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Buga Buga
Hecate Inferno
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Posted - 2008.12.20 23:44:00 -
[1]
Messing in EFT making a fit for a ship. Cap stable at 55%. Get back in the game, throw in the fit and go roam around testing. Okay.. with all the active modules on the cap is stable at 55% as EFT said it would be.
Warp to a mission, start the modules and the launchers. Cap not stable at 55% but 42%. I know T2 launchers and ammo take cap but I was using T1.
So.. did QR changed anything about T1 and cap? o_O
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Estel Arador
Minmatar
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Posted - 2008.12.20 23:57:00 -
[2]
What launcher are you using exactly?
FREE! jumpclone service |

Buga Buga
Hecate Inferno
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Posted - 2008.12.21 00:04:00 -
[3]
XT-9000 on a CNR
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Asestorian
Federation of Freedom Fighters Executive Outcomes
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Posted - 2008.12.21 00:06:00 -
[4]
What rats were you fighting? Some have nosses/neuts which suck your cap, so you need to make sure to kill them first if you're worried that you'll run out.
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Originally by: CCP Atropos Destiny Balls
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Buga Buga
Hecate Inferno
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Posted - 2008.12.21 00:11:00 -
[5]
Wasnt nosd. I even tested this on a member of my corp.. same effect.
And before somebody breaks in here shouting "OMG looser youre cap stable but youre not happy"... somethings not working quite the way it was intended to.. and if this is the case who knows what else is not working :P
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knifee
Caldari Euphoria Released
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Posted - 2008.12.21 00:42:00 -
[6]
I've seen a few threads recently in the other forums about this, from those threads and the dev comments in them it seems that there might be a gfx bug with the cap readout since the last patch.
I would say that as long as you don't actually run out of cap then don't worry too much about it, or if you are really worried about it, go check out the knowledge base articles on how to bug report it.
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Hesod Adee
KDS Navy
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Posted - 2008.12.21 20:44:00 -
[7]
What version of EFT are you using ?
---------------------------------------------- I support skill queues |
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