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Renestau
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Posted - 2006.11.03 11:36:00 -
[1]
I'm not sure, but it seems to me that a lot of the ships are having problems with cap because of the hp bonuses (either keeping tank going, or to keep weapons going?) With the possible exception of the raven and/or the drake. This will be our second or third Hp boost that I'm aware of, and I'm not certian if they've given any capacitor boosts from the beginning. Perhaps since kali is still being tested we might want to look into the capacitor skills getting boosted getting a 10% bonus to cap regen rate/level and 7.5%/level to max capacitor (can't remember the names of the skills off hand) This way everyone gets a boost to cap, and no one can say "He got a boost but I didn't!" If you train the skills, you get the boost, if you already have them trained, you already have it. Just a thought Atl
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Orion Shurtak
Amarr Free Player Corp
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Posted - 2006.11.03 12:12:00 -
[2]
If you add more cap then you kind of nullify the HP boost. I agree that cap goes much more quickly, but that is what cap boosters are for. I use them now so no biggy for me. Just have to change the way you do things. -------------------------------------------------- [url=http://www.freeplaycorp.com][/url] |

Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.11.03 12:27:00 -
[3]
Originally by: Orion Shurtak If you add more cap then you kind of nullify the HP boost.
why?
isnt the hp boost supposed to increase combat duration and not just shift balance towards zero cap weapons?
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Zarch AlDain
Friends of Everyone
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Posted - 2006.11.03 12:30:00 -
[4]
Originally by: Orion Shurtak If you add more cap then you kind of nullify the HP boost. I agree that cap goes much more quickly, but that is what cap boosters are for. I use them now so no biggy for me. Just have to change the way you do things.
There should be a viable non-cap-booster options for people though.
Zarch AlDain
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Peppy LePew
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Posted - 2006.11.03 13:07:00 -
[5]
Originally by: Zarch AlDain
Originally by: Orion Shurtak If you add more cap then you kind of nullify the HP boost. I agree that cap goes much more quickly, but that is what cap boosters are for. I use them now so no biggy for me. Just have to change the way you do things.
There should be a viable non-cap-booster options for people though.
Would making cap booster charges smaller be a viable solution?
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Perry
Amarr The X-Trading Company Dusk and Dawn
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Posted - 2006.11.03 13:11:00 -
[6]
no, or you can just pre-install dual cap boosters in all amarr ships and half of the gallente ships, effectivily taking away even more fluff from these tow classes, although im thinking theres not much fluff in amarr left to begin with, so yeah go ahead, im using curse/pilrim only, either way...
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Renestau
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Posted - 2006.11.03 14:28:00 -
[7]
Edited by: Renestau on 03/11/2006 14:28:37 I believe the original intention of the HP boost was to increase a character's ability to survive. Well it does this in two ways right now. First it makes a fight take longer. Second it means if a ship can survive until another ship runs out of cap, it can sit there, regen and start over again... yay for making fights take 20 minutes. I know how to use cap boosters, I use a blasterthron, that's not the point. I believe I'd heard it stated somewhere that a dev ran out of cap with a rokh while in a fight? (perhaps it wasn't a dev, I could be mistaken on that) Okay shield boosters use more cap than armor boosters, that's granted but still. With the way things are on TQ, a blasterthron has enough cap to take out one ship perhaps two, before re-stocking on cap boosters is needed. This is also going to nerf every single shield tank out there. (not to mention it's hard enough to fit a full t2 tank, t2 bcu's etc into a raven cpu wise... you'd have to unfit your nos....woot.) I was also checking my math and realized that the capacitor recharge rate would probably be a bit *too* much at 10% so we could go 7.5% for recharge and 8% max cap... or something... something that makes ships capable of firing constantly the way they are now, without making them fit a powergrid hungry/cargo space hungry mod. I'm not exactly asking for a 50% damage increase here... just the ability to have my cap last as long as it does now with the same fittings I have now. which would be one to two 1v1 fights. Atl
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