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Cyclops43
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Posted - 2007.02.06 20:30:00 -
[1]
Edited by: Cyclops43 on 06/02/2007 20:29:32 Ok, so we've had the rigs available now for some time, and they've started to come down in price so they're actually realistically usable (if not cheaply so). But how do they measure up against each other. Which ones are the good, which are the bad, and which are the truly ugly ones. Here is my evaluation of the different types, so feel free to comment. I've rated them: Good, Decent, Bad, Useless.
Abbreviations used: CCC: Capacitor Control Circuit SMC: Semiconductor Memory Cell
Armor Rigs Generally, the armor rigs have a sensible disadvantage. It only stands to reason that when you pile on more armor, your speed goes down. This however makes them less usable in smaller ships which is unfortunate because this is where especially the extra resists would do a lot of good. Anti-EM Pump Anti-Explosive Pump Anti-Kinetic Pump Anti-Thermic Pump I've grouped these under one. More armor resist. Decent. Auxilary Nano Pump More armor repaired per cycle. Decent if you need it. Nanobot Accelerator Reduction of repair cycle. Decent if you need it but probably a CCC will suit you better. Remote Repair Augmentor A more specialised rig, but with a 20% CAP reduction it is quite good within its special area. Salvage Tackle Very good rig within its very specialised area. Trimark Armor Pump More armor total. Decent.
Astronautic Rigs Generally, these also have a sensible disadvantage. Most of them are speed related to the reverse of the logic I applied to armor rigs seem to fit. Auxilary Thrusters Good rig when speed really matters (i.e. current nano-fad). Cargohold Optimization Good rig for ANY cargo ship. Dynamic Fuel Valve Useless. You get 15% less CAP usage with 10% disadvantage. Use CCC or SMC instead. Engine Thermal Shielding Bad. Slight advantage over CCC/SMC, but they give their advantage generally. Hyperspatial Velocity Optimizer Useless. I can't for the life of me see a real usage for this. Interceptors are already fast in warp and can catch most things. Low Friction Nozzle Joints Good rig, though only within specific ship roles. Polycarbon Engine Housing Good rig, though only within specific ship roles. Propellant Injection Vent Good rig, though only within specific ship roles. Warp Core Optimizer Completely useless.
Drone Rigs The disadvantage of all these are CPU which is one of the most precious resources on a ship. It is also the resource which can not be increased by another rig (opposed to PowerGrid) making these a hard fit. Drone Control Range Augmentor Good rig. Extra range is always nice. Drone Durability Enhancer I'd class this one as Bad, mainly because the disadvantage is too big compared to the gain. Other rigs will benefit you more in almost all cases. Drone Mining Augmentor Good rig within it specialty area. Drone Repair Augmentor Decent witin its area, but the 10% bonus seem a little low. Drone Scope Chip Don't really know enough about this one. It'll not take the drone out of smartbomb range anyway, but might make the drone hit more (and BE hit more). Rated as '?' Drone Speed Augmentor More speed is always nice. Good. EW Drone Range Augmentor (unavailable) Not available yet. Seems a worse version of 'Drone Control Range Augmentor'. Not rated. Sentry Damage Augmentor Decent. Could have been good, but the 10% bonus seems low. Stasis Drone Augmentor (unavailable) Would be good if available. Not rated.
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Cyclops43
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Posted - 2007.02.06 20:31:00 -
[2]
Edited by: Cyclops43 on 06/02/2007 20:29:17 Electronics Rigs No disadvantages. Emission Scope Sharpener Good within it's specialty area. Gravity Capacitor Upgrade GOD rig for probers! Liquid Cooled Electronics For some ships this will be a good rig to have on. Memetic Algoright Bank Good within it's specialty area. Signal Disruption Amplifier For some ships this will be a good rig to have on.
Electronics Superiority Rigs The disadvantage for these are shields. Of.c. bad if that's your tank, but most ships that would be using these gamble on not being hit much anyway. Inverted Signal Field Projector Good. Ionic Field Projector Good. Particle Dispersion Augmentor Good. Particle Dispersion Projector Good. Signal Focusing Kit Useless I'd say, except maybe for empire gate-suicide gankers. Targeting System Subcontroller Good. Targeting Systems Stabilizer Good. Tracking Diagnostic Subroutines Good.
