| Pages: 1 2 :: [one page] |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

DHB WildCat
BURN EDEN Terra Incognita.
|
Posted - 2007.04.26 14:56:00 -
[1]
Alright, I am a caldari pilot by nature, so feel free to add or make fun of this set-up 8)
Navy Megathron
High Slots - 7X Neutron Blaster T2 with Void/Null
Mid Slots- 1 Core X type MWD 1 Domination Warp Disruptor 1 Fleeting Web 1 True Sansha Cap Injector
Low Slots- 2X Centus X type Armor Repairors 2X Corpum Energized Adaptive Nano Membranes 1 Centus X type Explosive Hardener / or third EANM 1 Shadow Serpentis CPU upgrade 1 Shadow Serpentis Mag Stab 1 Damige Control T2
Rigs- 2X Powergrid Upgrades 1 Armor Repairor Amount
*With High grade Slave Set
So we have neutrons with T2 Heavy Drones doing about 1000 DPS. Armor tank with both reps doing 1440 per cycle, Resists at EM- 88 EX- 86 TH- 76 KI-76 with over 20k armor. Cap runs out rather quick compared to electrons but with control bursts skill its not too bad.
Anyhow what to do you think. (other than OMFG that ship is way to expensive to be practical.... Im not practical 8))
WildCat
|

DarkElf
Veto. Veto Corp
|
Posted - 2007.04.26 14:57:00 -
[2]
Have you actually tried fitting that?
DE
|

DHB WildCat
BURN EDEN Terra Incognita.
|
Posted - 2007.04.26 14:59:00 -
[3]
Yes and it fits, Im flying it right now 8)
|

Brisi
Veto.
|
Posted - 2007.04.26 15:18:00 -
[4]
Edited by: Brisi on 26/04/2007 15:14:18 You really need to lose that co-processor, I don't know exactly if it's possible, but here's a few things.
Get a Domi Web, 15km range and lower fittings.
Get a Gist-X MWD, that Core-X takes 100 CPU and uses a lot more cap.
Get a 'Radical' Damage Control Unit, 15 less CPU.
That'll save you about 50 CPU iirc. I'm guessing you're already using a -5% Turret CPU implant? Don't know if that's enough to swith out the co-pro for something usefull though, another mag stab would be great, but if that fails, get a officer adaptive nano plating (the 0 CPU kind).
Resistance is Fertile. |

DHB WildCat
BURN EDEN Terra Incognita.
|
Posted - 2007.04.26 15:21:00 -
[5]
Yeah I tried to get it to fit with a set-up of that style, but cpu is just too low. And if you try to put a Centus MWD on then PowerGrid is inefficient. Its one hell of a tough fit 8(.
|

Spaced Skunk
D00M. Triumvirate.
|
Posted - 2007.04.26 15:30:00 -
[6]
Edited by: Spaced Skunk on 26/04/2007 15:27:55 Seems good to me ;)
Personally I never saw the point in a damage control on a faction armor tanked ship (if your in structure, if means your most likely fighting impossible odds).
I messed around a little with your setup;
7 Ion II 1 Domination 100MN MWD (Or the best MWD that uses 75CPU you can get) 1 Domination Disrupter 1 TS Web 1 Heavy Cap Injector II - These can fit 5 as opposed to 4 charges the TS one you fit. 2 Centus X Type Large Rep 3 Centus X Hardeners (exp/kin/therm) 1 Corpum Atype EANM 2 Shadow Serp MFS
1 Powergrid Rig 2 Nano Pumps
Will push out more dps, with a slightly stronger tank.
74/77.5/83.8/83.8 emp/exp/kin/therm 1666.35 Rep Ammount
NEEDS 5% CPU FOR TURRET REDUCTION IMPLANT!
|

