
Matthew
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Posted - 2005.02.18 11:55:00 -
[1]
Originally by: Selim I knew someone like you would bring this up.
And I knew someone like you would wheel out this stock answer and that someone like me would wheel out this response.
Originally by: Selim It doesn't matter at all that they use cap, why? Because the amarr ones can tank forever ANYWAY. There is a skill to reduce cap usage of those guns, and since projectiles don't use cap (but do crap damage as a result), they don't get a bonus.
Those ships also have tons more cap than minmatar/caldari ships.
All true. What is also true is that with basic skills (i.e. minimum to fly the ship and mount the guns), the guns alone on amarr ships are not cap-stable with the base capacitor. Even with reasonable (i.e. lvl4) skills in all the relevant areas, your guns alone are barely cap-stable - you only end up with any useful cap rate to play with if you fit the really cap-efficient crystals. In contrast, the caldari's launchers use no cap, the minmatar projectiles use so little cap it's hardly worth factoring in. So both get more stable-rate usage from their base cap once guns are deducted.
Originally by: Selim It doesn't matter about the guns when those ships can tank forever in the first place, you're really just proving my point.
Yes, you can tank the amarr ships forever. You can tank any ship forever - it's just the HP/s that you can tank that varies. Amarr ships achieve their tanking results by cramming every spare slot with cap enhancing modules. You want a warp scrambler to grab a target? You want a webber to grab those annoying inties for your drones? You want backup arrays to combat jamming ships? You want an afterburner so you don't move like you're wading through treacle? You want any of those, and you lose your good tanking very very quickly.
I ran some numbers on my apoc tank a while ago - using stock T1 modules and a reasonable set of cap skills. If I don't fire my guns, I can tank an equivalent HP (i.e. after resistances taken into account) of 208HP/s cap-stable. As soon as I start shooting (8 megapulse with multifreq), that figure drops to 126HP/s. So if I actually want to shoot back (always useful in a fight ), I lose 82HP/s of tanking. I also did the same numbers for an armor tanked tempest. That loses just 11HP/s of tanking when it wants to fire it's guns. While I haven't run the tank strength for caldari ships...given that launchers use no cap, it's a fair guess that they will lose zero HP/s of tanking when they want to fire.
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