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Ronyo Dae'Loki
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Posted - 2004.06.23 02:49:00 -
[31]
Let's see...
My scorp has over 7,000 hp shields, 3 hardeners, and can run its XL Shield Booster for about 5 minutes straight before it gets low on cap.
Hmm, guess shield tanking doesn't work.  ------------- My salsa makes all the pretty girls want to dance and take off their underpants. I <3 ( . Y . ) |

Rhunako
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Posted - 2004.06.23 03:05:00 -
[32]
Quote: PDU's and shield boosters aren't best friends anymore, it seems. They are bugged
put the shield booster on LAST boosting is normal for me when i do this. XL booster+amp=520 |

Slithereen
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Posted - 2004.06.23 04:34:00 -
[33]
I suggest that PDU shield recharge bonus should be changed to shield boost rate bonus---the opposite of the relay nerf.
Personally I think shield tanking should be as viable as armor tanking as means of defense. Leave armor tanking the way it is now but give back shield tanking the validity it had before.
_______________________________________________ "Is it me or the bad guys just getting totally pathetic?"---Clover, Totally Spies, "Hope is wasted on the Hopeless."---Mandy, The Grim Adventures of Billy and Mandy. "Stars are holes in the sky from which the light of the Infinite shine through."---Confucius.
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TGIF
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Posted - 2004.06.23 08:37:00 -
[34]
Originally by: Pascal DuVont MAYBE YOU ARE NOT SUPPOSED TO BE ABLE TO HAVE UBER CAP RELAY OF DOOM FOR VERY LITTLE CPU/SLOT INVESTMENT.
The way they are atm (only cheating shield tanks) is really lame and completely biased against them..
Again. I've yet to see a good reason why they should be in the game, but plenty why they shouldnt.
Because armor tanking is ingame? - - -
Absinthe Fueled |

TGIF
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Posted - 2004.06.23 08:47:00 -
[35]
Originally by: Slithereen
I suggest that PDU shield recharge bonus should be changed to shield boost rate bonus---the opposite of the relay nerf.
Personally I think shield tanking should be as viable as armor tanking as means of defense. Leave armor tanking the way it is now but give back shield tanking the validity it had before.
Then you still have a larger cap drain from shield boosters than from Armor repairers.
Shield boosters require more cap, while an armor repairer who is ment to be used on for instance an apoc with a much faster recharge rate requires less cap.
So whats wrong in this picture, a ship that has a slow recharge rate has HP boosters who's cap requirements are higher than HP boosters who are used on ships with a faster cap recharge rate.
Also the people here saying that it only takes a few slots are talking noncense:
- Apoc has 7 lowslots for tanking/boosting, raven has 6 midslots for tanking/boosting.
- Apoc gets no penalty for boosting its HP when using its midslots for cap recharge, raven does get penalty for HP boosting when using lowslots for cap recharge.
- Apocs have armor resistance modules who are online ALWAYS and require no cap and have the same resistance as shield resistance modules who DO require cap and need to be activated.
- 15% to all resist for armor takes no cap - 15% to all resist for shield (invul field) cost so much cap that even an apoc had troubles keeping up with the cap drain when shield tanking was valid. - Armor tanking requires the same ammount of midslots to archieve the same kind of tanking as Shield tanking does.
- - -
Absinthe Fueled |

Barbicane
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Posted - 2004.06.23 10:24:00 -
[36]
Edited by: Barbicane on 23/06/2004 10:26:29
Let's do the maths, shall we:
Assume Tempest, no MWD, and lvl 4 skills in Energy mgmt + Op. + Shield mgmt + Op. Then you have approximately: 5340 shield, recharging at 3.2 units / sec. 5100 cap, recharging at 6.6 units / sec.
Add one PDS and get: 5554 shield, recharging at 3.6 units / sec. 5304 cap, recharging at 7.4 units / sec
One activation of an XL C5-L (480 shield / 5 sec @ 400 energy) gives us (at the end of the 5s period): +(480 + 5*3.6) = 494 shield for (400 - 5*7.4) = 363 energy
Total: 1.36 shield / energy.
Remove the PDS and add one Cap power relay instead: 5340 shield, recharging at 3.2 units / sec 5100 cap, recharging at 7.9 units / sec
One activation of an XL C5-L (480 shield / 5 sec @ 400 energy) gives us (at the end of the 5s period): +(480*0.9 + 5*3.2) = 448 shield for (400 - 5*7.9) = 360 energy.
Total: 1.24 shield / energy
Thus, when used for shield tanking, the PDS is a good deal (10% in this example) more energy efficient than the Cap power relay.
Barbicane rushes to his Tempest to get those cap power relays replaced asap  |

Latex Mistress
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Posted - 2004.06.23 10:56:00 -
[37]
Excellent post Barbicane! 
If ECM is an act of aggression, why am I not on kill mails?
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Synapse
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Posted - 2004.06.23 12:35:00 -
[38]
Shield tanking is stil the best option by far.
For armour tanking to become viable you need at least 2 large armour reps (pref named ones!), then 2-4 hardeners and then in order to run them and keep your guns going you need to fill med slots with cap rechargers, leaving no slots for afterburners, warp jammers, webifiers, tracking cpus's ect.
Shield tanking you need 1 shield booster, 2 or 3 hardeners, few pdu's and with decent skills you are set. stil leaving some slots free to warp jamming ect and YOU can stil fit all decent guns.
My experiance with an apoc armour tanking has been : ace at taking dammage up to 3 bships. more than 3 bships and you will loose all your armour b4 you can repair any (and yes, i do stagger my armour reps) - + - + - + - + - + - + - + - + - + - + - + - + - + - In a future where freedom is outlawed, outlaws will become heros |

TGIF
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Posted - 2004.06.23 14:52:00 -
[39]
How much does a PDU has as CPU requirement, and how much does a cap relay has?
Its not about cap recharge rate, but also about fitting requirements. Having to fit a cpu enhancer to be able to fit all pdu's and your guns is a big nono. - - -
Absinthe Fueled |

JoCool
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Posted - 2004.06.23 15:04:00 -
[40]
Yeah, they forgot to increase the Tempest's cpu when they were adding powergrid. The biggest 'penalty' the new launcher requirements have are their high cpu values, and two Pdus take up almost double the CPU than an Rcu and a Cpr.
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