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shinsushi
Amarr Imperial Academy
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Posted - 2007.10.27 21:35:00 -
[1]
Edited by: shinsushi on 27/10/2007 21:38:27 This module single-handedly renders cap recharge irrelevant in PvP. If you sacrifice one mid-slot on most ships, you can completely forget about any cap problems for at least 3 minutes, and fit as many cap-hungry modules as you would like (the abaddon being the one exception.)
You want to know why cap isn't an advantage amarr have? Look at this amazingly overpowered module.
EDIT: Do cap ships have Capital booster sizes? No, then its not a valid point. The issue here is cruisers thru battleships.
++++++++++ AMARR - Taking it up the butt since 2005
Fixing Laser Boats 101 |

Brea Lafail
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Posted - 2007.10.27 21:38:00 -
[2]
I never ever ever fit a cap booster. Not on my minmatar ships, not on my amarr ships. This could explain why I suck so much at PvP, though.
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Amirin Lee
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Posted - 2007.10.27 21:39:00 -
[3]
Can't you just go away please and don't come back???
Amarr PVP ships needs cap booster to run their lasers.
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Helen Hunts
Gallente Red Dragon Mining inc
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Posted - 2007.10.27 21:44:00 -
[4]
I have no idea what the OP is smoking, but Cap Boosters are already limited by the sheer volume that booster charges take up. _______________________________
Mine da rocks, make more ships. Pop da rats, make more rigs. Sell da gear, make more money.
Any Questions? |

Hilly22222
Tarnak inc.
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Posted - 2007.10.27 21:46:00 -
[5]
i fly caldari 100% of the time and normally have my mids jam packed full of tank and i still realize that a cap injector is fracking useful.
cap injectors are fine...
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Acoco Osiris
Gallente Sublime.
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Posted - 2007.10.27 21:50:00 -
[6]
Shinsushi, you also sacrifice a few other things
First, a pretty significant amount of fitting. Second, 90% of your cargo space will go to the injector Third, you sacrifice permanence. Once you're out of boosters, you're out of cap, thus you're out of life Fourth, they do cost ISK, and are a bit of a pain to resupply (pretty damn bulky) Fifth, in order to max out your cap efficiency, you have to go with less-effective rigs like Core Defense Field Capacitor Sa***uards. Regular cap rigs are just "lulz" on an injected ship. ------------------------------ One more soldier off to war... And one Velator in my hangars. |

TimMc
Skiddies of Doom
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Posted - 2007.10.27 21:53:00 -
[7]
Originally by: Acoco Osiris Shinsushi, you also sacrifice a few other things
First, a pretty significant amount of fitting. Second, 90% of your cargo space will go to the injector Third, you sacrifice permanence. Once you're out of boosters, you're out of cap, thus you're out of life Fourth, they do cost ISK, and are a bit of a pain to resupply (pretty damn bulky) Fifth, in order to max out your cap efficiency, you have to go with less-effective rigs like Core Defense Field Capacitor Sa***uards. Regular cap rigs are just "lulz" on an injected ship.
QFT. OP please STFU
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Zolian
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Posted - 2007.10.27 21:57:00 -
[8]
Stop posting.
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Perfect Diamond
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Posted - 2007.10.27 22:01:00 -
[9]
Just an idea, but what about making cap boosters rechargeable.
So, lets say you use all you cap charges on a gate camp. I sure don't like going back a few jumps to get more cap charges.
So, what if the cap charges went into your cargo as empty cap charges when they are used. When you have time, you could recharge them. I personally like the idea.
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shinsushi
Amarr Imperial Academy
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Posted - 2007.10.27 22:01:00 -
[10]
True/Flase (in cruiser thru battleships)
A cap booster is needed on 90% of PvP fits?
A cap recharger or relay is more or less worthless on PvP ships?
Cap Boosters allow ships to fit a crapload more active mods?
Thanks for trolling guys.
++++++++++ AMARR - Taking it up the butt since 2005
Fixing Laser Boats 101 |

