| Pages: 1 [2] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

throbbinnoggin
|
Posted - 2004.12.23 09:53:00 -
[31]
Originally by: Vailin Snow About the Cap battery vs Recharger argument..
It depends on your skill. If you have all cap skills at 5 then a recharger will do more good (not to mention the grid savings.
The math for calculating it is not just cap/sec. Your cap will recharge at that rate only when at 25-50% (i think). If you get below 25% ur screwed since the recharge rate gets lower and its time to warp out...
i used average cap per second as a base comparison because it involved one less mathematical calculation. if you want to figure maximum sustainable cap per secpond, which through experimentation i have found occurs around 25-30% just multiply average cap per second by 2.5. i have tried other multiples like 2.4 and 2.6 but found 2.5 to be the most accurate.
if you take my calculations for the large peroxide batt above and apply this you get 8.906 (average cap per second) * 2.5 = 22.265 maximum sustainable cap per second. enough cap to run a med armor rep and 3 hardeners indefinately [16.667 for rep at lvl4 + 4.5 (1.5*3) = 21.167 cap use per second] leaving just enough excess cap for running guns long enough to kill npc's.
since they are directly related a higher average cap per second will result in a higher maximum sustainable cap per second
Tis better to be silent and be thought a fool, than to speak and remove all doubt. 'Abraham Lincoln'
|

throbbinnoggin
|
Posted - 2004.12.23 09:53:00 -
[32]
Originally by: Vailin Snow About the Cap battery vs Recharger argument..
It depends on your skill. If you have all cap skills at 5 then a recharger will do more good (not to mention the grid savings.
The math for calculating it is not just cap/sec. Your cap will recharge at that rate only when at 25-50% (i think). If you get below 25% ur screwed since the recharge rate gets lower and its time to warp out...
i used average cap per second as a base comparison because it involved one less mathematical calculation. if you want to figure maximum sustainable cap per secpond, which through experimentation i have found occurs around 25-30% just multiply average cap per second by 2.5. i have tried other multiples like 2.4 and 2.6 but found 2.5 to be the most accurate.
if you take my calculations for the large peroxide batt above and apply this you get 8.906 (average cap per second) * 2.5 = 22.265 maximum sustainable cap per second. enough cap to run a med armor rep and 3 hardeners indefinately [16.667 for rep at lvl4 + 4.5 (1.5*3) = 21.167 cap use per second] leaving just enough excess cap for running guns long enough to kill npc's.
since they are directly related a higher average cap per second will result in a higher maximum sustainable cap per second
Tis better to be silent and be thought a fool, than to speak and remove all doubt. 'Abraham Lincoln'
|

Liet Traep
|
Posted - 2004.12.23 11:35:00 -
[33]
Originally by: Heihatchi hi: 6 x Med Lasers (multy chrystals) 1 x Heavy Launcher
Med: 3 x Cap recharger I
Low: 1 x Tech 2 armor rep 2 x armor hardeners 3 x cap power relayd
cap holds with everythng on ; ) can take out a 1 x 500k bs and 4 x 100k cruiser spawn with this
I'm interested I was thinking of taking my prophecy out to 0.0 and hunting BS spawns there. My setup so far is 6 heavy pulses med nos, 2 cap charger 1's 10mn ab, named heat sink, 2 passive hardeners,2 pdu's and med armor repairer. No tech 2 stuff yet as I don't have the skills. I going to be facing bs spawns and 0.0 was wondering if this setup would let me take on a BS spawns with either inty or cruiser support.
|

Liet Traep
|
Posted - 2004.12.23 11:35:00 -
[34]
Originally by: Heihatchi hi: 6 x Med Lasers (multy chrystals) 1 x Heavy Launcher
Med: 3 x Cap recharger I
Low: 1 x Tech 2 armor rep 2 x armor hardeners 3 x cap power relayd
cap holds with everythng on ; ) can take out a 1 x 500k bs and 4 x 100k cruiser spawn with this
I'm interested I was thinking of taking my prophecy out to 0.0 and hunting BS spawns there. My setup so far is 6 heavy pulses med nos, 2 cap charger 1's 10mn ab, named heat sink, 2 passive hardeners,2 pdu's and med armor repairer. No tech 2 stuff yet as I don't have the skills. I going to be facing bs spawns and 0.0 was wondering if this setup would let me take on a BS spawns with either inty or cruiser support.
|