Energy Grid Rigs No disadvantages, and my main gripe. CCC/SMC are SO much better to fit than almost any other type of rig for most non-specialised purposes. Ancillary Current Router If you need more power, this is it. Good if it is needed. Capacitor Control Circuit THE 'GOD' rig. None comes close. Egress Port Maximizer Good within its specialty area. Powergrid Subroutine Maximizer No more than decent I'd say. These modules don't use that much CPU anyway. Semiconductor Memory Cell If you need a CAP tank instead of recharge, this one is the 'GOD' rig.
Energy Weapon Rigs Disadvantage is increased power grid usage. This heavily limits their usability as fittings are usually pretty tight and you'll have to give something up. Algid Energy Administrations Unit Decent if you need it. Normally you don't. Energy Ambit Extension Bad. Can't really see anyone fitting this. Energy Burst Aerator Basically useless as it doesn't stack well with heat sinks. Energy Collision Accelerator Basically useless as it doesn't stack well with heat sinks. Energy Discharge Elutriation Completely useless. You can use CCC/SMC instead with no disadvantages. Energy Locus Coordinator Decent. Energy Metastasis Adjuster Decent.
Hybrid Weapon Rigs Disadvantage is increased power grid usage. This heavily limits their usability as fittings are usually pretty tight and you'll have to give something up. Algid Hybrid Administrations Unit Decent if you need it. Normally you don't. Hybrid Ambit Extension Bad. Can't really see anyone fitting this. Hybrid Burst Aerator Basically useless as it doesn't stack well with field stabs. Hybrid Collision Accelerator Basically useless as it doesn't stack well with field stabs. Hybrid Discharge Elutriation Completely useless. You can use CCC/SMC instead with no disadvantages. Hybrid Locus Coordinator Decent. Hybrid Metastasis Adjuster Decent.
Missile Launcher Rigs Disadvantage is increased CPU usage. This heavily limits their usability as fittings are usually pretty tight and you'll have to give something up. Bay Loading Accelerator Basically useless as it doesn't stack well with ballistics. Hydraulic Bay Thrusters Bad. Can't see anyone fitting this really. Rocket Fuel Cache Partition Bad. Can't see anyone fitting this really. Warhead Calefaction Catalyst Basically useless as it doesn't stack well with ballistics. Warhead Flare Catalyst Decent. Warhead Rigor Catalyst Decent.
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Cyclops43
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Posted - 2007.02.06 20:31:00 -
[3]
Edited by: Cyclops43 on 06/02/2007 20:29:05 Projectile Weapon Rigs Disadvantage is increased power grid usage. This heavily limits their usability as fittings are usually pretty tight and you'll have to give something up. Projectile Ambit Extension Bad. Can't really see anyone fitting this. Projectile Burst Aerator Basically useless as it doesn't stack well with gyrostabs. Projectile Collision Accelerator Basically useless as it doesn't stack well with gyrostabs. Projectile Locus Coordinator Decent. Projectile Metastasis Adjuster Decent.
Shield Rigs The disadvantage is increased sig radius. This makes them less usable in smaller ships which is unfortunate because this is where especially the extra resists would do a lot of good. Anti-EM Screen Reinforcer Anti-Explosive Screen Reinforcer Anti-Kinetic Screen Reinforcer Anti-Thermal Screen Reinforcer I've grouped these under one. More shield resist. Decent. Core Defence Capacitor Sa***uard Useless. Use CCC/SMC instead. Core Defence Charge Economizer Decent. Core Defence Field Extender Decent if you need a deeper tank. If you active tank though, CCC/SMC is better. Core Defence Field Purger Good for passive tanking. Core Defence Operational Solidifier Reduction of boost cycle. Decent if you need it but probably a CCC will suit you better.
