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EVE New Citizens Q&A

 
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Capacitor for beginners

First post
Author
Tian Toralen
State War Academy
Caldari State
#1 - 2013-03-10 09:24:59 UTC  |  Edited by: Tian Toralen
Hello, I just started this character, and started doing the Military agent missions.

I'm at step 8, I got a Small Armor Repairer as reward, if I fit it on my Merlin, capacitor says it depletes in 2 minutes. Just the armor repairer, nothing else, no weapons, no shield recharger. I need some protection, I tried the mission just with Civilian Kinetic Shield, and almost lost my ship.
Am I doing something wrong? Also - the game did not give me the skill book for the armor repairer, had to buy it.

This is my second character, I have another one - Gallente nation, I played for one month one year ago, trained as a miner and got him a Retriever. I remember the starting missions were easier. Are the free skill books provided only once for one account?
Destination SkillQueue
Doomheim
#2 - 2013-03-10 09:40:46 UTC
Well a Merlin is a shield tanked ship, so I wouldn't fit a armor repper on it in any scenario. The civilian kinetic shield(I'm assuming it's a shield hardener) also suggests, that you're supposed to shield tank the ship. It adds resists to your shields, so you take less damage to them and tanking the damage with a shield booster becomes much easier. On the other hand it doesn't help an armor repairer in any way, since it only increases shield resists.

As for skill books, they're provided by the tutorial arcs. If you can do the arcs, you'll get all the rewards. They don't amount to much though, so buy them when you need them and don't wait. If the tutorial later gives the same skillbook, you can just put it on sale on the market.
Tian Toralen
State War Academy
Caldari State
#3 - 2013-03-10 10:01:24 UTC  |  Edited by: Tian Toralen
Thank you :) How can you tell if it's a "shield tanked" ship?

--
Nvm I get, it, the resistances are higher on the shield
Eunice Huang
Doomheim
#4 - 2013-03-10 10:55:27 UTC
Ships that are supposed to be shield tanked typically have more medium than low slots. This is because modules that increase your shield tanking capabilities (such as regeneration or resistance boosters) are mid slot modules.

Also, if you click 'show info' on your Merlin you can see the following: Caldari Frigate Skill Bonus: 5% bonus to shield resistances and 10% bonus to Small Hybrid Turret optimal range per skill level. Reading the ship bonuses is another way of determining whether a ship performs better when shield tanked or armor tanked.

J'Poll
School of Applied Knowledge
Caldari State
#5 - 2013-03-10 13:11:29 UTC
Tian Toralen wrote:
Hello, I just started this character, and started doing the Military agent missions.

I'm at step 8, I got a Small Armor Repairer as reward, if I fit it on my Merlin, capacitor says it depletes in 2 minutes. Just the armor repairer, nothing else, no weapons, no shield recharger. I need some protection, I tried the mission just with Civilian Kinetic Shield, and almost lost my ship.
Am I doing something wrong? Also - the game did not give me the skill book for the armor repairer, had to buy it.

This is my second character, I have another one - Gallente nation, I played for one month one year ago, trained as a miner and got him a Retriever. I remember the starting missions were easier. Are the free skill books provided only once for one account?



That's the big issue with the tutorials. You are given an armor repper on a shield tanking ship.

Also that capacitor running out in 2 min takes in to account that you keep everything running, all the time.

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J'Poll
School of Applied Knowledge
Caldari State
#6 - 2013-03-10 14:37:09 UTC  |  Edited by: J'Poll
Tian Toralen wrote:
Thank you :) How can you tell if it's a "shield tanked" ship?

--
Nvm I get, it, the resistances are higher on the shield


The resistances of T1 ships are more or less equal to each other. And the resists don't make a ship shield or armor tanking.

How can you spot the difference:

1.) Look at slot layout of the ship. 7 medium slots + 1 low slot = shield. 2 medium slots + 6 low slots = armor.

2.) Look at baseline stats of the ship. So unfitted, what does it has significant more, shield or armor. Base stats = 7000 shield + 2000 armor = very likely a shield tanking ship.

3.) Look at ship bonuses. If a ship gets bonuses to shield boosters, fit it shield tanking. Does it get armor bonuses, fit is armor tanked.



General consensus:

Caldari = Shield
Amarr = Armor
Gallente = Armor
Minmatar = Pray that the ducttape sticks long enough (or shield / armor, depending on which ship and it's purpose).

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

ISD LackOfFaith
ISD Community Communications Liaisons
ISD Alliance
#7 - 2013-03-10 18:41:54 UTC  |  Edited by: ISD LackOfFaith
Good stuff above, but I'd like to add a few things.

