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Perani
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Posted - 2006.11.13 02:13:00 -
[1]
hello: Why is there no skill that does this? I searched the forums and couldn't find an answer. thanks,
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Dahak2150
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Posted - 2006.11.13 03:03:00 -
[2]
Nope.
There are implants or gang mods, but other than that, you're out of luck. ---------- My sig is boring. |

Striker IV
Gallente Brother in Arms Corp
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Posted - 2006.11.13 04:27:00 -
[3]
and ships - dont forget the gallente logistics ship bonus --- Logistics Skill Bonus: 15% reduction in Remote Armor Repairer capacitor use and 3.5% bonus to Tracking Link efficiency per level ---- Team work is essential... It gives the other team something ELSE to shoot at!
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Kuolematon
Space Perverts and Forum Warriors United
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Posted - 2006.11.13 06:37:00 -
[4]
Hmm indeed. We need similar skill for armor reppers. Like 2% less cap usage per level and rank 3 or 4 skill? "It's great being Amarr, ain't it?Ö"
PERVS \o/ |

Elrinia Kreig
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Posted - 2006.11.13 09:49:00 -
[5]
Yes, that would be awesome. I was looking at the difference between a small armor repairer and a medium armor repairer. The medium armor repairer will repair you twice as fast, but uses 4x the capacitor energy. It's just not pleasant.
Shield tanking looks a lot easier than armor tanking. Or mixing the two might work out...
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Gefex
Thunderbolts The Cyrene Initiative
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Posted - 2006.11.13 14:17:00 -
[6]
Originally by: Elrinia Kreig
Shield tanking looks a lot easier than armor tanking. Or mixing the two might work out...
Shield boosters need a tonne more cap than armor reppers, the thing that makes shield tanking nice is it is possible to do it passively as sheilds recharge on their own, armor doesnt..
Seriously though, get the two main cap skills to lvl 5 (Energy Management & Energy Systems Operation) and you will find you can run your repper forever.
On my armor tanked Brutix i can run 7 med rails, med repper and 3 hardeners forever with a couple of cap rechargers in the mid slots.
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Emperor D'Hoffryn
No Quarter.
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Posted - 2006.11.13 19:19:00 -
[7]
Originally by: Gefex
Originally by: Elrinia Kreig
Shield tanking looks a lot easier than armor tanking. Or mixing the two might work out...
Shield boosters need a tonne more cap than armor reppers, the thing that makes shield tanking nice is it is possible to do it passively as sheilds recharge on their own, armor doesnt..
Seriously though, get the two main cap skills to lvl 5 (Energy Management & Energy Systems Operation) and you will find you can run your repper forever.
On my armor tanked Brutix i can run 7 med rails, med repper and 3 hardeners forever with a couple of cap rechargers in the mid slots.
common misconception. With maxed skills in both, shield boosting gives you more hp/sec for less cap/hp then armor tanking.
It just boosts so much faster then it its use of cap/sec is higher then an armor rep. The shield booster is still more efficient.
Note that this comparison is 2x large armor reppers vs XL shield booster plus amp.
The small shield booster 2 is actually quite sucky.
Originally by: Tuxford Yes we don't play on our main accounts simply because you would lose all respect for us 
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Gyro DuAquin1
Tri Optimum Dusk and Dawn
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Posted - 2006.11.16 08:31:00 -
[8]
Originally by: Gefex
Originally by: Elrinia Kreig
Shield tanking looks a lot easier than armor tanking. Or mixing the two might work out...
Shield boosters need a tonne more cap than armor reppers, the thing that makes shield tanking nice is it is possible to do it passively as sheilds recharge on their own, armor doesnt..
Seriously though, get the two main cap skills to lvl 5 (Energy Management & Energy Systems Operation) and you will find you can run your repper forever.
On my armor tanked Brutix i can run 7 med rails, med repper and 3 hardeners forever with a couple of cap rechargers in the mid slots.
dont shield and armor tank, pve use a shield tank when u have enough mid slots, ofc an geddon is not that well for that tank. just decide armor or shield tank it and good to go, normaly u end up with no cap and dead, or u simply cant tank the dps in pve, and then a dual tank wouldnt help u that much.
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Perani
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Posted - 2006.11.16 15:21:00 -
[9]
There are actually more problems than just using up loads of cap, if the repairer was the only thing that used cap, I wouldn't care so much. But I have 6 power hungry lasers each draining my precious cap, I am seriously thinking about fitting artillery instead.
While it is true that my racial ships have large grids and large caps, the grid requirement on the large repairer is also hideously high, and just taking these basic stats
xlarge shield booster ii: 400 energy, 600 HP every 5 seconds = 120 HP/s and 80 energy/s large armor repairer ii: 400 energy, 800 HP every 15 seconds = 53.3 HP/s and 26.7 energy/s
and so if I fit two of these repairers (there goes my extra low slot), I would get 106.7 HP/s and 53.3 energy/s
With max skills, the efficiency of the above booster is 1.67 HP/cap, and the armor repairer is 2HP/cap, and while armor repair efficiency may seem higher, it by no means offset the extra slot, the huge amount of grid requirement (on top of those horrendously designed lasers), and as well as the slow repair rate. This is not even considering the passive regen on the shields.
What would these number look like with maxed skills? Shield compensation V = -10% cap use Shield management V = +25% shield capacity Shield opearations V = -25% cycle time
xlarge shield booster ii: 360 energy, 600 HP every 3.75 seconds = 160 HP/s and 96 energy/s
Adding the very basic raven passive recharge 6000 shield base HP * 1.25(Shield management V) = 7500 HP 7500/2000(shield recharge time) * 2.5 (max recharge multiplier) = 10.3 HP/s passive at about 30%~50% max shield capacity
This translates to 170 HP/s and 96 energy/s
Now let's look at the apoc, or the gedden, it makes no difference as there is no armor passive repair. But let's say apoc
The relevant skills are hull upgrades V = +25% armor HP repair systems V = -25% cycle time
The apoc ends up with 7500 armor HP, ok.
large armor repairer ii: 400 energy, 800 HP every 11.25 seconds = 71.1 HP/s and 35.6 energy/s
Fitting two, I get
142 HP/s and 71.1 energy/s
One shield booster repairs roughly 20% faster than two armor reparirers, but takes 35% more energy Fitting, one mid-slot, 550 grid, 230 CPU
Two large repairs take two low slot, 4600 grid, 110 CPU
I tried to calculate the energy consumption of large lasers over torpedo launchers, but my calculator said division by 0 is not allowed. One mid slot > two lows? Should I use artillery?
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Danjira Ryuujin
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Posted - 2006.12.06 01:40:00 -
[10]
Originally by: Perani What would these number look like with maxed skills? Shield compensation V = -10% cap use Shield management V = +25% shield capacity Shield opearations V = -25% cycle time
Shield Operation increases shield passive regeneration rates. Feel free to rework all those numbers.
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Sokratesz
Guardians of Hell's Gate Tactical Narcotics Team
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Posted - 2006.12.06 09:29:00 -
[11]
Shield tank for PVE since you dont need tackle gear and it will free up lows for PDU-II's and damage mods and the like.
I dont tank in PVP..just a few plates and sometimes a repper...if you get called primary you die anyway if you fail to run...
Basilisk Fitting Link |
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