To sum this up, my ratings above leaves us with: Good: 26 (including 3 possible 'GOD' rigs) Decent: 27 Bad: 7 Useless: 15 Unrated/?: 3
So where does this leave us? It leaves us with a number of major balance problems within the rig world. 1. CCC (and to a slightly lesser degree SMC) is, quite simply, woefully overpowered (or the majority of the rest woefully UNDER-powered). For most situations, fitting a CCC will benefit you more than almost any other rig unless it's for a very specialised ship like a scan probe ship or similar. 2. Weapons rigs doesn't stack well with the damage mods, and they have harsh disadvantages. If you fit a ship for damage, you'll have 2-3 damage mods on it, and the weapons rigs will not provide you with benefits that outweigh their disadvantages. In almost all situations, you'll be generally better off with something else (extra CAP, extra PowerGrid etc.). 3. By my rating, you have almost a third of the available rigs that I have classified as useless or bad, and another third that I've rated in the middle group as decent. It takes no genius to figure out that the rig components used for the 'good' rigs (especially the 'GOD' rigs) will become expensive, and the ones for the decent/bad/useless ones will become cheap as dirt. This'll of.c. reflect on the price of rigs.
All in all though, it is my opinion that CCP has done a decent job of implementing rigs, but that there is still a lot of balancing changes that need to be done before rigs are a truly useful part of the EVE ship fitting universe.
Comments are massively welcome (especially by any CCP dev who happens to pass by this thread).
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Roemy Schneider
BINFORD
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Posted - 2007.02.06 21:20:00 -
[4]
Edited by: Roemy Schneider on 06/02/2007 21:17:58
Quote: Projectile Ambit Extension Bad. Can't really see anyone fitting this.
fitting it, loving it ^^ no, really - it's "decent", i'd say, because it can underline a specialized autocannon setup. especially when it comes to the vagabond's falloff bonus in combination with the +50% falloff t2 ammo. falloff skill IV + hac IV allows 20+ km orbits with decent damages and another 10% more falloff increases your hitrate.
and optimal as well as tracking suffer from stacking penalties so these can help the sniper increase his range aswell - when those tracking modules begin to loose efficiency (optimal isn't everything ^^) (but yeah - those rigs aren't decent)
anyway - with the vaga being my favourite, i find this one the most interesting among the proj rigs.
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Forino Ovoli
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Posted - 2007.02.06 21:33:00 -
[5]
Anti-Explosive Pump rig on a Dominix, for example, makes a lot of sense.
Resists (EM / Explosive / Thermal / Kinetic)
Base: 60 / 10 / 35 / 35
With Rig: 60 / 37 / 35 / 35
So with that single rig it "plugs" the explosive hole in the Dominix armor's resistance.
The expense? Lowers base speed from 150 m/sec to 136 m/sec. At that speed, it's already so slow what's the difference of a mere 14 m/sec?
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Imechal Ravpeim
International Multi-Player Consortium Interstellar Alcohol Conglomerate
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Posted - 2007.02.06 21:57:00 -
[6]
I agree with most of them... Though the weapon damage rigs might be slightly more useful than you noted(and i use that term lightly)
I've found it useful on a pve ship... but in pvp they're pretty useless since a damage mod will give you two bonuses, and save you a rig slot and some of the heavy calibration they take.
The only change to rigs I'd like to see is less pentalty on the less useful ones, and an exception to stacking with modules(rigs should still have a stacking effect on themselves, even ones that don't normally, like CCC rigs)
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Imechal Ravpeim
International Multi-Player Consortium Interstellar Alcohol Conglomerate
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Posted - 2007.02.06 21:58:00 -
[7]
Originally by: Forino Ovoli Anti-Explosive Pump rig on a Dominix, for example, makes a lot of sense.
Resists (EM / Explosive / Thermal / Kinetic)
Base: 60 / 10 / 35 / 35
With Rig: 60 / 37 / 35 / 35
So with that single rig it "plugs" the explosive hole in the Dominix armor's resistance.
The expense? Lowers base speed from 150 m/sec to 136 m/sec. At that speed, it's already so slow what's the difference of a mere 14 m/sec?
Doesn't it also add a stacking pentalty to any other explosive hardener you would add?
