Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Eternal Noob
|
Posted - 2011.01.29 02:05:00 -
[1]
Edited by: Eternal Noob on 29/01/2011 02:06:04 Like, a power diagnostic supposedly increases your powergrid, does there exist a module that increases a ship's cap?
|
Koshs SC
|
Posted - 2011.01.29 02:07:00 -
[2]
capacitor battery
|
Flex Nebura
Caldari
|
Posted - 2011.01.29 02:34:00 -
[3]
Originally by: Eternal Noob Edited by: Eternal Noob on 29/01/2011 02:06:04 Like, a Auxillary Power Core or Reactor Control Unitsupposedly increases your powergrid, does there exist a module that increases a ship's cap?
There, I fixed your question. A Power Diagnostic Unit boosts cap, cap recharge, shield, shield recharge, and grid.
But to answer your question the equivalent is indeed a capacitor battery.
|
Eternal Noob
|
Posted - 2011.01.29 02:55:00 -
[4]
Oh I see, was kind of wondering why this power diagnostic wasn't helping my problem at all. The name of the module confused me, or, maybe I confused about the real difference of powergrid and capacitor. Also, you said that it boosts all these capacitor things, "and grid." The terminology seems to blend into each other often.
That said, the power diagnostic still sounds really useful.
|
Eternal Noob
|
Posted - 2011.01.29 03:00:00 -
[5]
Wait, I think I'm starting to get it now, there are 3 general fitting concepts- capacitor, grid, and CPU. Capacitor and grid seem to be two aspects of one general concept, and CPU is an item outside of those two things.
|
Gavin DeVries
|
Posted - 2011.01.29 03:13:00 -
[6]
Close, but not quite. Grid isn't the same thing as cap. Grid is a static value; you either have enough grid to fit everything or you don't. Cap depletes and recharges as you use it up. You have a certain number of points of energy stored, and every time you activate a module or enter warp, some of it is used up. Cap determines how long you can run your modules rather than what you can fit. ______________________________________________________ Isn't it enough to know that I ruined a pony making a gift for you? |
Oneiros IV
Minmatar Dudu Micha Stella Polaris.
|
Posted - 2011.01.29 06:58:00 -
[7]
Grid the the strength it allows your char to wear heavy armor and weapons CPU is intellect of your char it allows fitting of magic trinkets and magic pew pew Capacitor = your mana with it you cast magic and heal
EVE online new MMO concepts since release in 2003
|
Postitute
|
Posted - 2011.01.29 07:08:00 -
[8]
Edited by: Postitute on 29/01/2011 07:11:37 As the first responder said, cap batteries are what you're looking for I think. However, Cap batteries really have a very limited set of effective uses when compared with other modules that you could be fitting in their place.
Usually skills can make a significant difference in the amount of cap you have/need. A few hours of training into the following skills can make a surprising difference
Energy Management (+5% amount of cap in your ship per level) - get it to level 4 asap Energy Systems Operation (cap recharges faster) - get it to 5 asap (1x skill so it goes faster than most)
In addition, skills that decrease the cap need of the various modules can make a significant impact.
|
Siriani Blue
|
Posted - 2011.01.30 11:58:00 -
[9]
You may find the following guide useful if you're new to the game http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1372087
Very well written guide covering pretty much everything Eve has to offer.
|
Cyrus Mierre
The Forsaken Legion
|
Posted - 2011.01.30 12:45:00 -
[10]
Just to chime in a slight addition to what's been said already:
If you're looking to increase your capacitor (required to activate modules), then a capacitor battery is actually rarely used. More often than not you will get more mileage out of your capacitor if you increase the rate at which it recharges than by increasing the amount it can hold. To do this, you should look for 'Cap Rechargers' or 'Cap Power Relays'. Poer diagnostics also help with cap recharge, but not to the same degree.
Cyrus
|
|
Mace X5
|
Posted - 2011.01.30 13:53:00 -
[11]
Sometimes you get a better effect by fitting a cap recharger and a cap battery than fitting two rechargers. However, batteries are harder to fit unto a ship so this is only marginally useful.
I'd say the cap batteries are best fit unto travel interceptors if your route regularly goes through really large systems, so you can make the warp in one leg.
|
Malcanis
Caldari Vanishing Point. The Initiative.
|
Posted - 2011.01.30 15:10:00 -
[12]
Originally by: Eternal Noob Edited by: Eternal Noob on 29/01/2011 02:06:04 Like, a power diagnostic supposedly increases your powergrid, does there exist a module that increases a ship's cap?
Yes. The Power Diagnostic.
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |
Dorian Wylde
|
Posted - 2011.01.30 21:11:00 -
[13]
Originally by: Cyrus Mierre Just to chime in a slight addition to what's been said already:
If you're looking to increase your capacitor (required to activate modules), then a capacitor battery is actually rarely used. More often than not you will get more mileage out of your capacitor if you increase the rate at which it recharges than by increasing the amount it can hold. To do this, you should look for 'Cap Rechargers' or 'Cap Power Relays'. Poer diagnostics also help with cap recharge, but not to the same degree.
Cyrus
This only applies to battleships and capitals. Most cruisers and especially battlecruisers get better stability with batteries than rechargers. A large battery on a BC is a prime example, and the legion fitting I'm working on is getting better mileage with semiconductors than with CCC's.
|
Aamrr
|
Posted - 2011.01.31 04:13:00 -
[14]
That's...pretty much complete bunk. CCC's will always give you more stability than semiconductors.
Semiconductors increase capacitor regen by 15%. 1*1.15 => an increase in cap/sec of...exactly 15%. Circuits reduce capacitor regeneration time by 15%, 1/.85 => an increase in cap/sec of...approximately 17.6%
Semiconductors might give you more capacitor buffer, which will let you run your burst tank longer, which is fine if you only need to fight for a couple minutes. For sustained tanking, CCC's will always, always, always do a better job than semiconductors -- they simply generate more cap/sec.
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |