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saraahp
Enomoly Saints
0
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Posted - 2015.06.17 05:49:01 -
[1] - Quote
hi i think a lot of players have been frustrated with cap-stability which i assume frustrate most players
.....so we have a cap booster module that it self replenishes capacitor capacity.....my idea i acknowledge a lot of people wont like if it interferes with PVP...so my idea is for PVE; to half or even a 3rd of cap booster weight allowing 2-3 x the amount of cap booster that can be loaded into cap booster and cargo... My way around the PVP annoyance of change is that this can work fine but as soon as combat with another capsuleer is activated that the rest of the cap booster items turn red and the excess loaded cap-boosters turn red unusable till the combat PVP timer deactivates........ Alot of players wen fitting say a battleship for PVE content wish for more capacitor power-grid and CPU on ships although id like to see this happen (like wow days went from 8k hp to 500k hp back in day) i am sure that alot of players would dislike changes and if PVP is altered that would frustrate their brains......so this is my way of working around such issue's. yours faithfully saraahp!
PS; id like to see also a navy cap booster 1600 come into game also!
Pros; # PVE content will advance to a new level granting players opportunity to higher content such as higher WH sleeper combat sites, # players would be excited to explore better content, # frustration of cap unstable is fixed. # players will want to PVE and spend more time gaming! # some players will use multiple accounts in higher content # PVP fanatics would not be outraged at PVE changes. # future content would make the subscriber subscribe.
Cons; # Does CCP want the limit of say a fleet earning 3 bill an hour to exceed 5 bill ISK an hour # some players wont need to use multiple accounts if they wish to not explore greater content. # CCP staff will have work to do re-advancing modules and items in a patch. #Some players will not know that the issue of cap-unstable has been changed # And the worst thing of all ; players will forget to feed the meow meow.
i would suggest that if changes are made that one of those eve messages pop's up every time a module turns ship un-cap stable with that option ''do not show me this message again''
all feedback positive and negative shall be highly appreciated |

Mike Voidstar
Voidstar Free Flight Foundation
754
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Posted - 2015.06.17 06:14:35 -
[2] - Quote
Cap stable PvE fits aren't hard to make, assuming you have trained your core skills. Even Cap stable Laser boats are not too hard for PvE. It's PvP fits that forego cap rechargers, relays, and capacitor Control circuits because in general they go for extra tank and dps. Cap Boosters are not for making stable fits, they are for insurance against cap neutralizers and vampires- in PvE that's pretty much only useful against Blood Raiders, and the best solution there is to get away from them and blap them before your tank shuts down. |

Avaelica Kuershin
Paper Cats
168
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Posted - 2015.06.17 06:22:04 -
[3] - Quote
Could you clarify something.
Are you saying you want 3x the effective cap in combat against npcs compared with players?
The big problem I see is the dividing line between PVE and PVP is not really there. Consider PVE outside high. There is a good chance you'll get PVP happening during your ratting or mission running Even in high, PVP can happen when mission running or ratting.
And cap stability needs to be considered as part of the overall balance, i.e. maybe AB and guns to run full time, but the repper is pulsed as needed.
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FT Diomedes
The Graduates Get Off My Lawn
1110
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Posted - 2015.06.17 06:26:01 -
[4] - Quote
Not supported. If you choose to fit for cap stability, you are weighing the pros and cons of cap stability (ease of use) against overall greater utility. Making these sorts of trade-offs is part of ship-fitting.
Not to mention that you are asking for a system in which people get false expectations as to the combat capabilities of their ship.
PVE is already easy enough in this game. Making it even easier just means that you have to do more of it to earn the same ISK.
Insanity: doing the same thing over and over again and expecting different results. So, why do I post here?
I'm stubborn.
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Portiko
School of Applied Knowledge Caldari State
27
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Posted - 2015.06.17 06:28:46 -
[5] - Quote
It's not necessary. If you're using that many cap boosters, you're doing something wrong (low skills, bad fit, bad cap management). You should only really need them when you're too lazy to press LMJD. |

ShahFluffers
Ice Fire Warriors Snuffed Out
8197
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Posted - 2015.06.17 07:40:00 -
[6] - Quote
Avaelica Kuershin wrote:The big problem I see is the dividing line between PVE and PVP is not really there. ^^ This. 100x this!
The only distinction between a PvP-fit and PvE-fit ship is that the former is trying to squeeze out as much performance as possible in as short a time as possible against as many types of targets as possible (most of the time). A PvE-fit ship on the other hand is min/maxed for endurance against specific types of targets. And min/maxing a ship fit in EVE carries penalties... be it in PvP or PvE.
That said... you CAN PvE in a PvP-fit ship. It just requires some finesse, active piloting, and some self-control (pulse the repper! Don't perma-rep it).
How did you Veterans start?
The Skillpoint System and You
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Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
10117
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Posted - 2015.06.17 10:53:14 -
[7] - Quote
ShahFluffers wrote:Avaelica Kuershin wrote:The big problem I see is the dividing line between PVE and PVP is not really there. ^^ This. 100x this! The only distinction between a PvP-fit and PvE-fit ship is that the former is trying to squeeze out as much performance as possible in as short a time as possible against as many types of targets as possible (most of the time). A PvE-fit ship on the other hand is min/maxed for endurance against specific types of targets. And min/maxing a ship fit in EVE carries penalties... be it in PvP or PvE. That said... you CAN PvE in a PvP-fit ship. It just requires some finesse, active piloting, and some self-control (pulse the repper! Don't perma-rep it). This is true, I haven't flown anything that wasn't PvP fit in nearly a year now.
The benefits of this are ,generally ****ing awesome dps, omni resists.
The downside is repair costs and navy cap boosters .
Worth it though when someone thinks they have you over a barrel but you immediately scram them "I was expecting mister flashy"
=]|[=
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Daichi Yamato
Xero Security and Technologies
2535
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Posted - 2015.06.17 17:54:31 -
[8] - Quote
Diomedes hit this on the head for me.
You need to decide whats more important. A more powerful fit that burns itself out quickly, or something that lasts but probably has a reduced output.
Or work with friends.
EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided" "So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time"
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Joe Risalo
State War Academy Caldari State
809
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Posted - 2015.06.17 18:10:28 -
[9] - Quote
The introduction of ASB and AAR have made cap stable fits a lack luster tactic.
Consider this. if you're flying an armor boat, fit 1 large rep with resists that are cap stable, then tack on an AAR for when things get too rough.
If you're flying a shield boat, fit 2 XL ASBs and some resist.
Not only does this make you more cap stable, but it give you more tank, while allowing more slots for DPS and/or utility.
The other option is to work your way into a marauder. With a Golem (for example), you can fit 2 invulns and a t2 XLSB... With Bastion, you will have higher resists and higher boost amount.. This means you don't need to worry about cap stability, as with an t2 XLSB you'll be boosting for a good 10-15 % shield capacity per cycle. If you want to maximize this, then fit mission specific resists, as opposed to invulns. |
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