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Thalera Saldana
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Posted - 2006.01.25 12:12:00 -
[1]
This may seem like a noobish question (and probably is) but why do so many set-ups seem to include cap rechargers, including the insanely expensive tech 2 ones?
I realise that you need to improve the max cap recharge rate to maintain your guns/tank as long as possible (hopefully indefinitely ) and that skills aren't going to get you all the way.
I have done a little playing around with my ships in game, and it seems that I get a better cap recharge rate from batteries than rechargers. (Larger total cap plus base recharge time > base cap + shorter recharge).
Is there something really obvious I'm missing as to why most set-ups go for rechargers instead of batteries?
Thanks for your help.
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Swiftness
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Posted - 2006.01.25 12:13:00 -
[2]
fitting
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Ortu Konsinni
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Posted - 2006.01.25 12:14:00 -
[3]
As the other guy said, cap rechargers are obviously easier to fit than cap batteries. - Ship Gallery - Helpdesk from Hell |

Kcel Chim
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Posted - 2006.01.25 12:15:00 -
[4]
2 things, there are no XL or XXL cap batteries which make those rechargers the only option for bs and capital ships i.e. to reach a better result.
The other thing is the fitting requirements. Caprechargers need like 1 pg and <10-15 cpu. Batteries, especially the larger ones need far more. Enough to screw up tight setups on all smaller ships. 10 pg for a small battery is harsh on a ship with 30 pg base pg.
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Testy Mctest
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Posted - 2006.01.25 12:18:00 -
[5]
Its all about fitting, and the fact that depending on ship and cap, chargers often end up better.
Personally I use Eutectics when I PvP, unless Im in something Im fitting out properly, then its T2. (eg, a HAC).
The Eve Guild Wars Project! |

theRaptor
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Posted - 2006.01.25 12:35:00 -
[6]
Also many tight setups dont rely on over all cap, but on maximum cap recharge which happens at around 30% total capacitor IIRC. The only ship I have ever used a cap battery on is a covert ops.
I don't think you trust, in, my, self-righteous suicide. |

Testy Mctest
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Posted - 2006.01.25 12:41:00 -
[7]
Originally by: theRaptor Also many tight setups dont rely on over all cap, but on maximum cap recharge which happens at around 30% total capacitor IIRC. The only ship I have ever used a cap battery on is a covert ops.
More total cap = more cap per second.
The Eve Guild Wars Project! |

Hllaxiu
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Posted - 2006.01.25 12:58:00 -
[8]
Originally by: Testy Mctest
Originally by: theRaptor Also many tight setups dont rely on over all cap, but on maximum cap recharge which happens at around 30% total capacitor IIRC. The only ship I have ever used a cap battery on is a covert ops.
More total cap = more cap per second.
However the amount of recharge rate that you get from a cap battery changes from ship to ship - for instance the average minmatar ship will get a lot more out of a cap battery than an amarr one. Also, Large batteries on a BS are completely useless, as are mediums on a cruiser...
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Dark Shikari
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Posted - 2006.01.25 13:20:00 -
[9]
For example, a medium cap battery II on a badger mk2 nearly doubles its total cap and thus cap recharge. My "battlebadger" can tank 60 damage per second with three shield hardeners indefinitely. -- Proud member of the [23].
The Tachikomas are DEAD! Click sig for video.
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Max Teranous
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Posted - 2006.01.25 14:27:00 -
[10]
Edited by: Max Teranous on 25/01/2006 14:27:39 I use a small cap battery on my runabout vigil, it means you can actually jump across large systems without stopping halfway, even with a MWD fitted.
On cruisers, certainly when i have done setups I can't spend the 75 grid & 75 cpu on a medium battery, even if it is better than a recharger.
On battleships, cap rechargers give more cap/sec than large batteries. As an above poster said, an XL battery would be a nice option, but don't exist. Or, CCP upgrade the large to be actually useful !
Max 
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LUKEC
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Posted - 2006.01.25 14:34:00 -
[11]
I remember eagles tended to fit large battery and tank like mofos :)
Also some ppl fit battery on ishtar and use dual mar, but i never liked repairers too much :)
I use no guns... i smack to death. |

Uglious
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Posted - 2006.01.25 16:04:00 -
[12]
I'll use an example of my Vagabond. It has a cap of 977 with a recharge of 214 seconds as I have it fitted now. Let's assume I wanted to increase it's cap/second by throwing on a module (ignore fittings):
Cap 2 result: 977/171.2*2.4=13.68 cap/s Med cap battery II: 1313/214*2.4=14.725 cap/s Delta: 1.045
So while the cap battery II comes out ahead, let's assume I fit two of each...
cap 2 results: 977/136.96*2.4=17.241 cap/s Med cap battery II: 1649/214*2.4=18.49 cap/s Delta: 1.249
And another of each to make a subtle point:
cap 2 results: 977/109.568*2.4=21.4004 Med cap battery II: 1985/214*2.4=22.261 Delta: .8606
The trick is that as your recharge time gets lower, it impacts your cap/second more--it is exponential, and depending on the fittings, the recharge rate, the total battery, it may be worth putting on one vs. the other. If I started with a lower recharge time from the start (as many Amarr ships have), the battery would have been worse off from the start, although starting with a Minnie setup, you can debat the issue. I use the 2.4 number because at peak, you recharge 2.4x as fast as the pure numbers indicate. Further, as pointed out above, there are the fitting requirements: 75 grid/cpu for the battery vs. 15cpu, 1pg for the battery. In a grid/cpu tight ship, there is no choice.
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