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RC Denton
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Posted - 2008.02.15 22:45:00 -
[1]
Edited by: RC Denton on 15/02/2008 22:53:02 Edited by: RC Denton on 15/02/2008 22:52:45 I've not done the math, but it seems to me that having 2xCCC and 1xSemiconductor would get you almost identical recharge but with more depth to your capacitor for emergency situations. How are people rigging their cap ships?
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Trevor Warps
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Posted - 2008.02.15 22:48:00 -
[2]
You aren't sure, but make a statement.
Is it a question or free info ?
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Sokratesz
Rionnag Alba Triumvirate.
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Posted - 2008.02.16 00:52:00 -
[3]
2x ccc 2 1x ccc1
althought ive been tempted to swap the latter for a +20% shield hp rig
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UGLYUGLY
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Posted - 2008.02.16 09:46:00 -
[4]
I think I if i heard some of the cap pilots in my alliance talking about correctly. It dose give you a sightly lower cap recharge rate, but a bigger buffer. But it will take longer for your cap to recharge up to the jump percentage.
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Lord WarATron
Amarr Black Nova Corp Band of Brothers
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Posted - 2008.02.16 09:49:00 -
[5]
PvP Combat Capitals - You may want neither, depending on if its a dread or whatnot. But if you are talking about carrier - then 3 x CCC for faster recharge if you plan is not combat. --
Billion Isk Mission |

Sokratesz
Rionnag Alba Triumvirate.
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Posted - 2008.02.16 10:41:00 -
[6]
Mine has a recharge time of 435s 
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Helen
Eve Innovative Technologies
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Posted - 2008.02.16 11:10:00 -
[7]
Edited by: Helen on 16/02/2008 11:10:05
Originally by: Sokratesz Mine has a recharge time of 435s 
Yeah but you fly a G4yvern.
Top Tip - Don't eat yellow snow |

bixentine
Rionnag Alba Triumvirate.
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Posted - 2008.02.16 11:53:00 -
[8]
Originally by: Helen Edited by: Helen on 16/02/2008 11:10:05
Originally by: Sokratesz Mine has a recharge time of 435s 
Yeah but you fly a G4yvern.
also pirates are not cooler than ninjas
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Sokratesz
Rionnag Alba Triumvirate.
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Posted - 2008.02.17 09:28:00 -
[9]
Originally by: bixentine
Originally by: Helen Edited by: Helen on 16/02/2008 11:10:05
Originally by: Sokratesz Mine has a recharge time of 435s 
Yeah but you fly a G4yvern.
also pirates are not cooler than ninjas
Yes they are.
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jeikam
VersaTech Interstellar Ltd. SMASH Alliance
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Posted - 2008.02.17 10:52:00 -
[10]
on a Nyx I use:
2 x CCC II 1 x Trimark II (or whatever the armour amount one is)
then use the low for a cap relay that would otherwise be a armour hardener.
700k armour at 82% min resists, cap charge is not too compromised.
5% cap amount and 5% cap recharge rate implants (unless you are mindlinked) are useful as well.
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Glassback
Body Count Inc. Mercenary Coalition
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Posted - 2008.02.17 11:07:00 -
[11]
Trimark Armor Pumps are the only acceptable rigs on a dread (or shield version).
All the cap recharge in the world wont help you when there are 500 in system and module lag is at 10 mins.
Cap recharge is for carriers.
G.
BH Kharnubis > Need more people against the MC meanies |

Augustus Richter
Shiva Morsus Mihi
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Posted - 2008.02.17 14:23:00 -
[12]
Edited by: Augustus Richter on 17/02/2008 14:35:48 Edited by: Augustus Richter on 17/02/2008 14:33:08
Okay,
Unless I'm totally behind on CCP changes. As far as I know,
Okay I have been corrected, Trimarks affect amount of armor, I feel like a noob!!!
Again last I knew, no rig that affects a module directly, will not affect a capital module.
Only rigs that are useful on any capital are those that affect the hull. ie cap amount, cap regen, total armor or shields etc.
Correct me if I'm wrong (with evidence, not just because you said so) I've Been Corrected See Below
Also in response to the original poster, your idea has got me thinking about my rig setup as well. Though there is lost cap regen (15%) the gain in overal capicator does equal out on the sustainability.
From the engagements I've been in having an extra 10k cap really can really help. For instance with a Nyx, you can perma tank with 5 cap recharge2's (Yes, Mommy's should have nicer gear... but the nice recharges go from 1.25-10+ bil fast, and soon a couple mods cost more then a Mom), 2 CCC2's 1 CCC1, and 3 captial armor reppers, but only have about 90k cap with skills and implants.
With the given rig setup and same cap rechargers, you can still perma tank with slightly less regen amount but start with 13-15k more cap with skills, and implants.
No for jumping this might seem to be a problem but you regen time is only slight longer, for the extra bonus of more intial cap. At most your losing only a few seconds, which if that is critical for moving stuff then your much busier then myself. For combat well... stupid people do stupid things to get them in trouble so I can't take the time to explain how this should not be an issue. Suffice to say if you have experience in your corp this will not be an issue.
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Hardtail
Red Dawn Empire
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Posted - 2008.02.17 14:29:00 -
[13]
Edited by: Hardtail on 17/02/2008 14:28:55
Originally by: Augustus Richter Okay,
Unless I'm totally behind on CCP changes. As far as I know,
Trimark's do not affect capital mods, so putting this on a capital of any kind wouldn't make any sense.
Again last I knew, no rig that affects a module directly, will not affect a capital module.
Only rigs that are useful on any capital are those that affect the hull. ie cap amount, cap regen, total armor or shields etc.
Also, EFT does not show that Trimarks affect armor rep amount for Capital Armor Repairer.
Correct me if I'm wrong (with evidence, not just because you said so)
Trimarks increase base armor.
auxilliary nano pumps increase base repair amount
*edit*
because I says so
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