/Painters/TCs Mega/Mael/Vargur/Paladin/Nightmare/Etc: TC/Painters
Think about a CNR: 7 Cruise XL, 3 Hardener (pretty well minimum). 3 BCS 3 missile rigs
So now you have 2 mids and 2 lows that can be used for cap recharge or tank. Go with a cap booster and you'll do this: Cap booster, Painter BCS, Damage Control
Go with cap recharge and you'll do this: Cap Recharger, Painter 2 PDS And maybe drop a missile rig or two for CCCs
Or you'll do the Pithii thing
2 Pithi SSB, 3 Hardener, Painter 4 BCS, PDU 3 missile rigs
Except that your cap recharge (and therefore tank) is really flimsy now. Better off to go for a XL+Cap booster IMO.
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Lexang
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Posted - 2009.08.24 21:27:00 -
[7]
I already use 3-4 mag stabs + 3x omni links on my domi. How would I get more damage from dropping one of my cap rechargers for an injector? Let alone the PG required for an injector would force me to downgrade my guns from 350 rails to d250.
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Kismo
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Posted - 2009.08.24 21:34:00 -
[8]
Originally by: Lexang I already use 3-4 mag stabs + 3x omni links on my domi. How would I get more damage from dropping one of my cap rechargers for an injector? Let alone the PG required for an injector would force me to downgrade my guns from 350 rails to d250.
Without more details about your fit, I don't think anyone here could tell you what you want to know. I do know that 4 mag fields and 3 omnis leaves you with a hilariously bad tank though.
Let me take a guess at your fit. Maybe something like this?
5 350 rails, Drone Link Aug 2 cap rechargers, 3 omnidirectionals LAR, 2 Hardeners, 4 mag field Sentry Drone Augmentor, CCC, Aux Nano Pump
for that level of cap recharge, you could probably do with a *medium* cap booster and have a similar result... which would free up room for a target painter or tracking computer.
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DARTHxFREE
State Protectorate
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Posted - 2009.08.24 21:37:00 -
[9]
Depends on ship..
Rokh/Abbadon for example has poor base cap-regen and very cap hungry, it would run great on an injector but not for long, thus injector fails for standard mission running fit but good as lvl 5 support ship.
Marauders have much higher base cap regen then thier T1 counterparts, along with greater resists and 1/2 as many weapons they have a much lower need for cap. Even on an Injector setup a Palabin/Kronos can do most missions without actualy using any, on the hardest up to 20 would be used, less then 1/2 cargo.
So in the case of Palabin/Kronos Cap-Booster is viable and unlike common though cargo space isn't really a concern.
For specialised missions eg; COSMOS/FW/Ratting/E-ARC fit's can be very different and are not confined to standardization of "lvl 4 fits". /join Cheeze & Whine Club
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Footoo Rama
Gallente Caldari Illuminati
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Posted - 2009.08.24 22:12:00 -
[10]
Originally by: Lexang I already use 3-4 mag stabs + 3x omni links on my domi. How would I get more damage from dropping one of my cap rechargers for an injector? Let alone the PG required for an injector would force me to downgrade my guns from 350 rails to d250.
There is not really a dps change with this, just a small range reduction, but you still hit out to 30km with antimatter, more then enough for most ships, swap to tungsten and you are golden for 50km ranged ships, esp with your sentries... also I did not see that much difference adding the third omni. ------- "Because the Dominix is the Chuck Norris of Eve!" |
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Weekas Slave
GET A JOB
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Posted - 2009.08.24 22:13:00 -
[11]
Edited by: Weekas Slave on 24/08/2009 22:13:45 If you are dead serious about mission you'll spend a lot of more ISK and time than strictly necessary.
I've seen too many cluster****s not to fly something that can and will permatank. The more you invest in your ISK-machine and the more you fly it daily, the more you will want a permatank setup.
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Seriously Bored
Minmatar
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Posted - 2009.08.24 22:20:00 -
[12]
I think cap boosters are better than a perma-run setup myself, but it comes down to how you fly. I always found better use for my mids and rig slots.
Slightly off topic, because these would be useless for PVE from the price, but anyone else notice the faction cap charges in the patch? 75% of the volume of the normal versions. I had to drool a little. And I may be the only person that did it.
LINKAGE, at the bottom.
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Saint Lazarus
Spiorad ag fanaiocht
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Posted - 2009.08.24 22:25:00 -
[13]
I dont like setups that cant perma run, they irritate me, simple as.
if it cant perma run I aint gonna mission in it, not that I mission much anyway but point is its a big enough pain without having to stock up on boosters everywhere I go.
Much easier, fly in, turn on tank, go asleep (watch p0rn), wake up, everythings dead, next room -----------------
My EvE Comic
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Kismo
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Posted - 2009.08.24 22:32:00 -
[14]
Originally by: Saint Lazarus Much easier, fly in, turn on tank, go asleep (watch p0rn), wake up, everythings dead, next room
May I recommend the nighthawk and FOFs?
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Manu Hermanus
FaDoyToy
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Posted - 2009.08.24 22:37:00 -
[15]
Originally by: Kismo
Originally by: Saint Lazarus Much easier, fly in, turn on tank, go asleep (watch p0rn), wake up, everythings dead, next room
May I recommend the nighthawk and FOFs?
nah get an ishtar
and perma tanks are for the lazy. and I happen to be lazy 
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Qui Shon
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Posted - 2009.08.24 22:42:00 -
[16]
Edited by: Qui Shon on 24/08/2009 22:42:35
Some ships, like the PvE Domi someone mentioned, can't fit cap boosters without making too many sacrifices. Pally is another example of this. Ships with lotsa grid, like Nightmare or Kronos, it frees up several slots for other things instead of cap generation, so I think it's definitely worth it.
Originally by: Seriously Bored Slightly off topic, because these would be useless for PVE from the price, but anyone else notice the faction cap charges in the patch? 75% of the volume of the normal versions. I had to drool a little. And I may be the only person that did it.
LINKAGE, at the bottom.
OOh, nice. thx for info.
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