Plave Okice
Gallente 0utlaws
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Posted - 2007.10.27 22:06:00 -
[11]
Originally by: shinsushi True/Flase (in cruiser thru battleships)
A cap booster is needed on 90% of PvP fits?
A cap recharger or relay is more or less worthless on PvP ships?
Cap Boosters allow ships to fit a crapload more active mods?
Thanks for trolling guys.
All true
Originally by: Acoco Osiris Shinsushi, you also sacrifice a few other things
First, a pretty significant amount of fitting. Second, 90% of your cargo space will go to the injector Third, you sacrifice permanence. Once you're out of boosters, you're out of cap, thus you're out of life Fourth, they do cost ISK, and are a bit of a pain to resupply (pretty damn bulky) Fifth, in order to max out your cap efficiency, you have to go with less-effective rigs like Core Defense Field Capacitor Sa***uards. Regular cap rigs are just "lulz" on an injected ship.
Also all true
Cap Boosters are the epitome of game balance, superb bonuses for using them along with heavy penalties.
Si vis pacem, para bellum |

Azuse
The Brotherhood Of The Blade Pure.
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Posted - 2007.10.27 22:18:00 -
[12]
Originally by: shinsushi True/Flase (in cruiser thru battleships)
A cap booster is needed on 90% of PvP fits?
A cap recharger or relay is more or less worthless on PvP ships?
Cap Boosters allow ships to fit a crapload more active mods?
Thanks for trolling guys.
False - sound like someone got nueted/outsmarted
Yes and no - rechargers not really thanks to them being mid, relays most certainly do for mini/gal/amarr and i assume your failure to see this (odd since your amarr) leads me to believe your setup was kack or you fought the wrong person.
False - Fitting a booster does not give you the ability to fit more modules. What it does do is allow you to run more cap intensive modules over a shorter period at the expense of your cargo room and at the cost of fitting room. Thats alot of grid you could be using on bigger guns.
True - Yes, you are a troll.
Az --------------------------
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Acoco Osiris
Gallente Sublime.
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Posted - 2007.10.27 22:19:00 -
[13]
Originally by: shinsushi True/Flase (in cruiser thru battleships)
A cap booster is needed on 90% of PvP fits?
A cap recharger or relay is more or less worthless on PvP ships?
Cap Boosters allow ships to fit a crapload more active mods?
Thanks for trolling guys.
A cap booster is not needed on 90% of PvP fits. In fact, there are many ships (notably nanoships, gankraxes, fleet snipers) which either A, do not need a booster, or B, don't really have room for a booster. For these ships, cap rechargers and CPRs are quite useful.
And cap boosters do free up slots, but guess what? The PG/CPU usage on them crimps setups. ------------------------------ One more soldier off to war... And one Velator in my hangars. |

Perfect Diamond
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Posted - 2007.10.27 22:19:00 -
[14]
Edited by: Perfect Diamond on 27/10/2007 22:26:34
Ummm... I just like to note, I wasn't trolling. At least, I don't think I was.
Anyway, I'll have a logical conversation here. I wouldn't say that 90% of combat uses cap boosters. A large percentage do. Setups that require constant cap require cap recharges/flux coils/beta reactor controls. (I'm thinking of interceptors and nano ships, any ship that amarr ship thats sieging a tower, ....)
You loose your cap = you loose your speed = your dead.
So, having cap that won't run out is beneficial.
By nerfing cap charges, you know you will be nerfing nearly everything in the game. And amarr would be hit the hardest. The abaddon (my favorite ship of all) would no loger even function. So, if you suggest to nerf cap boosters, you must also be suggesting to upgrade cap recharge or you've killed allot of the game.
Also, cap boosters allow for new players to advance easier if they don't have all the cap skills yet. It will be ten times harder for new players to use ships if they don't have cap boosters.
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shinsushi
Amarr Imperial Academy
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Posted - 2007.10.27 22:44:00 -
[15]
Edited by: shinsushi on 27/10/2007 22:48:39
Originally by: Perfect Diamond Edited by: Perfect Diamond on 27/10/2007 22:32:34
Ummm... I just like to note, I wasn't trolling. At least, I don't think I was.
Anyway, I'll have a logical conversation here. I wouldn't say that 90% of combat uses cap boosters. A large percentage do. Setups that require constant cap require cap recharges/flux coils/beta reactor controls.
(I'm thinking of interceptors and nano ships, any ship that amarr ship thats sieging a tower, drakes and other passive tankers, ....)
You loose your cap = you loose your speed = your dead.
Amarr bs seiging a tower require tons of stable cap or they stop shooting. If you use a cap booster as your main source of cap, you'll run out in 5 min. While the rest of your gang pounds away at the tower for a couple more hours.
Passive tanks don't need boosters they need that slot for tank.
So, having cap that won't run out is beneficial.
By nerfing cap charges, you know you will be nerfing nearly everything in the game. And amarr would be hit the hardest. The abaddon (my favorite ship of all) would no loger even function. So, if you suggest to nerf cap boosters, you must also be suggesting to upgrade cap recharge or you've killed allot of the game.
Also, cap boosters allow for new players to advance easier if they don't have all the cap skills yet. It will be ten times harder for new players to use ships if they don't have cap boosters.
I didn't mean your a troll, look up and you'll see it.
Cap boosters allow MWDing ships to run them nearly full-time, cap weaponry boats to run dual LARs, Drone boats to run Dual-LARs MWDs and tons ew, Ravens to run insane tanks, and since your average PvP fight will not outlast your cap boosters... no biggie.
Oh, the abddon... if it REQUIRES a cap-booster to work, something is wrong.
++++++++++ AMARR - Taking it up the butt since 2005
Fixing Laser Boats 101 |

