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Znaei
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Posted - 2003.09.30 21:47:00 -
[1]
What skills are there to optimize the cap recharge. I already have Energy system operation and Energy Management. Are there any more skills?
clagnuts> im drunk just come back from pirates night in spain , wtf i thought it was some eve guys getting together for a drink , turned out to be a feken real pirates show , doh |

Joshua Calvert
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Posted - 2003.09.30 21:55:00 -
[2]
Those are the only two direct skills, I think.
Amarrian cruisers/battleships get a boost per level of that skill, I believe.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Minuz1
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Posted - 2003.09.30 22:12:00 -
[3]
Quote: Those are the only two direct skills, I think.
Amarrian cruisers/battleships get a boost per level of that skill, I believe.
Amarr ships reduce cap needed for energy weapons.
-Win if you can, lose if you must, but always cheat!!!!! |

Kerry
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Posted - 2003.09.30 22:36:00 -
[4]
Quote: What skills are there to optimize the cap recharge. I already have Energy system operation and Energy Management. Are there any more skills?
One is recharge (ESO) and the other is capacity (EM)
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sphendar
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Posted - 2003.10.01 03:19:00 -
[5]
Edited by: sphendar on 01/10/2003 03:19:39 hmm i have those skills as well. To supplement that i use nice marked generators in my low slots. Try to fill up your low slots with them. Sure you will lose 20% of your cap. size for each one you load but size doesnt matter if it doesnt go down!
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Archemedes
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Posted - 2003.10.01 04:17:00 -
[6]
Edited by: Archemedes on 01/10/2003 04:17:24 Another good module is the Cap Power Relay I (or the looted versions). +20% cap recharge, -25% shield recharge... in other words no penalty at all if you use a shield booster. 
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Luna
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Posted - 2003.10.01 04:19:00 -
[7]
I like to equip power diagnostics and eutectic 2 cap chargers on my ships....
they boost cap recharge time greatly...
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Mr nStuff
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Posted - 2003.10.01 04:54:00 -
[8]
Quote: Edited by: sphendar on 01/10/2003 03:19:39 but size doesnt matter if it doesnt go down!
I can honestly say, i've never heard a lady say thoughs exact words before.. And I probably never will..
Some other skillz you could try: á* Controlled Bursts * Energy Emission Systems You will see definite improvements with cap nStuff.
5 R&D Agents, 10months, Zero BPO Offers.. Onboard navigational [Planetary Avoidance] computer.
My account will be suspended at the end of the current play period. Expires on 19. September 2004 |

Znaei
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Posted - 2003.10.01 05:07:00 -
[9]
What are the energy emission weapons?
clagnuts> im drunk just come back from pirates night in spain , wtf i thought it was some eve guys getting together for a drink , turned out to be a feken real pirates show , doh |

Lola
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Posted - 2003.10.01 06:41:00 -
[10]
Quote: Edited by: Archemedes on 01/10/2003 04:17:24 Another good module is the Cap Power Relay I (or the looted versions). +20% cap recharge, -25% shield recharge... in other words no penalty at all if you use a shield booster. 
I'm a fan of those myself. I've never really been able to find a set-up that makes shield recharge viable to use during combat. So shield recharge to me is worthless. ----------------------------------------- Sig rented by Drethen Nerevitas. |

Joshua Calvert
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Posted - 2003.10.01 06:49:00 -
[11]
Quote:
Quote: Those are the only two direct skills, I think.
Amarrian cruisers/battleships get a boost per level of that skill, I believe.
Amarr ships reduce cap needed for energy weapons.
That's what I meant 
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Jernau Gurgeh
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Posted - 2003.10.01 09:40:00 -
[12]
Edited by: Jernau Gurgeh on 01/10/2003 09:40:11
Quote: What are the energy emission weapons?
Energy Emission Weapons skill refers to smart bombs. I believe that the skill reduces activation time rather than the cap usage
There are 10 sorts of people in the world - those who understand binary, and those who do not. |
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