Eamz
Endgame.
|
Posted - 2007.04.26 15:30:00 -
[7]
7x Ion II 1x Medium Diminishing
1x gist mwd 1x domi web 1x domi disruptor 1x TS cap injector
1x Corpus LAR 1x Radical Dmg control 3x 64% Armor Hardener 1x Centum EANM 2x SS Mag Field Stab
1x Auxiliary Nanopump II 1x Nanobot Accelerator II 1x EM Armor Rig I
Slaves if you want, no need for cpu implant so 3% more dmg implant, and then you got a 5% rof implant. Sustainable for long periods, tanks roughly 1050 dps average and deals inbetween 1150 and 1200 dps with drones.
|

DarkElf
Veto. Veto Corp
|
Posted - 2007.04.26 15:31:00 -
[8]
I'm very surprised it fits actually. it's sad to see co procs on a ship like that but it seems that a neutron navy mega is almost impossible to fit well without one.
one thing i would say is like you mentioned that setup is not sustainable regards cap. running everything would cap you out before long at all especially with 1 or 2 heavy nos on you which seems to be standard bs setup for most.
i personally went with an electron uber tank setup at first on my navy mega then change to a single rep, high resists and hp neutron setup. seems to be more pratcial.
DE
|

DarkElf
Veto. Veto Corp
|
Posted - 2007.04.26 15:34:00 -
[9]
Originally by: Spaced Skunk Seems good to me ;)
Personally I never saw the point in a damage control on a faction armor tanked ship (if your in structure, if means your most likely fighting impossible odds).
I messed around a little with your setup;
7 Ion II 1 Domination 100MN MWD (Or the best MWD that uses 75CPU you can get) 1 Domination Disrupter 1 TS Web 1 Heavy Cap Injector II - These can fit 5 as opposed to 5 of the TS one you fit. 2 Centus X Type Large Rep 3 Centus X Hardeners (exp/kin/therm) 1 Corpum Atype EANM 2 Shadow Serp MFS
1 Powergrid Rig 2 Nano Pumps
Will push out more dps, with a slightly stronger tank.
74/77.5/83.8/83.8 emp/exp/kin/therm 1666.35 Rep Ammount
NEEDS 5% CPU FOR TURRET REDUCTION IMPLANT!
and just 2 points to mention there. altho the t2 injector can carry 5 charges i believe the TS still gives more cap per second over a battle.
and i have had my vindi now in structure 3 times and the dmg ctrl has saves my life. i would not undock without it.
DE
|

Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 15:36:00 -
[10]
Originally by: DarkElf and just 2 points to mention there. altho the t2 injector can carry 5 charges i believe the TS still gives more cap per second over a battle.
nope :)
Guide to EW - Killboard Mirroring tool |

Spaced Skunk
D00M. Triumvirate.
|
Posted - 2007.04.26 15:44:00 -
[11]
Originally by: DarkElf
Originally by: Spaced Skunk Seems good to me ;)
Personally I never saw the point in a damage control on a faction armor tanked ship (if your in structure, if means your most likely fighting impossible odds).
I messed around a little with your setup;
7 Ion II 1 Domination 100MN MWD (Or the best MWD that uses 75CPU you can get) 1 Domination Disrupter 1 TS Web 1 Heavy Cap Injector II - These can fit 5 as opposed to 5 of the TS one you fit. 2 Centus X Type Large Rep 3 Centus X Hardeners (exp/kin/therm) 1 Corpum Atype EANM 2 Shadow Serp MFS
1 Powergrid Rig 2 Nano Pumps
Will push out more dps, with a slightly stronger tank.
74/77.5/83.8/83.8 emp/exp/kin/therm 1666.35 Rep Ammount
NEEDS 5% CPU FOR TURRET REDUCTION IMPLANT!
and just 2 points to mention there. altho the t2 injector can carry 5 charges i believe the TS still gives more cap per second over a battle.
and i have had my vindi now in structure 3 times and the dmg ctrl has saves my life. i would not undock without it.
DE
Well its a fine choice between Damage Control or EANM tbh :) I choose EANM ;)
Also t2 > True Sansha for cap injecting.
|

