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murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.06.11 22:05:00 -
[1]
How about a skill that improves cap booster cycle time by 10% per level? It will help all the cap hungry (read: Amarr and Gallente) ships out there, as well as anyone else that runs injectors, and allow ships to handle nos better.
Because I said so...
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Tek'a Rain
Gallente Isis Technologies
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Posted - 2007.06.11 22:17:00 -
[2]
a plan for great justice. more ways for cap-intensive pilots to specialize (a good thing)
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Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.06.12 00:00:00 -
[3]
10% is way too much, 5% at a most. ---------------------------------------- A Guide to Scan Probing in Revelations |

Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.12 04:45:00 -
[4]
2% per level 1% per level at advanced stage
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murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.06.12 04:56:00 -
[5]
Ok, 5%. (Start high, then agree to something that you'd find reasonable anyway, hehe)
How about buffing the Controlled Bursts skill to 7.5% cap reduction per level?
Because I said so...
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Callthetruth
Caldari Logical Logtistics
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Posted - 2007.06.12 05:07:00 -
[6]
that would allow for perma tanks needs to be something smaller or CCP will end up nerfing cap rechargers, boosters and CCC rigs
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Hectaire Glade
Forum Jockey
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Posted - 2007.06.12 07:07:00 -
[7]
I'd prefer to see a skill which increases the ammount of energy gained from the charge, rather than lowering the cycle time. It would give a minor increase in effectiveness without drastically changing the timing battle of killing a boosting ships active modules.
5% increase in ammount of energy absorbed per charge per level.
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n0thing
omen.
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Posted - 2007.06.12 10:11:00 -
[8]
Originally by: murder one How about a skill that improves cap booster cycle time by 10% per level? It will help all the cap hungry (read: Amarr and Gallente) ships out there, as well as anyone else that runs injectors, and allow ships to handle nos better.
/signed.
But this change wont do any good with cap 800`s take so much space.
Reduce cap booster charge size by 75% each. So BS can stick up to 30-40 of those into hold at the very least including good portion of ammo. ---
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Nicholas Barker
MASS
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Posted - 2007.06.12 11:35:00 -
[9]
Originally by: n0thing
Originally by: murder one How about a skill that improves cap booster cycle time by 10% per level? It will help all the cap hungry (read: Amarr and Gallente) ships out there, as well as anyone else that runs injectors, and allow ships to handle nos better.
/signed.
But this change wont do any good with cap 800`s take so much space.
Reduce cap booster charge size by 75% each. So BS can stick up to 30-40 of those into hold at the very least including good portion of ammo.
although i'd love this, i believe this would cause problems with ballancing and give ships using boosters an even bigger advantage that they'll be able to stay in space alot longer before having to look for somewhere to get resupplied. ---
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n0thing
omen.
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Posted - 2007.06.12 13:20:00 -
[10]
Originally by: Nicholas Barker
Originally by: n0thing
Originally by: murder one How about a skill that improves cap booster cycle time by 10% per level? It will help all the cap hungry (read: Amarr and Gallente) ships out there, as well as anyone else that runs injectors, and allow ships to handle nos better.
/signed.
But this change wont do any good with cap 800`s take so much space.
Reduce cap booster charge size by 75% each. So BS can stick up to 30-40 of those into hold at the very least including good portion of ammo.
although i'd love this, i believe this would cause problems with ballancing and give ships using boosters an even bigger advantage that they'll be able to stay in space alot longer before having to look for somewhere to get resupplied.
Thats the exact problem. Resupply. Make nosf users also resupply then on same rate as booster users.
Booster vs Nosf = atm not fair in terms of long-range runs. ---
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Kalid Miu
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Posted - 2007.06.12 13:52:00 -
[11]
Originally by: murder one How about a skill that improves cap booster cycle time by 10% per level? It will help all the cap hungry (read: Amarr and Gallente) ships out there, as well as anyone else that runs injectors, and allow ships to handle nos better.