Vailin Snow
|
Posted - 2004.12.23 12:54:00 -
[35]
Putting a large peroxide is better than a normal large. Bun in the end, avarage or no avarage (note that avarage will do you little good once your below 25%).
The argument is this: The fuller your cap is when everything is running and being sustained with no loss of cap the better off you are. For most people that falls at 25-50% of cap. All a battery does is stech that range.
We are talking .5 of a capasitor point here, which you may or may not gain by fitting a battery over a recharger. Fitting a battery is better in most cases except when dealing with a cap over 2500 and with the recharge rate below 250sec (i dont have the setup infront of me so they arnt exact numbers).
Its all about how much percent you add to the total capasitor...
2000 cap + 650 battery will give you a much bigger bonus to recharge than...
2500 cap + 650 battery....
This is why the avarage recharge ratio is a very rough estimate and should not be the deciding point. However, i repeat, this is fighting over fractions, I just prefer to have the extra grid for some bigger guns.
P.S. by fitting a medium turrets you actually use LESS cap due to the prophesy bonus than if you were to fit small turrets  And thats where the extra grid comes in handy.
YARR!
|

Vailin Snow
|
Posted - 2004.12.23 12:54:00 -
[36]
Putting a large peroxide is better than a normal large. Bun in the end, avarage or no avarage (note that avarage will do you little good once your below 25%).
The argument is this: The fuller your cap is when everything is running and being sustained with no loss of cap the better off you are. For most people that falls at 25-50% of cap. All a battery does is stech that range.
We are talking .5 of a capasitor point here, which you may or may not gain by fitting a battery over a recharger. Fitting a battery is better in most cases except when dealing with a cap over 2500 and with the recharge rate below 250sec (i dont have the setup infront of me so they arnt exact numbers).
Its all about how much percent you add to the total capasitor...
2000 cap + 650 battery will give you a much bigger bonus to recharge than...
2500 cap + 650 battery....
This is why the avarage recharge ratio is a very rough estimate and should not be the deciding point. However, i repeat, this is fighting over fractions, I just prefer to have the extra grid for some bigger guns.
P.S. by fitting a medium turrets you actually use LESS cap due to the prophesy bonus than if you were to fit small turrets  And thats where the extra grid comes in handy.
YARR!
|

Torvar Hassat
|
Posted - 2005.01.04 05:28:00 -
[37]
I just got a Prophecy and I wonder, how come some of you say to use pulse and some others say beam? That brings me to a decision I could never make, which is better?
|

Hobbsalong
|
Posted - 2005.01.04 06:46:00 -
[38]
Pulse shorter range, but better tracking.
With pulse and Radio and Multifreq crystals, you can hit anywhere from 36K (for me) to 2K (3-5K for frigs). Which is a good setup IMO.
With beams you might be hitting at 50+K... but wont do AS well up close.
|

von Torgo
|
Posted - 2005.01.04 07:07:00 -
[39]
Originally by: Torvar Hassat I just got a Prophecy and I wonder, how come some of you say to use pulse and some others say beam? That brings me to a decision I could never make, which is better?
Beam pros: - range, falloff Pulse pros: - damage/s, cap usage/s, tracking, powergrid, cpu
|

Typherin laidai
|
Posted - 2005.01.04 11:15:00 -
[40]
Pulses for teh win  Typherin LaiDai Care Negotitations Expert level 5
'Give me a position of power and I'l abuse it in an instant' |

God forbid
|
Posted - 2005.01.04 16:38:00 -
[41]
I was just getting A Prophecy And His Cap cant handle anything... I like The maller more he can handle more..
BLEH!! |
| |
|
| Pages: 1 [2] :: one page |
| First page | Previous page | Next page | Last page |