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Di Jiensai
Gallente Rage of Angels Morsus Mihi
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Posted - 2007.02.06 23:47:00 -
[8]
Originally by: Imechal Ravpeim
Originally by: Forino Ovoli Anti-Explosive Pump rig on a Dominix, for example, makes a lot of sense.
Resists (EM / Explosive / Thermal / Kinetic)
Base: 60 / 10 / 35 / 35
With Rig: 60 / 37 / 35 / 35
So with that single rig it "plugs" the explosive hole in the Dominix armor's resistance.
The expense? Lowers base speed from 150 m/sec to 136 m/sec. At that speed, it's already so slow what's the difference of a mere 14 m/sec?
Doesn't it also add a stacking pentalty to any other explosive hardener you would add?
Yes, it should. but if you put on 2x EANM you still have a greatly enhanced exp resistance compared to an unrigged ship. so, the stacking penalty doesnt realy matter that much. (and i'm talking about exp rig on gallente ships only)
--- [AUCTION] Semiconductor Memory Cell II (built) |

Shadarle
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Posted - 2007.02.07 01:00:00 -
[9]
All the resistance rigs are actually quite worthless in most cases. Instead of them you should fit a resistance module and use a capacitor or shield rig which provides a lot more benefit.
Tanking Setups Compared
Stacking Penalty / Resists Explained |

dalman
Finite Horizon
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Posted - 2007.02.07 01:13:00 -
[10]
Originally by: Di Jiensai
Originally by: Imechal Ravpeim
Originally by: Forino Ovoli Anti-Explosive Pump rig on a Dominix, for example, makes a lot of sense.
Resists (EM / Explosive / Thermal / Kinetic)
Base: 60 / 10 / 35 / 35
With Rig: 60 / 37 / 35 / 35
So with that single rig it "plugs" the explosive hole in the Dominix armor's resistance.
The expense? Lowers base speed from 150 m/sec to 136 m/sec. At that speed, it's already so slow what's the difference of a mere 14 m/sec?
Doesn't it also add a stacking pentalty to any other explosive hardener you would add?
Yes, it should. but if you put on 2x EANM you still have a greatly enhanced exp resistance compared to an unrigged ship. so, the stacking penalty doesnt realy matter that much. (and i'm talking about exp rig on gallente ships only)
No, resistance mods are more or less useless. In your example here, you almost gain 20% in explosive resist by fitting it. You'd generally be way way way better to pick a rep rig to give you that bonus that's always useful. The resistance rigs should all be placed in the 'useless' category.
Am I forced to have any regret? I've become the lie, beautiful and free In my righteous own mind I adore and preach the insanity you gave to me |

Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.02.07 01:17:00 -
[11]
Originally by: Roemy Schneider Edited by: Roemy Schneider on 06/02/2007 21:17:58
Quote: Projectile Ambit Extension Bad. Can't really see anyone fitting this.
fitting it, loving it ^^ no, really - it's "decent", i'd say, because it can underline a specialized autocannon setup. especially when it comes to the vagabond's falloff bonus in combination with the +50% falloff t2 ammo. falloff skill IV + hac IV allows 20+ km orbits with decent damages and another 10% more falloff increases your hitrate.
and optimal as well as tracking suffer from stacking penalties so these can help the sniper increase his range aswell - when those tracking modules begin to loose efficiency (optimal isn't everything ^^) (but yeah - those rigs aren't decent)
anyway - with the vaga being my favourite, i find this one the most interesting among the proj rigs.
Those will also take the Maelstrom[and other battleships, though best with the Malestrom due to its super high PG] to 45-50KM falloff with barrage[30km with phased plasma, both figures dont include optimal]. Which gives it near armageddon range while still able to fit a full boosted tank.
autocannons have low P.G. and these things are the only mod available for AC's that increases operating range, and for a bonus it also increases damage at the same operating range.
"decent" should be upgraded to "superawesome"
Also, they are not stacking penalized. ---------------------------------------- Thou Shalt "Pew Pew" |

Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2007.02.07 01:33:00 -
[12]
RE: the Ambit Extension
Originally by: Goumindong
autocannons have low P.G. and these things are the only mod available for AC's that increases operating range, and for a bonus it also increases damage at the same operating range.
