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Pasus Nauran
Amarr
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Posted - 2009.12.09 21:21:00 -
[1]
I've been playing around in EveHQ for a few months now working on various ship builds as I progress through missioning. However, one thing I've never been able to wrap my head around is how exactly Cap Boosters work?
I know they take a Cap Booster Charge, and feed you cap from it. But how does cycle time factor into this, and what's the charge amount per cycle? I assume it's based on the charge used?
Any help would be greatly appreciated. I'm toying with the idea of breaking stability on my future L4 Apoc, as I'd have a Domi there using an ETA2 on it. I figure Cap Boosters might be useful for times where it takes longer fro me to bring in the Domi, but I need a better idea of how they work before I decide.
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Nika Dekaia
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Posted - 2009.12.09 22:26:00 -
[2]
Basically you fit a cap booster module of the apropriate size (heavy, med, small, micro) in the mids and load it with cap boosters.
Bigger the module - more capacity. So you can load few big charges or many small ones. The cycle on the module then tells you in what time you will get the amount of cap per charge loaded.
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Seriously Bored
Minmatar
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Posted - 2009.12.09 22:40:00 -
[3]
Sorry, I had written a long detailed response and the Internet demons ate it.
Just to be crystal clear: The amount of cap given to your ship is exactly the same amount the charge is named after. a 400 charge increases your capacitor instantly by 400, and 800 charge by 800. It takes 10 seconds to reload your Cap Booster with charges from your cargo bay.
Tip: Most people cram their cap booster with the largest charge they can fit, including myself. Why? Given that the cycle time of your cap booster is the name no matter if you put a 25 charge or 800 charge in it, it gives more cap/s when you use larger charges. This allows you to use the booster more infrequently and balance it to your cap usage demands. There are some specific situations where having smaller doses of charges is beneficial, but I haven't encountered them.
Why are Cap Boosters awesome?
By using a Cap Booster, you can save 3-6 module slots (including rigs) that you would otherwise spend on cap stability. This usually lets you go full gank while still maintaining a very good tank, which decreases the amount of time you spend in mission. More isk per hour is a good thing.
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Liang Nuren
No Salvation War.Pigs.
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Posted - 2009.12.09 22:44:00 -
[4]
Originally by: Seriously Bored Sorry, I had written a long detailed response and the Internet demons ate it.
Just to be crystal clear: The amount of cap given to your ship is exactly the same amount the charge is named after. a 400 charge increases your capacitor instantly by 400, and 800 charge by 800. It takes 10 seconds to reload your Cap Booster with charges from your cargo bay.
Tip: Most people cram their cap booster with the largest charge they can fit, including myself. Why? Given that the cycle time of your cap booster is the name no matter if you put a 25 charge or 800 charge in it, it gives more cap/s when you use larger charges. This allows you to use the booster more infrequently and balance it to your cap usage demands. There are some specific situations where having smaller doses of charges is beneficial, but I haven't encountered them.
Why are Cap Boosters awesome?
By using a Cap Booster, you can save 3-6 module slots (including rigs) that you would otherwise spend on cap stability. This usually lets you go full gank while still maintaining a very good tank, which decreases the amount of time you spend in mission. More isk per hour is a good thing.
Cap booster 150s give more cap/s than cap booster 200s when using a small cap booster.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Taedrin
Gallente The Green Cross
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Posted - 2009.12.09 23:00:00 -
[5]
Cap boosters are incredibly simple.
You fit a cap booster in a medium power slot. Different sized cap boosters have different amounts of ammo capacity. Once you have a cap booster fitted, you fill it with cap booster charges. Smaller cap booster charges take up less space inside the cap booster, so you can have more loaded at once. For example, you can load 1 cap booster 800 into a medium cap booster, but can fit 2 cap booster 400s into the same booster.
After loading the cap booster, you can load extra cap booster charges into your cargo hold. When your cap booster runs out of charges, it will take an extra 10 seconds to load more cap booster charges from your cargo hold.