Y is it that the recent changes you been suggesting about 'helping' Amarr.... ALWAYS beneficial ALSO to GALLENTE??? I get this feeling that you have an agenda (boosting Gallente when they are CURRENTLY FOTM using AMARR as an EXCUSE)... if you really wanna help Amarr for balance sake, please by all means do it... but stop trying to 'help' Gallente also... find changes that will fix Amarr's problem, not changes that will benefit Amarr and serendipitously (Does that exist?) Gallente... Thanks for your ideas nonetheless...
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n0thing
omen.
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Posted - 2007.06.12 14:18:00 -
[12]
Edited by: n0thing on 12/06/2007 14:17:00
Originally by: Kalid Miu
Originally by: murder one How about a skill that improves cap booster cycle time by 10% per level? It will help all the cap hungry (read: Amarr and Gallente) ships out there, as well as anyone else that runs injectors, and allow ships to handle nos better.
Y is it that the recent changes you been suggesting about 'helping' Amarr.... ALWAYS beneficial ALSO to GALLENTE??? I get this feeling that you have an agenda (boosting Gallente when they are CURRENTLY FOTM using AMARR as an EXCUSE)... if you really wanna help Amarr for balance sake, please by all means do it... but stop trying to 'help' Gallente also... find changes that will fix Amarr's problem, not changes that will benefit Amarr and serendipitously (Does that exist?) Gallente... Thanks for your ideas nonetheless...
- Fly Gallente for a a few. Every day. Every time.
- Have fun of drones aggroing whole spawns in missions.
- Have great fun drones switching targets.
- Have awesome fun to resupply every 2-3 tough fights.
- Oh, and dont forget, have huge fun by having to go into web range EVERY time when your flying blaster cruiser/BC.
- And make sure you also check out the great benefit of having drone UI paired with gang UI in overview window with also 20-30 hostiles. You will spend alot of great times trying to set them all up.
Gallente is maybe was FOTM only because of nosf need a balancing. After EANM nerf it will be next Amarr race as it now.
What is really FOTM is:
Curse/Pilgrim/Vagabond.
So stop whining, and post something usefull.
---
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murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.06.12 14:22:00 -
[13]
Originally by: Kalid Miu
Originally by: murder one How about a skill that improves cap booster cycle time by 10% per level? It will help all the cap hungry (read: Amarr and Gallente) ships out there, as well as anyone else that runs injectors, and allow ships to handle nos better.
Y is it that the recent changes you been suggesting about 'helping' Amarr.... ALWAYS beneficial ALSO to GALLENTE??? I get this feeling that you have an agenda (boosting Gallente when they are CURRENTLY FOTM using AMARR as an EXCUSE)... if you really wanna help Amarr for balance sake, please by all means do it... but stop trying to 'help' Gallente also... find changes that will fix Amarr's problem, not changes that will benefit Amarr and serendipitously (Does that exist?) Gallente... Thanks for your ideas nonetheless...
Are you f#cking kidding me? stfu.
Because I said so...
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.06.12 14:22:00 -
[14]
Originally by: n0thing Thats the exact problem. Resupply. Make nosf users also resupply then on same rate as booster users.
Booster vs Nosf = atm not fair in terms of long-range runs.
And lets remove ships which do not have the 4 meds to use mwd, scram, web, injector from the game, right?
The difference between having a cap booster and having none are rather extreme - for an t2 heavy including the reload time thats a 57 cap/sec boost. You can almost permarun 2 LAR2 with that. The only thing which balances that are the supply problems. If booster were to be made more like "ammo" you would also have to reduce their cap7sec boost considerably.
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murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.06.12 14:34:00 -
[15]
So anyway, back to the topic at hand: cap charges, cap per second, various ships dependancies on injectors for PVP etc.
Frankly I'd be very happy to see 800 charges reduced in size by 75%. I was just trying to be conservative in my suggestion with the skill idea. I also think that a bonus to cap booster efficiency (by way of increasing energy per cap booster used) would be much more preferable than a simple cycle time improvement, as it's more efficient with it's use of charges.