"decent" should be upgraded to "superawesome"
Particularly given how the different tier ACs vary so little in damage, and not at all in falloff, and how meaningless the optimal variance is. Consequently if an AC build is a little short on grid, it's no great sacrifice to downgrade some turrets. * * * In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-Douglas Adams, writing about EVE |

Crazy Tasty
Beyond Divinity Inc Privateer Alliance
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Posted - 2007.02.07 01:40:00 -
[13]
Quote: Core Defence Capacitor Sa***uard Useless. Use CCC/SMC instead.
I've tested these on a Raven and they do quite well. With a T2 XL booster and T2 boost amp 2 of them give a cap to boost ratio as good as some faction boosters. Also, testing cap useage over timw with quickfit the 2x Core Defence raven lasted about 1/3 longer than the 2x CCC raven. Test setup had T2 XL booster, T2 boost amp, 4x active hardeners.
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Roemy Schneider
BINFORD
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Posted - 2007.02.07 03:09:00 -
[14]
Edited by: Roemy Schneider on 07/02/2007 03:13:20 locus weapon rigs metastasis weapon rigs
all 6 are kinda bad ,too: they dont stack well with tracking computers and/or ~enhancers
a tracking rig might be cute for anything that's totally hooked on gyros/magstabs/heatsinks but i'd pick smaller boomsticks before i merge these into a ship ^^
oh and i made a tiny mistake: falloff rig adds 15% - not 10% and a vaga with 2 ambit II can reach 32.4km falloff
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Tiberyya Za
Gallente Bellum Aeternus Storm Armada
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Posted - 2007.02.07 03:53:00 -
[15]
The Remote Repair and Shield Transfer rigs turn the Exequetor and Osprey into Tech 2 Logistics cruisers.
362x120 pixels. 23.55KB |

Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.02.07 05:09:00 -
[16]
Two thing to note about the astronautic rigs.
- the disadvantage might be logical, but gamebalance wise it is a very weak disadvantage. For setups which focus on speed that IS their tank, so less armor does not really hurt them. It's like if shieldtanking rigs would give less armor as drawback.
To compare the -speed drawback of armor rigs does hurt to offensive potential of closerange setups.
- the rig you are looking for regarding the nanofad are not Auxilary Thrusters but Propellant Injection Vents. This is because a) all what matters for nanosetups is the MWD speed and vents give a bigger bonus there and b) Thrusters have a stacking penality and vents don't.
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Megan Maynard
Minmatar Native Freshfood
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Posted - 2007.02.07 07:02:00 -
[17]
Edited by: Megan Maynard on 07/02/2007 06:59:15 Dunno, but my ruppy with 2 explosive rigs and one kinetic is pretty damn tough with 73/75/73/71 armor res. and guess what, all that is negated when i throw a decent AB on it.
If you want to use armor rigs, find an armor tanking ship and use armor rigs. The ships aren't supposed to be fast anyway.
In soviet Russia signatures change you: [violet]Your signature exceeds the maximum allowed dimensions of 400x120 |

Adril Alatar
Minmatar Galactic Shipyards Inc HUZZAH FEDERATION
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Posted - 2007.02.07 07:23:00 -
[18]
Originally by: Megan Maynard Edited by: Megan Maynard on 07/02/2007 06:59:15 Dunno, but my ruppy with 2 explosive rigs and one kinetic is pretty damn tough with 73/75/73/71 armor res. and guess what, all that is negated when i throw a decent AB on it.
If you want to use armor rigs, find an armor tanking ship and use armor rigs. The ships aren't supposed to be fast anyway.
rupture? rigs? afterburner?
rupture is a close range beast that needs MWD and autocannons. You cant sacrifice any speed on a close range ship.
And with 2 explosive + 1 kinetic rig you get resists of: 70/62/51/35
How do you get 73/75/73/71 resists? 
