These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
12Next page
 

Capacitor Flux Coils vs Capacitor Power Relay

First post
Author
Macker Momo
The Big Moe
#1 - 2014-10-31 16:18:00 UTC  |  Edited by: Macker Momo
I wonder if anyone had an opinion on the capacitor flux coil vs capacitor power relay for a shield boosting BS. Obviously, the CPR decreases shield boost, and the CFC decreases cap capacity. In EFT, the difference in cap recharge is only marginally better with the CPR (0.8), though I lose 65 shield boosting HP a cycle.

The real question in my mind is how a smaller cap capacity from the CFC will affect sustained PVE play. Anyone have experience with both the CFC and CPR on a shield boosting BS since the Oceanus rebalance?

Life is short. Have fun.

Doc Fury
Furious Enterprises
#2 - 2014-10-31 16:20:47 UTC
▬▬► Ships & Modules

▁ ▂ ▄ ▅ ▆ ▇ █ ⓕⓤⓡⓨⓑⓞⓣ™ - ⓞⓞⓗ.89 █ ▇ ▆ ▅ ▄ ▂ ▁

There's a million angry citizens looking down their tubes..at me.

Abrazzar
Vardaugas Family
#3 - 2014-10-31 16:30:34 UTC
Ignore capacitor, acquire damage mods.
Paranoid Loyd
#4 - 2014-10-31 16:38:25 UTC
Abrazzar wrote:
Ignore capacitor, acquire damage mods.
^This.

Killing all the things before cap even becomes an issue is the best way.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Unsuccessful At Everything
The Troll Bridge
#5 - 2014-10-31 16:46:52 UTC
Paranoid Loyd wrote:
Abrazzar wrote:
Ignore capacitor, acquire damage mods.
^This.

Killing all the things before cap even becomes an issue is the best way.


What I thought about when you guys said this.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Macker Momo
The Big Moe
#6 - 2014-10-31 16:58:54 UTC
Doc Fury wrote:
▬▬► Ships & Modules

▁ ▂ ▄ ▅ ▆ ▇ █ ⓕⓤⓡⓨⓑⓞⓣ™ - ⓞⓞⓗ.89 █ ▇ ▆ ▅ ▄ ▂ ▁


Yes, I found that section after creating the post. There was no way for me to move this question, other than to edit and remove all content and repost. Perhaps a mod will move it for me.

Life is short. Have fun.

Macker Momo
The Big Moe
#7 - 2014-10-31 17:04:00 UTC
Paranoid Loyd wrote:
Abrazzar wrote:
Ignore capacitor, acquire damage mods.
^This.

Killing all the things before cap even becomes an issue is the best way.



This certainly makes sense, though this character has primarily been my industry alt and does not have the skills yet to pack a hefty punch. I have fit as many damage mods as possible, with only one low slot open for something to hold me over. It will be a year before I have the drone and missile skills up to where I want on this character.

I have fit an afterburner to mitigate damage, but I do need some defense. It takes me a little less than 30 seconds to kill a 1mil bounty BS at this point.

Life is short. Have fun.

Paranoid Loyd
#8 - 2014-10-31 17:11:57 UTC
Running missions? Stick to level 3s until your skills are better, you will make more.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Serene Repose
#9 - 2014-11-01 00:11:03 UTC
The best D-fense is a good O-fense. That is, until you run into someone who thinks the same way x2. THEN of course...

If I wrap my ship totally in duct tape do you think....

We must accommodate the idiocracy.

Arronicus
State War Academy
Caldari State
#10 - 2014-11-01 02:01:27 UTC
Given that the CSM summer minutes just came out the other day, and that they specifically mentioned Capacitor Flux Coils being rebalanced to give the same Capacitor Regen as Capacitor Power Relays, the choice is pretty obvious: You'd go with a CFC if you dont want to nerf your boost, and a CPR if you arent cap stable or are worried about neuts.

There will be no tradeoff in cap regen.
Jacob Holland
Weyland-Vulcan Industries
#11 - 2014-11-01 02:21:05 UTC  |  Edited by: Jacob Holland
Depending on the slots available the penalty may be negligable...

Although CFCs were recently tweaked (first pass of module tiericide) there is an interesting property with CPRs in that (as I recall) the shield boost penalty is stacking penalised... or bonused. In other words, if you fit a lot of CPRs and a couple of boost amps you pretty quickly cancel the penalty while gaining a significant cap recharge. I will say that I am going from older, half remembered stuff here - I may be misremembering or they may have changed since...

I would counter the "moar damage" crew here though: When you have good skills and you're confident in your ship then damage mods, reducing the incoming damage by killing it, is a very solid position to take. When you're an inexperienced pilot with poor skills however the damage mods are going to have a correspondingly low effect, and when fitting four damage mods means that you kill a rat in eleven volleys rather than twelve you may well find that there are better ways to use your slots.
Loading up on damage mods which bring your kill down to three volleys rather than four is a very valuable investment but it is dependent on a couple of things other than the number of lowslots and BCUs you fit (where are the 7 Heat Sink, shield buffer PvE Abaddons?) Cap Stability may not be the ultimate strategy but if you're missioning for hours and a mistake is going to cost more than you've earned then there is value in a slightly more circumspect route.
LUMINOUS SPIRIT
Caldari Provisions
Caldari State
#12 - 2014-11-01 06:38:07 UTC
Macker Momo wrote:
I wonder if anyone had an opinion on the capacitor flux coil vs capacitor power relay for a shield boosting BS. Obviously, the CPR decreases shield boost, and the CFC decreases cap capacity. In EFT, the difference in cap recharge is only marginally better with the CPR (0.8), though I lose 65 shield boosting HP a cycle.

The real question in my mind is how a smaller cap capacity from the CFC will affect sustained PVE play. Anyone have experience with both the CFC and CPR on a shield boosting BS since the Oceanus rebalance?


imperial navy power relay on a armor marauder makes a big difference.

Flux coils.... meh, situational. Use flux coils when your primary threat is neuts rather then dps. In wormholes everything neuts but dps is comparatively light (for a marauder anyways, c6 sites excepted). Sometimes a flux coil works on something like a golem. depends on the fit and tank output. Personally i use armor, and 1-2 power relays on my paladin.
stoicfaux
#13 - 2014-11-01 07:16:24 UTC
Macker Momo wrote:
I wonder if anyone had an opinion on the capacitor flux coil vs capacitor power relay for a shield boosting BS. Obviously, the CPR decreases shield boost, and the CFC decreases cap capacity. In EFT, the difference in cap recharge is only marginally better with the CPR (0.8), though I lose 65 shield boosting HP a cycle.

The real question in my mind is how a smaller cap capacity from the CFC will affect sustained PVE play. Anyone have experience with both the CFC and CPR on a shield boosting BS since the Oceanus rebalance?

You're probably trying to use a "perma-boosted" setup, i.e. have the shield booster always running while being cap stable. In general, this is unnecessary in the context of PvE mission running. Instead you could invest in a Capacitor Booster, e.g. Heavy Capacitor Booster II. The benefits of a cap booster are that instead of fitting multiple cap enhancing modules (CFCs, Cap Rechargers, etc.) you can use a single slot for a Cap Booster and use the now free slots for offensive or defensive modules. The downside is that Cap Boosters use ammo (which takes up a lot of cargo space) and have non-trivial fitting requirements.

The general problem with a perma-boosted setup is that you spend so many fitting slots on cap recharging that your tank suffers due to a lack of shield hardeners which means you need to use a bigger shield booster which requires more cap mods..., and that your gank (offense) suffers which means the NPCs spend more time shooting at you which means you need more tank and/or a bigger shield booster. So perma-boosted setups can be a bit self-defeating.

OTOH, if you need to walk away from the keyboard at a moment's notice, perma-boosted setups can work for certain battleships.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

baltec1
Bat Country
Pandemic Horde
#14 - 2014-11-01 08:22:18 UTC  |  Edited by: baltec1
Macker Momo wrote:
I wonder if anyone had an opinion on the capacitor flux coil vs capacitor power relay for a shield boosting BS. Obviously, the CPR decreases shield boost, and the CFC decreases cap capacity. In EFT, the difference in cap recharge is only marginally better with the CPR (0.8), though I lose 65 shield boosting HP a cycle.

The real question in my mind is how a smaller cap capacity from the CFC will affect sustained PVE play. Anyone have experience with both the CFC and CPR on a shield boosting BS since the Oceanus rebalance?


Use neither. Go with a cap booster and use those low slots for damage/tracking as it will provide you with a much more efficient PVE boat. You can get away with a med cap booster and use cap booster 400 charges on near all pve battleship fits but if you have the room always go for the large. The trick is to only use the shield booster/armour repper when you need it so you can manage your cap.
Hal Morsh
Doomheim
#15 - 2014-11-02 00:59:10 UTC
You said CFC.