The real problem here is DPS. Or the lack of it. No longer can a single BS out-DPS another BS's tank, so every single solo fight becomes an endurance fight. This is really crappy because it takes Amarr and Gallente BS (besides the Dominix) out of the picture completely for solo fights.
If a DPS ship can't break a target's tank by itself, then it's already lost the fight. If a DPS ship can't break a target's tank before it runs out of cap, or tank, it's lost the fight. Right now every BS in Eve can be tanked to absorb 100% of the DPS from any ship in the game so that getting in solo fights is next to useless.
But I digress... so, cap cycle time and cap charge size and cap injector efficiency all need to be improved.
And buff the controlled bursts skill to 7.5% cap reduction per level.
Because I said so...
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murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.06.12 14:37:00 -
[16]
Originally by: Aramendel
Originally by: n0thing Thats the exact problem. Resupply. Make nosf users also resupply then on same rate as booster users.
Booster vs Nosf = atm not fair in terms of long-range runs.
And lets remove ships which do not have the 4 meds to use mwd, scram, web, injector from the game, right?
The difference between having a cap booster and having none are rather extreme - for an t2 heavy including the reload time thats a 57 cap/sec boost. You can almost permarun 2 LAR2 with that. The only thing which balances that are the supply problems. If booster were to be made more like "ammo" you would also have to reduce their cap7sec boost considerably.
No you wouldn't. And you're not taking into account Nos, which is what the cap injector is there to defend against. 2-3 nos on you, and you can't even use your injector because the cap is gone so quickly, much less 'perma-run 2 LAR'.
Because I said so...
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n0thing
omen.
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Posted - 2007.06.12 15:12:00 -
[17]
Exactly, moreover 4 nosfs + natural ship recharge if we take also top skills into account can also boost you with around 500-600cap per 12sec cycle easily. Add your own booster to it and you can run 2 reps, have booster as backup incase of EW/Range while your enemy running out of charges and his tank falls.
---
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Kalid Miu
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Posted - 2007.06.12 22:29:00 -
[18]
Originally by: murder one
Originally by: Kalid Miu
Originally by: murder one How about a skill that improves cap booster cycle time by 10% per level? It will help all the cap hungry (read: Amarr and Gallente) ships out there, as well as anyone else that runs injectors, and allow ships to handle nos better.
Y is it that the recent changes you been suggesting about 'helping' Amarr.... ALWAYS beneficial ALSO to GALLENTE??? I get this feeling that you have an agenda (boosting Gallente when they are CURRENTLY FOTM using AMARR as an EXCUSE)... if you really wanna help Amarr for balance sake, please by all means do it... but stop trying to 'help' Gallente also... find changes that will fix Amarr's problem, not changes that will benefit Amarr and serendipitously (Does that exist?) Gallente... Thanks for your ideas nonetheless...
Are you f#cking kidding me? stfu.
Ok I understand you want to make cap booster a viable NOS-counter.... however, I respectfully disagree with your idea: - Which ships most of the time go into NOS range? - Which ships need huge input of cap to reach their target? - Which ships need to tank their enemy before reaching their optimal and then dishing out huge amount of DPS (and consuming huge amount of cap in doing so)?
All the above 'problem' is working as intended... u need balls to use blasters... however this will make ships with longer optimal range at a dis-advantage... especially those fighting at middle range...(or increasing survival of blaster boats until they reach their optimal and is henceforth at a huge advantage...) BTW dont give me the EXCUSE it will help all ships (it will), BUT as I said before you have an agenda in helping other by helping yourself a tiny bit more...
In conclusion: Cap-boosters is fine (actually its over-used and EVERYONE equips this to help their tank/gank).. NOS IS THE BROKEN MODS HERE... fix NOS FIRST then boost cap boosters (if needed)...
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murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.06.12 22:48:00 -
[19]
Originally by: Kalid Miu
Originally by: murder one
Originally by: Kalid Miu
Originally by: murder one How about a skill that improves cap booster cycle time by 10% per level? It will help all the cap hungry (read: Amarr and Gallente) ships out there, as well as anyone else that runs injectors, and allow ships to handle nos better.