Eamz
Endgame.
|
Posted - 2007.04.26 15:51:00 -
[12]
Originally by: Ryysa
Originally by: DarkElf and just 2 points to mention there. altho the t2 injector can carry 5 charges i believe the TS still gives more cap per second over a battle.
nope :)
it does actually, really odd but it does. I keep thinking something must be wrong with this reasoning but think of it like 1 cycle.
t2: 5x12 + 10 / 5 = 14 seconds/boost ts: 4x11.25 + 10 / 4 = 13.75 seconds/800boost
As always, ive probably missed something out.
|

Phoenus
Caldari Body Count Inc. Mercenary Coalition
|
Posted - 2007.04.26 15:57:00 -
[13]
Originally by: Eamz
Originally by: Ryysa
Originally by: DarkElf and just 2 points to mention there. altho the t2 injector can carry 5 charges i believe the TS still gives more cap per second over a battle.
nope :)
it does actually, really odd but it does. I keep thinking something must be wrong with this reasoning but think of it like 1 cycle.
t2: 5x12 + 10 / 5 = 14 seconds/boost ts: 4x11.25 + 10 / 4 = 13.75 seconds/800boost
As always, ive probably missed something out.
t2 = (12*5)+10 = 70s for 5 loads | 5*800 = 4.000 |4.000cap / 70s = 57.14 cap/sec
TS = (11.25*4)+10 = 55s | 4*800 = 3.200 | 3.200cap / 55s = 58.18 cap/sec
I believe the above is correct 
[ 2006.08.16 20:49:06 ] (combat) Your Electron Blaster Cannon II barely scratches Dominix [NTEMS]<HELLH>(Dominix), causing |

Spaced Skunk
D00M. Triumvirate.
|
Posted - 2007.04.26 15:58:00 -
[14]
Originally by: Phoenus
Originally by: Eamz
Originally by: Ryysa
Originally by: DarkElf and just 2 points to mention there. altho the t2 injector can carry 5 charges i believe the TS still gives more cap per second over a battle.
nope :)
it does actually, really odd but it does. I keep thinking something must be wrong with this reasoning but think of it like 1 cycle.
t2: 5x12 + 10 / 5 = 14 seconds/boost ts: 4x11.25 + 10 / 4 = 13.75 seconds/800boost
As always, ive probably missed something out.
t2 = (12*5)+10 = 70s for 5 loads | 5*800 = 4.000 |4.000cap / 70s = 57.14 cap/sec
TS = (11.25*4)+10 = 55s | 4*800 = 3.200 | 3.200cap / 55s = 58.18 cap/sec
I believe the above is correct 
How many reloads is that? or is that a single cycle?
|

Eamz
Endgame.
|
Posted - 2007.04.26 15:58:00 -
[15]
single cycle
|

Spaced Skunk
D00M. Triumvirate.
|
Posted - 2007.04.26 16:01:00 -
[16]
Originally by: Eamz single cycle
Well I stand corrected then
Just the extra loaded cap 800 always seemed better than the 0.75 second reduced time.
Would it make a difference with 2-3 cycles rather than 1?
|

Phoenus
Caldari Body Count Inc. Mercenary Coalition
|
Posted - 2007.04.26 16:05:00 -
[17]
Originally by: Spaced Skunk
Originally by: Eamz single cycle
Well I stand corrected then
Just the extra loaded cap 800 always seemed better than the 0.75 second reduced time.
Would it make a difference with 2-3 cycles rather than 1?
As the reload time is included in the equation above - no.
T2 = ((12*5)+10)*3 = 210s (210 seconds for 15 injects) (12,000 cap) / 210 = 57.14 cap/s
TS = ((11.25*4)+10)*3 = 165s (165 seconds for 12 injects) (9,600 cap) / 165 = 58.18 cap/s
[ 2006.08.16 20:49:06 ] (combat) Your Electron Blaster Cannon II barely scratches Dominix [NTEMS]<HELLH>(Dominix), causing |