YOU SAID CFC!!!!

BURN HIM!

Oh, I perfectly understand, Hal Morsh — a mission like this requires courage, skill, and heroism… qualities you are clearly lacking. Have you forgotten you're one of the bloody immortals!?

Macker Momo
The Big Moe
#16 - 2014-11-07 17:38:59 UTC
Arronicus wrote:
Given that the CSM summer minutes just came out the other day, and that they specifically mentioned Capacitor Flux Coils being rebalanced to give the same Capacitor Regen as Capacitor Power Relays, the choice is pretty obvious: You'd go with a CFC if you dont want to nerf your boost, and a CPR if you arent cap stable or are worried about neuts.

There will be no tradeoff in cap regen.


I'll be watching to see if that comes to pass. As it stands right now, the CPR provides more cap regen than the CFC. Thanks for the "heads up."

Life is short. Have fun.

Macker Momo
The Big Moe
#17 - 2014-11-07 17:45:33 UTC
stoicfaux wrote:
Macker Momo wrote:
I wonder if anyone had an opinion on the capacitor flux coil vs capacitor power relay for a shield boosting BS. Obviously, the CPR decreases shield boost, and the CFC decreases cap capacity. In EFT, the difference in cap recharge is only marginally better with the CPR (0.8), though I lose 65 shield boosting HP a cycle.

The real question in my mind is how a smaller cap capacity from the CFC will affect sustained PVE play. Anyone have experience with both the CFC and CPR on a shield boosting BS since the Oceanus rebalance?

You're probably trying to use a "perma-boosted" setup, i.e. have the shield booster always running while being cap stable. In general, this is unnecessary in the context of PvE mission running. Instead you could invest in a Capacitor Booster, e.g. Heavy Capacitor Booster II. The benefits of a cap booster are that instead of fitting multiple cap enhancing modules (CFCs, Cap Rechargers, etc.) you can use a single slot for a Cap Booster and use the now free slots for offensive or defensive modules. The downside is that Cap Boosters use ammo (which takes up a lot of cargo space) and have non-trivial fitting requirements.

The general problem with a perma-boosted setup is that you spend so many fitting slots on cap recharging that your tank suffers due to a lack of shield hardeners which means you need to use a bigger shield booster which requires more cap mods..., and that your gank (offense) suffers which means the NPCs spend more time shooting at you which means you need more tank and/or a bigger shield booster. So perma-boosted setups can be a bit self-defeating.

OTOH, if you need to walk away from the keyboard at a moment's notice, perma-boosted setups can work for certain battleships.


Yes, I see your point. I'm really trying to scoot around and avoid as much damage as I can with a nice 100MN AB, but as others have noted I'm still at the point where it takes quite a few volleys to kill a good NPC BS, so I can take some damage. I think I'll play around with things a bit this weekend if I have the time. Thanks!

Life is short. Have fun.

Macker Momo
The Big Moe
#18 - 2014-11-07 17:49:28 UTC
Great info, everyone. Thanks for your opinions.

I get the feeling that a marauder is a good way to go if missions are your thing. Might be a better ship all around, but it will certainly take some time to get there.

I'm training this character for more damage, T2 missiles and missile skills and we'll see if I can get my DPS up a bit. I'll also play around a bit with perhaps one cap slot and see if that meets the need until my DPS increases.

I've also considered sticking with the level IIIs and training up heavy or heavy assault missiles to T2, first.

Hmmm. Perhaps some trial and error. Big smile

Life is short. Have fun.

Alara IonStorm
#19 - 2014-11-07 17:56:48 UTC  |  Edited by: Alara IonStorm
baltec1 wrote:

Use neither. Go with a cap booster and use those low slots for damage/tracking as it will provide you with a much more efficient PVE boat.


Seconding this. Years ago when I was running a Raven with meta 4 launchers it was a vital part of PVE. I rarely use my cap booster now days but its a handy back up thats saved me from having to warp out (or explode when scrammed) on real high DPS areas or after I've gone AFK for a minute. I think of it as my emergency back up.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#20 - 2014-11-07 19:50:05 UTC
Thread has been moved to Ships & Modules.

ISD Ezwal Community Communication Liaisons (CCLs)

12Next page