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Drexit
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Posted - 2011.05.17 15:52:00 -
[1]
Trying to find a shield transfer rig, either effectiveness or -cap amount. Does one exist? I know one does for armor.
Thanks
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Target Painter
Minmatar
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Posted - 2011.05.17 18:16:00 -
[2]
Originally by: Drexit Trying to find a shield transfer rig, either effectiveness or -cap amount. Does one exist? I know one does for armor.
Thanks
There isn't one. There are however implants.
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Drexit
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Posted - 2011.05.17 18:20:00 -
[3]
Not interested in implants, thanks tho.
Is this an oversight, or by design?
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Target Painter
Minmatar
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Posted - 2011.05.17 18:45:00 -
[4]
Originally by: Drexit Not interested in implants, thanks tho.
Is this an oversight, or by design?
Screwing over shields' viability is working as intended by CCP.
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Drexit
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Posted - 2011.05.17 18:49:00 -
[5]
Originally by: Target Painter
Screwing over shields' viability is working as intended by CCP.
Wouldn't go that far, shields have added mobility, plus they rep on the start of the cycle, instead of the end :)
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Target Painter
Minmatar
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Posted - 2011.05.17 18:54:00 -
[6]
Edited by: Target Painter on 17/05/2011 18:54:04
Originally by: Drexit Wouldn't go that far, shields have added mobility, plus they rep on the start of the cycle, instead of the end :)
-Crystals don't work on capital shield boosters. -When you jump into a system, armor bonuses are applied without delay, shields have to regen. This makes shield supercaps gimped because it takes over an hour to regen the bonus amount. -Capacitor Power Relay, the best low-slot cap module, nerfs shield boost amount.
Most of this applies to caps/supercaps though.
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Drexit
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Posted - 2011.05.17 18:55:00 -
[7]
You know theres a list a mile long on both sides of the equation... you want everything identical?
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Songbird
Gallente T.I.E. Inc.
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Posted - 2011.05.18 05:59:00 -
[8]
you should see my tengu fit - for every unit of cap it reps 10x units of shield. as far as I remember the best an armor ship can do is 5x or so.
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Wacktopia
Dark Side Of The Womb
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Posted - 2011.05.18 13:00:00 -
[9]
Edited by: Wacktopia on 18/05/2011 13:01:01
Originally by: Target Painter Edited by: Target Painter on 17/05/2011 18:54:04
Originally by: Drexit Wouldn't go that far, shields have added mobility, plus they rep on the start of the cycle, instead of the end :)
-Crystals don't work on capital shield boosters. -When you jump into a system, armor bonuses are applied without delay, shields have to regen. This makes shield supercaps gimped because it takes over an hour to regen the bonus amount. -Capacitor Power Relay, the best low-slot cap module, nerfs shield boost amount.
Most of this applies to caps/supercaps though.
True. But it's not like armor doesn't have it's problems too.
Shield re-gen on their own. Armor does not you need to be repped, active tank or be rr-ed. This means logi for (mainly sub-cap) armor gangs have to work harder over time repairing the "dents".
The rep at the start of the cycle helps a lot vs aplha-gangs. Armor suffers the module duration on top of any kind of activation lag(!!).
Plates and rigs slow your ship down so your whole gang is going to travel around a lot slower (longer align time from gates, slower to burn back to gates).
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