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CNR Fitting problem

Author
Animasfire
Animasfire Corporation
#1 - 2013-07-09 14:51:19 UTC
Yesterday afternoon I was doing some L4 missioning in my Raven Navy issue using my normal fit, switching out T2 shield hardeners depending on what the mission called for. With my skills and fit I have a slim 2.1 CPU to spare with everything turned online and I've never had any fitting issues.

However, last evening I was doing another mission that required a slightly different combination of resists so I switched out the hardeners I was using for other T2 hardeners and when I did this I got a message saying that I was -1.9 CPU shy of being able to bring the last hardener online. I run 4 T2 hardeners all the time and I guess it was this particular combination of them that was causing the problem.

My question is this: Is there a bug causing different T2 hardeners to take more CPU than others, even though their fitting requirements are all the same? Was there a hotfix applied between yesterday afternoon and last evening that might have caused this? I've never ran across this issue before, and I know for a fact I've used this same combo of hardeners in the past without problems.


Any help would be appreciated.


Whitehound
#2 - 2013-07-09 15:02:54 UTC
I cannot recall any patch for yesterday.

Perhaps you have been using a faction or T1 hardener and forgot about it. Maybe you used a passive hardener instead of an active hardener.

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Kasutra
No Vacancies
No Vacancies.
#3 - 2013-07-09 15:09:41 UTC
The different versions of the "limited" hardeners have different CPU costs. Perhaps those have been mixed in your hardener pile? Might be worth double-checking...
Muad 'dib
State War Academy
Caldari State
#4 - 2013-07-09 15:14:57 UTC
Theres a button on the last tab of any module's information called compared... guess what that does!?

You can select CPU and the main bit of the module you care about, so a hardener for EM you select cpu, EM resistance and may be cap use then sort by what you most care about and pick something suitable :)

DG/navy hardeners will save you some CPU while giving the same resistance, though the cost is obviously more due to this.

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Animasfire
Animasfire Corporation
#5 - 2013-07-09 15:33:01 UTC
Thanks for the tip on switching out the T2 hardeners for faction ones. Looks like I can save 56 CPU and add some extra resist just by doing that.

Cheers
Asa Shahni
Inevitable Outcome
E.C.H.O
#6 - 2013-07-10 15:16:51 UTC
actualy the only diff between faction and t2 hards are cap usage and CPU req.
resist are the same ...passive ones on the other hand give you a little more resist
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#7 - 2013-07-11 09:54:47 UTC
Asa Shahni wrote:
actualy the only diff between faction and t2 hards are cap usage and CPU req.
resist are the same ...passive ones on the other hand give you a little more resist


Not strictly true. Faction Invuls give more resists than their T2 counterparts as well.

Plus ça change, plus c'est la même chose

Shereza
Center for Advanced Studies
Gallente Federation
#8 - 2013-07-11 17:12:43 UTC
John Ratcliffe wrote:
Asa Shahni wrote:
actualy the only diff between faction and t2 hards are cap usage and CPU req.
resist are the same ...passive ones on the other hand give you a little more resist


Not strictly true. Faction Invuls give more resists than their T2 counterparts as well.


And Domination/Republic Fleet shield modules tend to be T2 where other factions are better than T2 in quality or sub-T2 quality when other factions are T2 quality. Domination EM hardeners, for example, use half the cap of T2/CN hardeners, but take more CPU tha CN, less than T2, and only provide a 50% resistance bonus. Likewise with shield resistance amplifiers they have the lowest CPU consumption, but they're tied with T2 for resistance bonus while CN amplifiers have a superior resistance bonus while also being (slightly) under T2 in CPU cost.