Gripen
Rage and Terror Against ALL Authorities
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Posted - 2007.10.27 22:47:00 -
[16]
I agree with the OP. In many situations Cap Booster is obvious choice. And obvious choices are bad for the game.
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TimMc
Skiddies of Doom
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Posted - 2007.10.27 22:59:00 -
[17]
Originally by: Gripen I agree with the OP. In many situations Cap Booster is obvious choice. And obvious choices are bad for the game.
Well since NOS has been nerfed, what else are you going to do?
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Cha Jeng
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Posted - 2007.10.28 01:05:00 -
[18]
Amarr ships tend to need cap boosters too in many circumstances, so I don't really see why you would complain about this. In fact since amarr barely need to carry ammo they have plenty of room for boosters. If you are going to dual rep, and shoot lasers your aren't going to do it for more than a few seconds without boosters. Same goes for many other ships. Yeah the MWD thing can be annoying, but you shouldn't want something nerfed that is already balanced pretty well by its fitting and cargo requirements. I killed an abbadon the other day with my ishtar just by beating on him until he ran out of charges... works fine for me. My ishtar has them too, and no it isn't a speed tank.
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umah
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Posted - 2007.10.28 03:28:00 -
[19]
You have failed at EVE history....
You are eliminating a boost we whined and whined for ages ago.....
Originally by: shinsushi Edited by: shinsushi on 27/10/2007 21:38:27 This module single-handedly renders cap recharge irrelevant in PvP. If you sacrifice one mid-slot on most ships, you can completely forget about any cap problems for at least 3 minutes, and fit as many cap-hungry modules as you would like (the abaddon being the one exception.)
You want to know why cap isn't an advantage amarr have? Look at this amazingly overpowered module.
EDIT: Do cap ships have Capital booster sizes? No, then its not a valid point. The issue here is cruisers thru battleships.
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Ogdru Jahad
Amarr War Dawgs
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Posted - 2007.10.28 03:44:00 -
[20]
Originally by: Cha Jeng Amarr ships tend to need cap boosters too in many circumstances, so I don't really see why you would complain about this. In fact since amarr barely need to carry ammo they have plenty of room for boosters. If you are going to dual rep, and shoot lasers your aren't going to do it for more than a few seconds without boosters. Same goes for many other ships. Yeah the MWD thing can be annoying, but you shouldn't want something nerfed that is already balanced pretty well by its fitting and cargo requirements. I killed an abbadon the other day with my ishtar just by beating on him until he ran out of charges... works fine for me. My ishtar has them too, and no it isn't a speed tank.
cap boosters are for players that do not micro manage their setups or have properly trained cap skills and/or run too many cap hungry modules. -
At last the Gallente can finally lay claim to saying... "my DICtor" is bigger than yours.
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Mona X
Caldari Polish Task Forces C0VEN
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Posted - 2007.10.28 09:57:00 -
[21]
Originally by: Acoco Osiris Core Defense Field Capacitor Sa***uards.
WTF is f*e*g?
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Yukisa
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Posted - 2007.10.28 11:36:00 -
[22]
Originally by: Ogdru Jahad
cap boosters are for players that do not micro manage their setups or have properly trained cap skills and/or run too many cap hungry modules.
Don't be idiotic. Even if you had L5 cap skills, armarr ships will CAP out firing lasers.
OP: We know armarr has issues, but stop posting irrelevant nerf threads it doesn't help. |

Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.28 11:45:00 -
[23]
No the op is right. Cap boosters need to be even more bulky. Because even after the hp boost fights dont last long enough for people to run out of boosters. This results in cookie cutter 1-minute-man (ship) builds. They gank, kill, dual rep, all at once and win...atleast those that have the most dps wich is ganky gallente ships. Now, if you would remove cap boosters or seriosly nerf them, people would try to train up their cap skills and fit a ship that doesnt cap out after 30 secs of non cap boosted capacitor.
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Yukisa
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Posted - 2007.10.28 11:49:00 -
[24]
Originally by: Lyria Skydancer No the op is right. Cap boosters need to be even more bulky. Because even after the hp boost fights dont last long enough for people to run out of boosters. This results in cookie cutter 1-minute-man (ship) builds. They gank, kill, dual rep, all at once and win...atleast those that have the most dps wich is ganky gallente ships. Now, if you would remove cap boosters or seriosly nerf them, people would try to train up their cap skills and fit a ship that doesnt cap out after 30 secs of non cap boosted capacitor.
Have you thought how this would affect other forms of tanking? I.e passive armor or shield tanks.. they don't need cap for reps.
In fact in a lot of cases, passive tanks are a lot better than active ones. Nerfing boosters is silly. |

Azuse
The Brotherhood Of The Blade Pure.
|
Posted - 2007.10.28 11:50:00 -
[25]
Originally by: Lyria Skydancer No the op is right. Cap boosters need to be even more bulky. Because even after the hp boost fights dont last long enough for people to run out of boosters. This results in cookie cutter 1-minute-man (ship) builds. They gank, kill, dual rep, all at once and win...atleast those that have the most dps wich is ganky gallente ships. Now, if you would remove cap boosters or seriosly nerf them, people would try to train up their cap skills and fit a ship that doesnt cap out after 30 secs of non cap boosted capacitor.
Umm, their size got reduced at the same time the hp boost came in... --------------------------
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Corphus
The NewOrder BORG Alliance
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Posted - 2007.10.28 12:46:00 -
[26]
Originally by: shinsushi Edited by: shinsushi on 27/10/2007 21:38:27 This module single-handedly renders cap recharge irrelevant in PvP. If you sacrifice one mid-slot on most ships, you can completely forget about any cap problems for at least 3 minutes, and fit as many cap-hungry modules as you would like (the abaddon being the one exception.)
You want to know why cap isn't an advantage amarr have? Look at this amazingly overpowered module.
EDIT: Do cap ships have Capital booster sizes? No, then its not a valid point. The issue here is cruisers thru battleships.
u dont have sufficient game experience to discuss this with such an opinion. capboosters are not rendering cap recharge irrelevant by far. try to fly a gallente blastership or an amarrian beam laser boat into combat and ull know what i mean.
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Acoco Osiris
Gallente Sublime.
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Posted - 2007.10.28 12:51:00 -
[27]
Originally by: shinsushi Edited by: shinsushi on 27/10/2007 22:48:39
Originally by: Perfect Diamond Edited by: Perfect Diamond on 27/10/2007 22:32:34
Ummm... I just like to note, I wasn't trolling. At least, I don't think I was.
Anyway, I'll have a logical conversation here. I wouldn't say that 90% of combat uses cap boosters. A large percentage do. Setups that require constant cap require cap recharges/flux coils/beta reactor controls.
(I'm thinking of interceptors and nano ships, any ship that amarr ship thats sieging a tower, drakes and other passive tankers, ....)
You loose your cap = you loose your speed = your dead.
Amarr bs seiging a tower require tons of stable cap or they stop shooting. If you use a cap booster as your main source of cap, you'll run out in 5 min. While the rest of your gang pounds away at the tower for a couple more hours.
Passive tanks don't need boosters they need that slot for tank.
So, having cap that won't run out is beneficial.
By nerfing cap charges, you know you will be nerfing nearly everything in the game. And amarr would be hit the hardest. The abaddon (my favorite ship of all) would no loger even function. So, if you suggest to nerf cap boosters, you must also be suggesting to upgrade cap recharge or you've killed allot of the game.
Also, cap boosters allow for new players to advance easier if they don't have all the cap skills yet. It will be ten times harder for new players to use ships if they don't have cap boosters.
I didn't mean your a troll, look up and you'll see it.
Cap boosters allow MWDing ships to run them nearly full-time, cap weaponry boats to run dual LARs, Drone boats to run Dual-LARs MWDs and tons ew, Ravens to run insane tanks, and since your average PvP fight will not outlast your cap boosters... no biggie.
Oh, the abddon... if it REQUIRES a cap-booster to work, something is wrong.
Cap boosters don't allow people to perma-run this stuff. It allows them to run it for 5 minutes. There are many scenarios where fights might drag out for more than 5 minutes. Also, perma-MWDing ships often go for natural cap recharge, simply because it allows them to roam better.
And WTF are you thinking, "If the Abbadon reqauires a cap booster to work, something is wrong"? The Abbadon is the ONE Amarr battleship without a cap bonus, it's supposed to rely on one. ------------------------------ One more soldier off to war... And one Velator in my hangars. |

Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.28 13:25:00 -
[28]
Edited by: Lyria Skydancer on 28/10/2007 13:25:56
Originally by: Acoco Osiris
Originally by: shinsushi Edited by: shinsushi on 27/10/2007 22:48:39
Originally by: Perfect Diamond Edited by: Perfect Diamond on 27/10/2007 22:32:34
Ummm... I just like to note, I wasn't trolling. At least, I don't think I was.
Anyway, I'll have a logical conversation here. I wouldn't say that 90% of combat uses cap boosters. A large percentage do. Setups that require constant cap require cap recharges/flux coils/beta reactor controls.
(I'm thinking of interceptors and nano ships, any ship that amarr ship thats sieging a tower, drakes and other passive tankers, ....)
You loose your cap = you loose your speed = your dead.
Amarr bs seiging a tower require tons of stable cap or they stop shooting. If you use a cap booster as your main source of cap, you'll run out in 5 min. While the rest of your gang pounds away at the tower for a couple more hours.
Passive tanks don't need boosters they need that slot for tank.
So, having cap that won't run out is beneficial.
By nerfing cap charges, you know you will be nerfing nearly everything in the game. And amarr would be hit the hardest. The abaddon (my favorite ship of all) would no loger even function. So, if you suggest to nerf cap boosters, you must also be suggesting to upgrade cap recharge or you've killed allot of the game.
Also, cap boosters allow for new players to advance easier if they don't have all the cap skills yet. It will be ten times harder for new players to use ships if they don't have cap boosters.
I didn't mean your a troll, look up and you'll see it.
Cap boosters allow MWDing ships to run them nearly full-time, cap weaponry boats to run dual LARs, Drone boats to run Dual-LARs MWDs and tons ew, Ravens to run insane tanks, and since your average PvP fight will not outlast your cap boosters... no biggie.
Oh, the abddon... if it REQUIRES a cap-booster to work, something is wrong.
Cap boosters don't allow people to perma-run this stuff. It allows them to run it for 5 minutes. There are many scenarios where fights might drag out for more than 5 minutes. Also, perma-MWDing ships often go for natural cap recharge, simply because it allows them to roam better.
And WTF are you thinking, "If the Abbadon reqauires a cap booster to work, something is wrong"? The Abbadon is the ONE Amarr battleship without a cap bonus, it's supposed to rely on one.
Fights rarely progress beyond your cap charges in your cargo. You know it. This suits the gallente very well because of your ability to tank, gank and mwd all the same time long enough to kill people and not run out of cap. The removal of capboosters ofcourse would need to go hand in hand with nerf of passive shield tanking and other cap changes.
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bldyannoyed
Un4seen Development
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Posted - 2007.10.28 13:38:00 -
[29]
Edited by: bldyannoyed on 28/10/2007 13:38:29 If you nerfed Cap Boosters pretty much every PvP setup in the game would have to be a gank fit.
Given that an MWD is more or less a requirement for 90% fo PvP setups ( so we should nerf them too ) any boat with cap draining weapons would need to devote 5 or 6 slots to cap modules in order to sustain 1 armor rep or be able to get more than 6 cycles out of a shield booster without capping out.
It doesnt take a genius to work out that any ship fitted like that is gonna be LOL FAIL in a fight.
So the only solution then is to snipe way out of range where noone can actually shoot you, or go full gank with passive hp tank and kill them first.
So, plated neutron mega = LOL PWN. Anything using an MWD to kite will fail after the MWD kills its cap in 60 secs. Abadonn wouldnt achieve **** cos it would need 6 cap mods just to run its guns for any length of time.
Theres just so many reasons why this is a stupid idea.
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bldyannoyed
Un4seen Development
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Posted - 2007.10.28 14:24:00 -
[30]
Thats as maybe, but i think giving Amarr oomph by nerfing basicaly every single ship in the game is going a little bit far, dont you?
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