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CrestoftheStars
Recreation Of The World
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Posted - 2008.05.21 15:19:00 -
[1]
okey here is what i think is wierd, the capacitor and the shield recharge is dependen on how much cap or shield you have left in %, if your at 100% cap your cap doesn't recharger, and it will recharge more per second the closer it gets to 25% and then less the closer it gets from 25% too 0%. which means that with only my guns on and nothing else, even with 3 cap recharge rigs i end on a 75% cap as a constant even though my recharge should be more then enough to keep me on a 100% (recharge per sec).
where do i find the statement of the decreased effektiveness of the recharge/sec??
and why is this even in? it seem really annoying and stupid to say that your capacitor will recharge at a EXTRMELY low rate when it is 75% or more full, it makes NO sense neither scientific or logical (from a scientific perspektive it will have a VERY LITTLE decrease in effektiveness when it reach around 98-100% put else the effekt will be static.)
so my proposal is: change it to be a constant recharge insteand of this one, or at least at the statement of effektiveness into the statement of how it recharges. as it stands now it says it as if it was static.. my guess is that the devs couldn't be bothered to actually make another code with calculations and therefore just used something they already had, cause nothing else really makes sense in it.
fly safe ___________________________________________ Whoever appeals to the law against his fellow man is either a fool or a coward. Whoever cannot take care of himself without that law is both. For a wounded |

Sephrin
Imperium Forces Interstellar Alcohol Conglomerate
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Posted - 2008.05.21 15:43:00 -
[2]
The reason it is not static, is to force players to manage their cap, if you are running a tank and holding cap at 30%, you are using recharging at peak rate, but you lose the massive buffer that you have when full, if you want to run a MWD to, you have to sacrifice your tank until you deactivate your MWD.
If it was static, a bs could run its tank, at 100% cap and still have 5000 cap to eat throuhg running any extra modules you want.
For shields if you had peak recharge all the time, you would never break passive shield tanks , when they get to 0% damage flows to armer, but you would still be bowing through full shield recharge.
What you are really asking for is for the game to be simplified for you to understand.
furthermore, its not even weird for the way real caps work, caps charge very fast initially, but take a long time to reach full capacity.
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Zirconium Blade
Ass Pounding Space Monkeys
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Posted - 2008.05.21 16:09:00 -
[3]
Statement: Cap charge peaks at 30%, where its recharge rate per second is 2.5x the average recharge rate.
Ex: cap 10 recharge 10sec avg recharge 1/s actual recharge@ 30% = 2.5/s
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CrestoftheStars
Recreation Of The World
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Posted - 2008.05.21 17:05:00 -
[4]
Originally by: Sephrin The reason it is not static, is to force players to manage their cap, if you are running a tank and holding cap at 30%, you are using recharging at peak rate, but you lose the massive buffer that you have when full, if you want to run a MWD to, you have to sacrifice your tank until you deactivate your MWD.
If it was static, a bs could run its tank, at 100% cap and still have 5000 cap to eat throuhg running any extra modules you want.
For shields if you had peak recharge all the time, you would never break passive shield tanks , when they get to 0% damage flows to armer, but you would still be bowing through full shield recharge.
What you are really asking for is for the game to be simplified for you to understand.
furthermore, its not even weird for the way real caps work, caps charge very fast initially, but take a long time to reach full capacity.
it don't have anything to do with macro managing when you will always be at a very low % because of it. it seems stupid that i can't decide to say "well i am not going to tank or use mwd, i am going to keep using less cap/sec then i recharge so that i have full cap" and then find out that your "cap/sec" is really just a "cap/X per sec in a exsponential diagram"(yer my english sucks when it comes to the matematical term, but then again i bet you can't do it better in danish :P )
it would be much more about your own management if it was constant, since then it would be your choice and you would be able to calculate in your head how much is needed for what and when to deactivate to keep the tank etc. instead of only having those 10% of your cap to ACTUALLY manage (since anything besides those 25%-35% is quite far away from your recharge capacity)..
doesn't make much sense to do this, and seems extremely annoying since it doesn't have much to do with tactics anymore, the less you have to think about the less tactic and to have full management over your cap only around 10% of your actually cap instead of 100% will remove a LOT of the management and thereby the tactical advantage for some one who knows how to manage it to the fulless.. ___________________________________________ Whoever appeals to the law against his fellow man is either a fool or a coward. Whoever cannot take care of himself without that law is both. For a wounded |