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Megan Maynard
Minmatar Native Freshfood
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Posted - 2007.02.07 07:43:00 -
[19]
Edited by: Megan Maynard on 07/02/2007 07:40:18 I'm smarter then you..............
And believe it or not, there are more weapons then blasters and not everyone wants to chase things down, sometimes they use the scanner or a cloak and get in nice and close............
PS, they are called hardeners. 
In soviet Russia signatures change you: [violet]Your signature exceeds the maximum allowed dimensions of 400x120 |

Atrox Exsecror
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Posted - 2007.02.07 08:35:00 -
[20]
gonna try something but after realizing you cant retrieve rigs once fitted ... ill just ask ...
is it effective if you fit ships with resist rigs rather than using plates/membranes ... yes it makes ships slower but you can fit (more cpu/PG/low slots )more , nanos perhaps?
what do you think of this idea?
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kill0rbunny
Caldari Chimera Intelligence Agency
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Posted - 2007.02.07 08:45:00 -
[21]
Originally by: Cyclops43
Missile Launcher Rigs Hydraulic Bay Thrusters Bad. Can't see anyone fitting this really.
You are not very creative with fittings tbh.
Two of those rigs with max skills give a rocket crow a range of 18km+ with the damage of Tech I or rage rockets, while having too much CPU anyways. Definitely quite uber and worth using. 
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Toolivus
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Posted - 2007.02.07 09:51:00 -
[22]
I don't get what the stacking penalty issue is. Instead of tacking rigs onto the setups you know and love, try starting from scratch and thinking of the rigs as just 3 more slots for modules.
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Prayer Sar
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Posted - 2007.02.07 10:38:00 -
[23]
Edited by: Prayer Sar on 07/02/2007 10:35:57 i have to disagree with your oppinion about the CCC and SMC.
the SMC gives slightly more advantage then a CCC when you are already using cap relays (or any other measure to speed up cap recharge).
for example:
cap recharge 100 sec. your skills (assuming level 5) will bring that down to 75 seconds now you apply the rig (for easier math i assume that it grants only 10% reduction in rechargetime) and you will receive a bonus of 7.5 seconds, bringing you down to 67.5 seconds. as long as you have no other module that speeds up your rechargetime, you are ok, but when you start using additional modules, you will lose more and more of the benefits with every additional module.
on the other side the SMC
we assume a basic cap amount of 100. skills 5 will increase that to 125, but will not modify the rechargerate (and since the cap is bigger now, we actually recharge more cap per second). now we apply the SMC (and again for easier math i assume that it grants only 10% more cap) and we increase the cap to 137.5 (an actual increase of 12.5% seen from the basic cap value). this effect will continue with every measure you take to increase the size of your cap, e.g. another SMC (that would increase the cap by 13.75 to 151.25 then). you have to keep in mind, that the time to recharge the cap will not be altered and therefor your cap/second recharge will be increased too.
wbr
Prayer Sar A.F.A
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dalman
Finite Horizon
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Posted - 2007.02.07 10:43:00 -
[24]
Edited by: dalman on 07/02/2007 10:42:56
Originally by: Prayer Sar Lots of nonsense
You do not understand math.
You will NOT lose more and more of the benefits with every additional module. This applies to all modules (that give a % bonus and are not subject to stacking penalty) in EVE.
Am I forced to have any regret? I've become the lie, beautiful and free In my righteous own mind I adore and preach the insanity you gave to me |

Prayer Sar
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Posted - 2007.02.07 12:00:00 -
[25]
at first, do not quote me with wrong stuff
at second, it is a fact, that the effective result of modules that reduces the cap rechargetime will decrese with every module you fit to your ship. i agree that the BONUS (e.g. 15%) will stay the SAME, but the EFFECT will be LESS. and i know that there is no stacking penalty for that kind of modules, they don`t need to have too, but there is also no stacking penalty for the +% of cap increasing modules, but the EFFECT (=result) is an increased one.
at third, don`t talk about things you seem to have no clue about.
the only thing that i care of, is the EFFECTIVE bonus a module/item can offer me, not the numbers that are written into the description.
and try to talk to other ppl in a more mature way next time.
wbr
Prayer Sar A.F.A
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dalman
Finite Horizon
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Posted - 2007.02.07 12:10:00 -
[26]
The effect of fitting a 15% recharge time rig will always be: 15% shorter recharge time which lead to 17.65% more cap/second generated.