Y is it that the recent changes you been suggesting about 'helping' Amarr.... ALWAYS beneficial ALSO to GALLENTE??? I get this feeling that you have an agenda (boosting Gallente when they are CURRENTLY FOTM using AMARR as an EXCUSE)... if you really wanna help Amarr for balance sake, please by all means do it... but stop trying to 'help' Gallente also... find changes that will fix Amarr's problem, not changes that will benefit Amarr and serendipitously (Does that exist?) Gallente... Thanks for your ideas nonetheless...
Are you f#cking kidding me? stfu.
Ok I understand you want to make cap booster a viable NOS-counter.... however, I respectfully disagree with your idea: - Which ships most of the time go into NOS range? - Which ships need huge input of cap to reach their target? - Which ships need to tank their enemy before reaching their optimal and then dishing out huge amount of DPS (and consuming huge amount of cap in doing so)?
All the above 'problem' is working as intended... u need balls to use blasters... however this will make ships with longer optimal range at a dis-advantage... especially those fighting at middle range...(or increasing survival of blaster boats until they reach their optimal and is henceforth at a huge advantage...) BTW dont give me the EXCUSE it will help all ships (it will), BUT as I said before you have an agenda in helping other by helping yourself a tiny bit more...
In conclusion: Cap-boosters is fine (actually its over-used and EVERYONE equips this to help their tank/gank).. NOS IS THE BROKEN MODS HERE... fix NOS FIRST then boost cap boosters (if needed)...
Again (incorrectly) you're focusing on all the wrong stuff. I'm using an Abaddon on test. I ran the numbers. It's *impossible* for a single heavy injector, officer or otherwise, to keep up with the demands of 8x megapulse and 2x reps. Much less get nossed or anything else.
Boosting cap injector cycle time or charge amount would help solve this problem. Nos has nothing to do with it.
So stop telling me that I'm always self serving and shove it up your ass.
Because I said so...
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.06.13 01:42:00 -
[20]
Originally by: murder one No you wouldn't. And you're not taking into account Nos, which is what the cap injector is there to defend against. 2-3 nos on you, and you can't even use your injector because the cap is gone so quickly, much less 'perma-run 2 LAR'.
One large nos leeches 10 cap/sec. A large cap injector injects 60 cap/sec.
So, no.
And the point really is that a cap injector is *drastically* boosting ships which can mount if vs ships which cannot. Absolution vs astarte or mega vs geddon to use 2 examples. 3 slot ships would either die because they cannot even remotely compente with the capadvantage of those ship with boosters or because they cannot use a web and hit ****.
That it can be countered by nos does not really change anything there.
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Kalid Miu
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Posted - 2007.06.13 07:29:00 -
[21]
Originally by: murder one
Originally by: Kalid Miu
Originally by: murder one
Originally by: Kalid Miu
Originally by: murder one How about a skill that improves cap booster cycle time by 10% per level? It will help all the cap hungry (read: Amarr and Gallente) ships out there, as well as anyone else that runs injectors, and allow ships to handle nos better.
Y is it that the recent changes you been suggesting about 'helping' Amarr.... ALWAYS beneficial ALSO to GALLENTE??? I get this feeling that you have an agenda (boosting Gallente when they are CURRENTLY FOTM using AMARR as an EXCUSE)... if you really wanna help Amarr for balance sake, please by all means do it... but stop trying to 'help' Gallente also... find changes that will fix Amarr's problem, not changes that will benefit Amarr and serendipitously (Does that exist?) Gallente... Thanks for your ideas nonetheless...
Are you f#cking kidding me? stfu.
Ok I understand you want to make cap booster a viable NOS-counter.... however, I respectfully disagree with your idea: - Which ships most of the time go into NOS range? - Which ships need huge input of cap to reach their target? - Which ships need to tank their enemy before reaching their optimal and then dishing out huge amount of DPS (and consuming huge amount of cap in doing so)?