CrestoftheStars
Recreation Of The World
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Posted - 2008.05.21 17:06:00 -
[5]
Originally by: Zirconium Blade Statement: Cap charge peaks at 30%, where its recharge rate per second is 2.5x the average recharge rate.
Ex: cap 10 recharge 10sec avg recharge 1/s actual recharge@ 30% = 2.5/s
and where do you find these numbers? where in the database do you see this, where is the explanation on this ?! i haven't been able to find it as a fact that ccp have written down... ___________________________________________ Whoever appeals to the law against his fellow man is either a fool or a coward. Whoever cannot take care of himself without that law is both. For a wounded |

Zirconium Blade
Ass Pounding Space Monkeys
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Posted - 2008.05.21 17:09:00 -
[6]
Unfortunately the current mechanics make perfect sense to everyone except you.
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CrestoftheStars
Recreation Of The World
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Posted - 2008.05.21 17:35:00 -
[7]
Originally by: Zirconium Blade Unfortunately the current mechanics make perfect sense to everyone except you.
then could you please explain it mister "smart guy" and i mean to actually explain the Calculation that are made to come to the numbers, not just some "idea of how it works" since i am pretty smart and have some idea's myself but i can't find the actual numbers or where to find the decreasing procent "and more".
so go on if your so smart, and if not why don't you STFU and stop trolling. ___________________________________________ Whoever appeals to the law against his fellow man is either a fool or a coward. Whoever cannot take care of himself without that law is both. For a wounded |