TheEndofTheWorld
|
Posted - 2007.04.26 16:12:00 -
[18]
Originally by: Ryysa
Originally by: DarkElf and just 2 points to mention there. altho the t2 injector can carry 5 charges i believe the TS still gives more cap per second over a battle.
nope :)
5% of trolls on eve-o can now write an essay on how Ryysa is a
1) SiSi PVPer 2) carebear 3) only fights in 40+ blobs
and most likely jump to another 20 conclusions based on this reply.
on topic: You will have cap troubles in pvp...
|

The crablitt
|
Posted - 2007.04.26 16:13:00 -
[19]
Originally by: Phoenus
Originally by: Spaced Skunk
Originally by: Eamz single cycle
Well I stand corrected then
Just the extra loaded cap 800 always seemed better than the 0.75 second reduced time.
Would it make a difference with 2-3 cycles rather than 1?
As the reload time is included in the equation above - no.
T2 = ((12*5)+10)*3 = 210s (210 seconds for 15 injects) (12,000 cap) / 210 = 57.14 cap/s
TS = ((11.25*4)+10)*3 = 165s (165 seconds for 12 injects) (9,600 cap) / 165 = 58.18 cap/s
It can hold 1 extra cap 800.
So say a mega with a true sansha can hold say 15 in cargo and 4 in booster, the mega with t2 can hold 15 in cargo and 5 in booster. Titans will ruin EvE and territorial warfare in the long run. |

FraXy
0utbreak
|
Posted - 2007.04.26 17:32:00 -
[20]
Originally by: The crablitt
Originally by: Phoenus
Originally by: Spaced Skunk
Originally by: Eamz single cycle
Well I stand corrected then
Just the extra loaded cap 800 always seemed better than the 0.75 second reduced time.
Would it make a difference with 2-3 cycles rather than 1?
As the reload time is included in the equation above - no.
T2 = ((12*5)+10)*3 = 210s (210 seconds for 15 injects) (12,000 cap) / 210 = 57.14 cap/s
TS = ((11.25*4)+10)*3 = 165s (165 seconds for 12 injects) (9,600 cap) / 165 = 58.18 cap/s
It can hold 1 extra cap 800.
So say a mega with a true sansha can hold say 15 in cargo and 4 in booster, the mega with t2 can hold 15 in cargo and 5 in booster.
That is actually something to consider aswell.
Tbh i think Megas should get a bonus to reduced cap stick volume per level.
|

Idara
Caldari Missioners Anonymous
|
Posted - 2007.04.26 17:50:00 -
[21]
Edited by: Idara on 26/04/2007 17:47:14
Originally by: DHB WildCat 1 Damige Control T2
There's a T2 version of Damige now? Everybody best run for the hills... --- in EVE - Idara |

Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 20:41:00 -
[22]
Edited by: Ryysa on 26/04/2007 20:38:35 OK.
Regarding the cap, I almost broke my head on this one...
All of it is very circumstancial, and cap/sec doesn't matter much... Basically I plotted a CAP Injected vs Time in seconds graph.
You can't really take average unless you make time REALLY big... at which point you will run out of charges.
I would say, T2 injector ftw because it can carry that 1 extra cap charge :)
Anyhow, here is the graph.
If you run for a very long time, then the TS injector indeed pulls ahead, however, short term, and due to the fact that the extra 1 cap charge is going to be more important than the negligible difference between the speed of the cap you inject, T2 is still ftw.
Basically, it heavily depends when you take the the "sample", for example at 50 seconds the T2 would have higher cap/s, but at 80 seconds the TS would have higher, however at 110 sconds or so, T2 has higher cap/s again...
Oh and, for those who care, the formula in excel looked something like this: (FLOOR(($F2+B$1-(B$1*B$3+10)*FLOOR(($F2+B$1)/(B$1*B$3+10);1))/B$1;1) + FLOOR(($F2+B$1)/(B$1*B$3+10);1)*B$3)*B$2
I am not doing this again -.-
Guide to EW - Killboard Mirroring tool |