First, the fitting window in Eve itself is rudimentary at best for giving you full readouts and statistics for your ship's performance. This is mainly because you have no way to know what happens when only certain modules are active without offlining them completely. As such, I would recommend you look into one of the out-of-game fitting tools (EFT, Pyfa, EVEHQ, or others). They allow you to import your skills and simulate fittings without having to actually own the modules or ships.

So far as the capacitor draw itself, armor repairers are in general lighter on the cap than shield boosters, but shield boosters will be more effective on the Merlin. Another alternative is to just fit shield extenders, which increase the total amount of your shields, and also increases how quickly they regenerate (since regeneration is partially based on the maximum amount of shield you have). Some ships, like the Drake, can count on this type of tank instead of using shield boosters.

If you really have a ton of capacitor problems and you have a free mid slot and some fittings left over, you can try fitting a Small Capacitor Booster and injecting your cap now and then with a Cap Booster 200 charge.

Lastly, fitting an actual Small Shield Booster instead of a civilian mod will boost your durability by a ton. Civilian mods are really quite poor in performance.

Good luck!

Ed: I forgot to address this: each character gets the same "newbie" treatment via tutorials, free stuff, etc. regardless how many other characters the account has.

ISD LackOfFaith

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

I do not respond to Eve Mail or anything other than the forums.

Tian Toralen
State War Academy
Caldari State
#8 - 2013-03-10 20:00:40 UTC  |  Edited by: Tian Toralen
Thanks :)
Now I fitted 3 turrets, 1 small capacitor battery, 1 kinetic shield, 1 civilian shield, 1 afterburner and 1 overdrive injector, capacitor is stable and it works perfect, the fight was too easy
If I fit a small shield booster instead of civilian, the capacitor says it depletes. But I presume I should not be so scared about it.
J'Poll
School of Applied Knowledge
Caldari State
#9 - 2013-03-10 20:07:57 UTC
Tian Toralen wrote:
Thanks :)
Now I fitted 3 turrets, 1 small capacitor battery, 1 kinetic shield, 1 civilian shield, 1 afterburner and 1 overdrive injector, capacitor is stable and it works perfect, the fight was too easy
If I fit a small shield booster instead of civilian, the capacitor says it depletes. But I presume I should not be so scared about it.


Like explained, the fitting screen shows what your capacitor will do when you run is constant on.

What you can do is just activate it when you need a boost in shield and then deactivate it again...

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
#10 - 2013-03-10 21:38:16 UTC
Using civilian modules is usually not considered to be a wise move as they are very weak.

Do not worry overmuch about cap-stabiility, in fact stable cap should be considered wasted cap; as said above, the time it takes for your cap to deplete is calculated with all the modules running.
If you need to, just turn off your afterburner or your booster for a moment ("pulsing" your modules)... if the fight even takes long enough for your cap to run dry, that is.

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Pan Dora
School of Applied Knowledge
Caldari State
#11 - 2013-03-10 22:06:07 UTC

To add a little to what others said, cap-stability should never be a goal in itself. If you have enough cap to run all the necessary modules just when necessary that its enough. After that point any capacitor module will takes away a slot better used with a damage/tank/utility module.

Remember that missions are mostly a way to make ISK and not the actual objective of EVE*. And you want to aim for a good ISK/hour ratio. This mean that dropping a cap module(or even a tank module) for something that make you finish the mission faster (usually a damage module, but sometimes a utility module) its a good idea. in any case its your game and its up to you to decide when you are comfortable to get this step.



*except that EVE lets you to decide what is your goal. If you want to do mission in such a manner that you end up losing ISK go for it.

-CCP would boost ECM so it also block the ability of buthurt posting.

Edam Neadenil
Bax Corporation
#12 - 2013-03-10 23:45:01 UTC  |  Edited by: Edam Neadenil
I recently discovered rigs.

They are expensive for us new players (though you can make them yourself from old salvaged parts) however they are worth it, rigs like the Small Capacitor Control Circuit I can make a huge difference.
Friggz
Caldari Provisions
Caldari State
#13 - 2013-03-11 05:41:20 UTC
In addition to what everyone said above: You can increase your capacitor considerably via skills.

Energy Management increases your total capacitor by 5% per level
Energy Systems Operation increases the regen rate of your capacitor by 5% per level

I'm not sure what level newbies start those with but you probably want III asap in both.

Also, there are many skills that will decrease the capacitor costs for specific modules. For example, Shield Compensation reduces the energy cost to use your shield booster by 2% per rank.

These can often be the difference between capping out and being stable.