Anaalys Fluuterby
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Posted - 2008.05.21 17:37:00 -
[8]
Originally by: CrestoftheStars
and where do you find these numbers? where in the database do you see this, where is the explanation on this ?! i haven't been able to find it as a fact that ccp have written down...
Go look at Pottsey's Shield tanking guide. CCP has never said the exact numbers, but trial and error have yielded them from the community.
Peak recharge is at ~29.6%, it is a 2.4 multiplier from base. Base is figured at (Total amount shields or Cap)/(Number of seconds of recharge time) So if you have 100 shields, recharging in 10 seconds, you have a "base" of 10 shields/sec. At around 30% your "peak" is 24/sec. The recharge is actually a bell curve.
Hope that helps some understanding the mechanics.
Originally by: CCP Wrangler
Not it isn't, people should be encouraged to get out in low sec space, but never forced to do so.
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Zirconium Blade
Ass Pounding Space Monkeys
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Posted - 2008.05.21 18:34:00 -
[9]
Ok mister "name caller" how about I dont STFU and start trolling?
How do I know these numbers? Your mom told me. How did she know? Well, when you get around as much as she does, I guess you hear things.
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CrestoftheStars
Recreation Of The World
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Posted - 2008.05.21 21:33:00 -
[10]
Originally by: Anaalys Fluuterby
Originally by: CrestoftheStars
and where do you find these numbers? where in the database do you see this, where is the explanation on this ?! i haven't been able to find it as a fact that ccp have written down...
Go look at Pottsey's Shield tanking guide. CCP has never said the exact numbers, but trial and error have yielded them from the community.
Peak recharge is at ~29.6%, it is a 2.4 multiplier from base. Base is figured at (Total amount shields or Cap)/(Number of seconds of recharge time) So if you have 100 shields, recharging in 10 seconds, you have a "base" of 10 shields/sec. At around 30% your "peak" is 24/sec. The recharge is actually a bell curve.
Hope that helps some understanding the mechanics.
yer this is my problem, when you say that you are a pod pilot isn't it more then normally wierd that you wouldn't know the exact functions and numbers on your ship? at least have a way to actually check it?
it seems kind of stupid that you don't have the EXACT explenation of how the numbers works as a pilot..
and then again to the flop WHY does it work in this mysterical way that doesn't make sense to science ?! o.O
Originally by: Zirconium Blade Ok mister "name caller" how about I dont STFU and start trolling?
How do I know these numbers? Your mom told me. How did she know? Well, when you get around as much as she does, I guess you hear things.
hehehe i don't know if i should be offended or laughing :P
and jabintimatte to you (yer properly spelled wrongly but who gives a ****, your properly to damn stupid to know what it means anyway ) ;) |
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Angel Guardian
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Posted - 2008.05.21 21:48:00 -
[11]
ok heres a not quite real life example of why the Capacitor works like this:
Imagion you are blowing up a balloon, initialy it is very easy to add air into the ballon how ever as the Elastic starts to streach you have to put more and more effort into filling it up a,s the elastic wants to give less and less. Assuming the ballon is un popable at some point you can no longer fit any more Air into it with out having to incress the Air density. At this point it becomes a lot harder to keep adding more Air. if you keep going you will eventuly not be able to put any more Air into the Balloon.
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Washell Olivaw
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Posted - 2008.05.21 21:53:00 -
[12]
Science explanation: Energy storage and emission millenia into the future uses new principles, one of which is that recharge is slower when a lot of energy is already stored (cap) or emitted (shield).
EVE explation: EVE is science-fiction. Look up fiction in the dictionary.
Gameplay explanation: Bell curved recharge allows players to use Nos and Neuts and the right time to break a ship. Constant recharge would have to be applied during the whole battle to drain a ship of cap.
Overall, bell-curved recharge is just more interesting than a static recharge.
Originally by: Signature Everybody has a photographic memory, some people just don't have film.
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Thunderbird Anthares
Crimson Star Empire
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Posted - 2008.05.22 00:14:00 -
[13]
Edited by: Thunderbird Anthares on 22/05/2008 00:15:03 actually the current mechanics are completely realistic i admit that capacitors dont "break down" on their recharge rate when they are at extremely low levels,but this could simply be explained by chemical instability in their medium,they would simply lack enough charged particles to move the electrons about but other then that,capacitors indeed recharge faster if they are at lower level then when they are on 70% or higher actually in RL capacitors NEVER recharge to 100% but the longer they are recharged,the closer to that level they come i found this site,could have some useful info
http://www.kpsec.freeuk.com/capacit.htm |

Reggie Stoneloader
Teikoku Trade Conglomerate
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Posted - 2008.05.22 05:35:00 -
[14]
I like it the way it is. If shields recharged at a constant rate, every single hit you landed against a guy's armor would have to cut through that little puddle of shield again and again. As it is, once your shields fail, they're gone until you can avoid getting shot at for a little while. Same goes for cap. Once you're at 0% cap, a single small neut can keep you there, barring outside aid.
That's a valuable element in PvP and PvE alike, and I see no reason to change it. |

DiaBlo UK
Precision Engineering Insurgency
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Posted - 2008.05.22 09:25:00 -
[15]
Originally by: Thunderbird Anthares Edited by: Thunderbird Anthares on 22/05/2008 00:15:03 actually the current mechanics are completely realistic i admit that capacitors dont "break down" on their recharge rate when they are at extremely low levels,but this could simply be explained by chemical instability in their medium,they would simply lack enough charged particles to move the electrons about but other then that,capacitors indeed recharge faster if they are at lower level then when they are on 70% or higher actually in RL capacitors NEVER recharge to 100% but the longer they are recharged,the closer to that level they come i found this site,could have some useful info
http://www.kpsec.freeuk.com/capacit.htm
this...
capacitors work in pretty much the axcat same way IRL. apart from the very low level recharge 'breakdown'
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Thunderbird Anthares
Crimson Star Empire
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Posted - 2008.05.22 09:34:00 -
[16]
well,some chemical capacitors do "sort of" break down,i think but this part here is,as already stated,important for the fighting mechanics ------------------------------------------------ When you get to the end of your journey,everything that really matters is the journey itself. |
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