Eamz
Endgame.
|
Posted - 2007.04.26 21:09:00 -
[23]
Originally by: Ryysa Edited by: Ryysa on 26/04/2007 20:38:35 OK.
Regarding the cap, I almost broke my head on this one...
All of it is very circumstancial, and cap/sec doesn't matter much... Basically I plotted a CAP Injected vs Time in seconds graph.
You can't really take average unless you make time REALLY big... at which point you will run out of charges.
I would say, T2 injector ftw because it can carry that 1 extra cap charge :)
Anyhow, here is the graph.
If you run for a very long time, then the TS injector indeed pulls ahead, however, short term, and due to the fact that the extra 1 cap charge is going to be more important than the negligible difference between the speed of the cap you inject, T2 is still ftw.
Basically, it heavily depends when you take the the "sample", for example at 50 seconds the T2 would have higher cap/s, but at 80 seconds the TS would have higher, however at 110 sconds or so, T2 has higher cap/s again...
Oh and, for those who care, the formula in excel looked something like this: (FLOOR(($F2+B$1-(B$1*B$3+10)*FLOOR(($F2+B$1)/(B$1*B$3+10);1))/B$1;1) + FLOOR(($F2+B$1)/(B$1*B$3+10);1)*B$3)*B$2
I am not doing this again -.-
hehe, same, except i just accepted that TS is slightly better but knew that ofc it depends on how long exactly fight lasts, still cant decide though, might go with t2 purely cos of the extra charge.
|

MOS DEF
0utbreak
|
Posted - 2007.04.26 21:52:00 -
[24]
That ship has trouble powering dual Core X. Centus X Types will just drain you way to quick.
|

Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 22:01:00 -
[25]
Edited by: Ryysa on 26/04/2007 21:58:20
Originally by: Eamz hehe, same, except i just accepted that TS is slightly better but knew that ofc it depends on how long exactly fight lasts, still cant decide though, might go with t2 purely cos of the extra charge.
TS is not better.
You can't say it's better unless you have a fight of like 20+ minutes, but you can't have 20+ minutes of cap charges in your cargo...
In fact, for a normal fight, t2 is better because of that extra cap charge.
Also, I'd dare to say, in reality, because of module lag (T2 you don't have to re-activate so many times), T2 is probably better even over a very long time.
Guide to EW - Killboard Mirroring tool |

Ferocious FeAr
Eternity INC. Mercenary Coalition
|
Posted - 2007.04.26 22:20:00 -
[26]
Originally by: Spaced Skunk Edited by: Spaced Skunk on 26/04/2007 15:27:55 Seems good to me ;)
Personally I never saw the point in a damage control on a faction armor tanked ship (if your in structure, if means your most likely fighting impossible odds).
Doubling your structure hitpoints give you more breathing room during fights. Damage control owns.
Don't hate me, learn to love me |

Eamz
Endgame.
|
Posted - 2007.04.26 22:33:00 -
[27]
Edited by: Eamz on 26/04/2007 22:30:32
Originally by: Ryysa Edited by: Ryysa on 26/04/2007 21:58:20
Originally by: Eamz hehe, same, except i just accepted that TS is slightly better but knew that ofc it depends on how long exactly fight lasts, still cant decide though, might go with t2 purely cos of the extra charge.
TS is not better.
You can't say it's better unless you have a fight of like 20+ minutes, but you can't have 20+ minutes of cap charges in your cargo...
In fact, for a normal fight, t2 is better because of that extra cap charge.
Also, I'd dare to say, in reality, because of module lag (T2 you don't have to re-activate so many times), T2 is probably better even over a very long time.
but it is theoretically slightly better cap/s even over 1 reload cycle, but t2 is better i agree, 1 extra charge ftw.
edit: it takes 55 cap boosts for TS to get 1 cycle ahead of t2, which isnt practical, hence t2 in reality is better.
|

Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 22:38:00 -
[28]
Edited by: Ryysa on 26/04/2007 22:38:39 No, it is not better... not even theoretical...
Look at that graph...
You can't do it like that, because cap addition from cap injector is not exactly linear, the only time you can start comparing cap/s is when it becomes statistically viable, note the word STATISTICALLY.
That means a thousand cap injections or so, which no one is going to do.
Which is better depends on the moment where you look at it. Neither is better, in sensible theory and T2 is better in practice.
No one cares if the injector goes ahead after 50+ injections, no one can carry 50 injector charges on a ship that generally uses injector.
Guide to EW - Killboard Mirroring tool |

DaJokr
Carebear Collective
|
Posted - 2007.04.26 22:42:00 -
[29]
Makes sense too considering you really don't want to lose a ship that costs as much as a Faction/Navy with just as much investing in mods. DCU II gives a slight buffer that might give you that extra bit of endurence. As for space for cap charges...you gave heard of using small secure cans right? you have say 600m3, you can fit 2 cans which will give you 780m3 or something (300m3 per can with 390m3 actual space I believe). Anyways, just my $0.02.
|

DiuxDium
Free Mercenaries Union FATAL Alliance
|
Posted - 2007.04.26 22:44:00 -
[30]
Are you using the CPU implant for your guns? ------------- Zun Da > Does anyone know about the 793 ship kills in the ZN0-SR System? Marquis Dean > Probably OHGOD doing a 6/10 plex. |

Eamz
Endgame.
|
Posted - 2007.04.26 22:45:00 -
[31]
Edited by: Eamz on 26/04/2007 22:42:01
Originally by: Ryysa Edited by: Ryysa on 26/04/2007 22:36:09 No, it is not better... not even theoretical...
Look at that graph ffs...
You can't do it like that, because cap addition from cap injector is not exactly linear, the only time you can start comparing cap/s is when it becomes statistically viable, note the word STATISTICALLY.
That means a thousand cap injections or so, which no one is going to do.
Neither is better, in sensible theory and T2 is better in practice.
im looking at the graph and i see the red line "ahead" of the blue line at roughly 80% of the cap injects, and that could make a difference in a fight. I dont want to argue, but you seem to have some sort of issue with proving you are right about absolutely everything.
edit: and you need to read, im agreeing with you. t2 is better.
|

Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 22:47:00 -
[32]
Edited by: Ryysa on 27/04/2007 01:10:32
Originally by: DaJokr Makes sense too considering you really don't want to lose a ship that costs as much as a Faction/Navy with just as much investing in mods. DCU II gives a slight buffer that might give you that extra bit of endurence. As for space for cap charges...you gave heard of using small secure cans right? you have say 600m3, you can fit 2 cans which will give you 780m3 or something (300m3 per can with 390m3 actual space I believe). Anyways, just my $0.02.
On the few battleships that actually have that much room, it's 12 injector charges per can, thus giving you a grand total of 24 injectors in the two cans + 4-5 injector charges in your cargo.
Still doesn't make the TS injector worth it in any way.
Originally by: Eamz im looking at the graph and i see the red line "ahead" of the blue line at roughly 80% of the cap injects, and that could make a difference in a fight.
That is in no way 80%, especially not in beginning. If you want in your "simple" terms to calculate how much the "blue line" is ahead of the "red line", then that's doable, I guarantee that 80-20 is nowhere near the distribution in the first 20 injects.
Guide to EW - Killboard Mirroring tool |

madaluap
Gallente Mercenary Forces Exquisite Malevolence
|
Posted - 2007.04.26 23:52:00 -
[33]
hulltank it, you know you want to _________________________________________________ Breetime
A killmail!11!1 omgrawr: BOOOOOOOOOOOOOOYAAAAAAAAAAAAAAAAAAA |

Shardrael
Caldari AWE Corporation Intrepid Crossing
|
Posted - 2007.04.27 01:11:00 -
[34]
god I wish I could kill you and take your modules......
aside from that, good resists and tank and dmg... so sounds pretty good in my book, on a side note have you considered a vindicator over navy mega, it would solve cap problems and still be a damn potent ship, although would require skilling up minny bs as well.
Originally by: Stamm Some people might have been convinced by the official announcement posted by Steelrat, but not me, I wasn't convinced until some random alt posts a brand new thread.
|