When you want to use your cap booster, simply click the module to activate it. The cap booster will begin consuming the cap booster charges it has loaded into it - one at a time per cycle. After the last cap booster charge in the booster is consumed, the booster will attempt to automatically load more cap boosters of the same type from the cargo hold into the booster after the cycle finishes.
Once you are out of cap booster charges in both the booster and in your hold, the cap booster will not be able to function. ---------- There is always a choice. The choice might not be easy, nor simple, nor the options be what you desire - but, nevertheless, the choice is there to be made. |

Niclas Solo
Amarr
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Posted - 2009.12.09 23:01:00 -
[6]
Originally by: Seriously Bored There are some specific situations where having smaller doses of charges is beneficial, but I haven't encountered them.
I like to use two 400 instead of one 800 in a medium injector, when i fight a neuting ship.
Originally by: Liang Nuren
Cap booster 150s give more cap/s than cap booster 200s when using a small cap booster.
-Liang
300 cap / 34 sec or 200 cap / 22 sec it's close but 200 give a little more cap/sec
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Pasus Nauran
Amarr
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Posted - 2009.12.10 02:10:00 -
[7]
Originally by: Niclas Solo 300 cap / 34 sec or 200 cap / 22 sec it's close but 200 give a little more cap/sec
So, do the different charges have different cycles then? I'm looking at EveHQ, and seeing that with a 200 charge the "Activation time / duration" is 14 sec, while a 400 charge is 16 sec.
So having one of these charges inserted will give the value of cap on each activation, and then there's a cooldown before the next charge activation?
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Bulaba Jones
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Posted - 2009.12.10 03:01:00 -
[8]
EveHQ might take into account reload speed vs cycle time.
IE: using 2x 400's... -Activate -Cycle Time (Eg. 12seconds) -Activate -Cycle time (Eg. 12seconds) -Reload time (10 seconds) Total time to get 800 cap with 2 400's = 34 seconds. (23.5294118 cap/second)
IE: using 1x 800... -Activate -Cycle Time (Eg. 12seconds) -Reload Time (10 seconds) Total time to get 800 cap with 1 800 = 22 seconds. (36.3636364 cap/second)
I prefer the 800's because you can get the full cap up front, right after you get hit with a neut.
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Enkilil
Minmatar Carbon Moon Corporation
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Posted - 2009.12.10 06:02:00 -
[9]
Edited by: Enkilil on 10/12/2009 06:03:22 They're not all that difficult to figure out. The charges have sizes, you put them in, turn on the module, and get that much added to your capacitor. The activation times are module specific.
The boosters are like women. You put things in them and turn them on. 
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Ancy Denaries
Forever Unbound
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Posted - 2009.12.10 14:49:00 -
[10]
Originally by: Enkilil The boosters are like women. You put things in them and turn them on. 
My experience tells me it's the other way around. ---- The Demigodess with a Conscience - An EVE IC Blog Personal Killboard |
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Seriously Bored
Minmatar
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Posted - 2009.12.10 15:43:00 -
[11]
Originally by: Ancy Denaries
Originally by: Enkilil The boosters are like women. You put things in them and turn them on. 
My experience tells me it's the other way around.
He might be referring to alcohol or rohypnol.
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Merii Kha'sen
Amarr Unity Exploration
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Posted - 2009.12.10 19:32:00 -
[12]
Originally by: Liang Nuren Cap booster 150s give more cap/s than cap booster 200s when using a small cap booster.
-Liang
Yeah, not sure how you got this.
Using same volumes (20 at 6m3, 15 at 8m3) of boosters, tech 2 small cap booster: Cap 150s, 20 boosters, over 330 (2 in booster to start, 12 sec cycle time, 9 reloads) seconds: 9.090909091 cap/sec. Cap 200s, 15 boosters, over 320 (1 in booster to start, 12 sec cycle time, 14 reloads) seconds: 9.375 cap/sec.
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