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Count of MonteCylon
MonteCylon Money Acquisition and Demolition Ltd.
15
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Posted - 2012.11.26 09:31:00 -
[1] - Quote
Is it better for the "recharge time" stat on a ship to be a large number or a smaller number? |
Schmata Bastanold
Black Rebel Rifter Club The Devil's Tattoo
193
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Posted - 2012.11.26 09:35:00 -
[2] - Quote
Would you prefer it fully recharge in shorter or longer period of time? I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |
Louis deGuerre
The Dark Tribe Against ALL Authorities
553
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Posted - 2012.11.26 10:52:00 -
[3] - Quote
Shorter is better, but more important is having enough capacitor energy. FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |
Lost Greybeard
Fenrir's Dogs of War Union 0f Revolution
144
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Posted - 2012.11.26 15:12:00 -
[4] - Quote
Total capacitor / recharge time = the base multiplier on recharge rate.
Actual recharge rate also depends on the percentage of your capacitor that's full, but for a given percentage the rate is always proportional to that basic number.
So... generally, lower recharge time is better, but you may get more mileage out of increasing your total capacitor with a battery. I'd advise experimenting with any given build to see what's what before finalizing what you fly. |
Salpad
Carebears with Attitude
130
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Posted - 2012.11.26 15:35:00 -
[5] - Quote
If you can fit a MID slot Battery (or a RIG slot item) that adds a proportionally very large amount of extra capacitor amount, relative to what your ship already has, then that's often preferable to adding a module that gives a more modest bonus to capacitor recharge.
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Marc Callan
Interstellar Steel Templis Dragonaors
53
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Posted - 2012.11.26 15:43:00 -
[6] - Quote
It's of a piece with the two primary tanking philosophies: regenerating versus buffer. If you expect your combat sessions to be short and intense (IE: a lot of PVP), with long recovery times in between, you'll want to have a higher cap buffer; if you're expecting to be in constant lower-level combat for an extended duration of time (like in most mid-level PVE), then a better regen rate (lower time to regenerate) helps more.
(See also: the relative utility of Core Defense Field Extenders and Core Defense Field Purgers for shield tanking.) |
Merouk Baas
6
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Posted - 2012.11.26 15:54:00 -
[7] - Quote
It's better to reduce the recharge time, as that will make your cap recharge faster.
However, if a ship says "300 seconds recharge time", it'll be 300 seconds regardless how big the cap is. So if you add extra capacitor, via Capacitor Batteries (they are med slot modules), that means you'll have more juice and your ship will still recharge in 300 seconds, meaning you get even more recharge per second.
Typically, for missions, adding batteries, cap rechargers (med slot modules), and capacitor power relays (low slot modules, good if you're armor tanking), is sufficient. However, during PVP you need a lot of juice fast, and you can get energy-neutralized, so a capacitor booster, with spare booster charges in your cargo hold, offers the best results for PVP. |
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