The effect of fitting a 15% max cap rig will always be: 15% more max cap which lead to 15% more cap/second generated.
Always. Simple as that.
Am I forced to have any regret? I've become the lie, beautiful and free In my righteous own mind I adore and preach the insanity you gave to me |

Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.02.07 12:15:00 -
[27]
Edited by: Goumindong on 07/02/2007 12:12:30
Originally by: Prayer Sar at first, do not quote me with wrong stuff
at second, it is a fact, that the effective result of modules that reduces the cap rechargetime will decrese with every module you fit to your ship. i agree that the BONUS (e.g. 15%) will stay the SAME, but the EFFECT will be LESS. and i know that there is no stacking penalty for that kind of modules, they don`t need to have too, but there is also no stacking penalty for the +% of cap increasing modules, but the EFFECT (=result) is an increased one.
at third, don`t talk about things you seem to have no clue about.
the only thing that i care of, is the EFFECTIVE bonus a module/item can offer me, not the numbers that are written into the description.
and try to talk to other ppl in a more mature way next time.
wbr
Prayer Sar A.F.A
This is true if and only if you care how many seconds it takes for your capacator to return to full.
Since no one gives a carp about how fast your capacitor returns to full, and instead they care about how many points of capacitor they reviece per seconed while regenerating, it is fairly clear to see that instead of a diminishing effect, they have an increasing effect.
This is because the "recharge time" is on the BOTTOM of the demoninator for the recharge equation.
0 rigs 1000cap/100 seconds BECOMES 1 rig 1000 cap/85 seconds Becomes 2 rig 1000 cap/72.25 seconds becomes 3 rigs 1000 cap/61.41 seconds
0 rigs = 10 cap second 1 rig = 11.76 cap second 2 rigs = 13.84 cap second 3 rigs = 16.28 cap a second
0 rig bonus = 0 1 rig bonus = 1.176 cap/second 2 rig bonus = 2.08 cap/second 3 rig bonus = 2.44 cap/second
the cap/second benefit increases for every extra rig you fit
This also works for SMC's, thouh since they give a smaller recharge bonus[15% vs 17.6%] it increases slower. They have other properties that can increase real recharge under load, though if you have enough enough space to run your modules without breaking your peak, this is largly irrelevent. ---------------------------------------- Thou Shalt "Pew Pew" |

Dixon
Caldari Hells Donkeys
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Posted - 2007.02.07 12:15:00 -
[28]
Originally by: Prayer Sar
and try to talk to other ppl in a more mature way next time.
Who cares how he said it, he's right. The bonus is the same and so is the effective result (actually greater in terms of cap/sec gained). __________________________________________________
Originally by: Cmdr Sy So here is the state of Amarr tech. Nos, plate, EANM and a tracking disruptor - pick two out of four and counter all setups.
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Leandro Salazar
Aeon Industries Confederation of Independent Corporations
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Posted - 2007.02.07 12:46:00 -
[29]
Edited by: Leandro Salazar on 07/02/2007 12:42:57
Quote: Hydraulic Bay Thrusters Bad. Can't see anyone fitting this really.
This is actually very useful on a torp Raven for missions, it gives back at least a portion of the old Jav torp Raven performance.
Quote: Warhead Rigor Catalyst Decent.
This is the omgwtfbbqiwinbutton rig for cruise battleships fighting cruisers and smaller. After CCCs and SMCs, probably the best rig around. Urgently needs a stacking nerf imho.
Quote: Energy Discharge Elutrition Completely useless. You can use CCC/SMC instead with no disadvantages.
And this one actually reduces your cap need more than a CCC increases your cap regen in some situations, so if you can afford the PG (My Abaddon can), it is also a situationally good rig.
--------- ZOMG my sig was concordokkened! Link removed due to bad language on remote site. -wystler
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