All the above 'problem' is working as intended... u need balls to use blasters... however this will make ships with longer optimal range at a dis-advantage... especially those fighting at middle range...(or increasing survival of blaster boats until they reach their optimal and is henceforth at a huge advantage...) BTW dont give me the EXCUSE it will help all ships (it will), BUT as I said before you have an agenda in helping other by helping yourself a tiny bit more...
In conclusion: Cap-boosters is fine (actually its over-used and EVERYONE equips this to help their tank/gank).. NOS IS THE BROKEN MODS HERE... fix NOS FIRST then boost cap boosters (if needed)...
Again (incorrectly) you're focusing on all the wrong stuff. I'm using an Abaddon on test. I ran the numbers. It's *impossible* for a single heavy injector, officer or otherwise, to keep up with the demands of 8x megapulse and 2x reps. Much less get nossed or anything else.
Boosting cap injector cycle time or charge amount would help solve this problem. Nos has nothing to do with it.
So stop telling me that I'm always self serving and shove it up your ass.
Would I suggest a Maller has pitify DPS and hence we should boost ALL weapon upgrade mods to compensate for that? OH yea I forgot... I need to use a gallente example... hmmm let's see... Does Gallente has any broken ship??? Going to be hard... How about: Would I suggest a blaster Megatron has pitiful CPU after fitting their HIGHEST DAMMAGE NEUTRON GUNS and hence we should boost ALL ship's CPU to compensate for that?
Would I suggest an Abaddon has pitiful cap (since oh no... I cant DUAL rep AND fire all my guns...) and hence we should boost ALL cap boosters to compensate for that?
Questions:
1- What make you think an Abaddon is suppose to dual rep AND fire all its guns? Because Gallente ships can?
2- What make you think Abaddon's cap crapness was not INTENDED by CCP... Nonetheless, if you think its broken since you can not dual rep AND fire all your guns, FIXING the ship OR the guns might be a better solution... rather than boosting EVERYONE ELSE's CAP BOOSTER (and 'accidently' benefitting Gallente more.. I already explained y)...
Y do you tell me to 'stfu' or 'shove it up your ass' when I respect your opinions but still believe you are curing the symptoms.. instead of the disease????
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Arakk
Caldari Vale Heavy Industries Molotov Coalition
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Posted - 2007.06.13 08:45:00 -
[22]
always wondered why this skill didnt exist...or if it did why i couldnt find it 
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doctorstupid2
Dirty Deeds Corp. Axiom Empire
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Posted - 2007.06.13 12:19:00 -
[23]
Edited by: doctorstupid2 on 13/06/2007 12:26:26 Edited by: doctorstupid2 on 13/06/2007 12:23:58 Personally I wouldn't train it, reason being when I'm using a large booster I'm using it to sustain 1 or 2 reps, with good rep management (as I know you are aware, murder) you can sustain your tank even if nos'd beyond being able to shoot. Having repair systems 5 and needing faction heavy boosters is already enough of a pain in my ass :P
On the other hand getting medium boosters to cycle 800's faster would make my ishtar very happy... and a major pain to kill 
I do not understand, however, why cap boosters did not recieve the 50% volume reduction in revelations ammo did, for those of you that don't recall they were previously 40mĦĦĦ (after a previous reduction from 80, but that's another story altogether) and were reduced 20% while ship hitpoints were increased 50%, and ammo reduced 50% accordingly to offset any cargo issues. Yet for some silly reason the nerfbat struck a near fatal blow to blasterships, which were already struggling considerably with the HP increase, in significantly reducing the amount of time they are able to stay in a fight. Not to mention to HP increase for drones, which were already made too easy to kill once their sheer numbers were reduced.
Oh yes, I can go on. But I'll leave it saying it's just one more in a long list of oversights that have proven devestating to the effectiveness of a ship type with a very small niche as it is.
[09:47:39] LancerSix > I bet we confuse a lot of people, we're mercs who don't get paid, we're pirates with positive sec status |
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