Sadist
Rage and Terror Against ALL Authorities
|
Posted - 2007.04.27 01:59:00 -
[35]
Pretty bad setup. Vulnerable to NOS, and no way in hell one cap booster is going to handle all that cap useage, especially if you're being nossed.
You essentially waste 3 slots for fitting mods/rigs, and you don't really get much in return - you can't even fit a nos in your high slots for all those fitting mods.
тттттттттттт
VIP member of the [23]
Quote: - Numbers alone do not win a battle - No, but I bet they help.
|

BlackHorizon
Caldari Dark Knights of Deneb
|
Posted - 2007.04.27 02:06:00 -
[36]
Edited by: BlackHorizon on 27/04/2007 02:02:26
Originally by: Sadist Pretty bad setup. Vulnerable to NOS, and no way in hell one cap booster is going to handle all that cap useage, especially if you're being nossed.
You essentially waste 3 slots for fitting mods/rigs, and you don't really get much in return - you can't even fit a nos in your high slots for all those fitting mods.
Yup. Horrible setup. Wildcat, ask your brother on how to properly setup a mega. 
|

Eamz
Endgame.
|
Posted - 2007.04.27 14:05:00 -
[37]
Originally by: Ryysa Edited by: Ryysa on 27/04/2007 01:10:32
Originally by: DaJokr Makes sense too considering you really don't want to lose a ship that costs as much as a Faction/Navy with just as much investing in mods. DCU II gives a slight buffer that might give you that extra bit of endurence. As for space for cap charges...you gave heard of using small secure cans right? you have say 600m3, you can fit 2 cans which will give you 780m3 or something (300m3 per can with 390m3 actual space I believe). Anyways, just my $0.02.
On the few battleships that actually have that much room, it's 12 injector charges per can, thus giving you a grand total of 24 injectors in the two cans + 4-5 injector charges in your cargo.
Still doesn't make the TS injector worth it in any way.
Originally by: Eamz im looking at the graph and i see the red line "ahead" of the blue line at roughly 80% of the cap injects, and that could make a difference in a fight.
That is in no way 80%, especially not in beginning. If you want in your "simple" terms to calculate how much the "blue line" is ahead of the "red line", then that's doable, I guarantee that 80-20 is nowhere near the distribution in the first 20 injects.
14/20 70%, with 1 "equal" first one, pretty close to 80%.
|

Spaced Skunk
D00M. Triumvirate.
|
Posted - 2007.04.27 14:47:00 -
[38]
Originally by: Ryysa Edited by: Ryysa on 26/04/2007 20:38:35 OK.
Regarding the cap, I almost broke my head on this one...
All of it is very circumstancial, and cap/sec doesn't matter much... Basically I plotted a CAP Injected vs Time in seconds graph.
You can't really take average unless you make time REALLY big... at which point you will run out of charges.
I would say, T2 injector ftw because it can carry that 1 extra cap charge :)
Anyhow, here is the graph.
If you run for a very long time, then the TS injector indeed pulls ahead, however, short term, and due to the fact that the extra 1 cap charge is going to be more important than the negligible difference between the speed of the cap you inject, T2 is still ftw.
Basically, it heavily depends when you take the the "sample", for example at 50 seconds the T2 would have higher cap/s, but at 80 seconds the TS would have higher, however at 110 sconds or so, T2 has higher cap/s again...
Oh and, for those who care, the formula in excel looked something like this: (FLOOR(($F2+B$1-(B$1*B$3+10)*FLOOR(($F2+B$1)/(B$1*B$3+10);1))/B$1;1) + FLOOR(($F2+B$1)/(B$1*B$3+10);1)*B$3)*B$2
I am not doing this again -.-
:) Thanks for that, so t2 4tw :)
Also if you look at my setup I posted, would you fit a EANM or a DCUII? I mean, you could always remove a MFS for a DCU maybe?
|
| |
|
| Pages: 1 2 :: [one page] |