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Afterburner skill does not make sense to me.

Author
Zondrail
State Protectorate
Caldari State
#1 - 2016-09-03 18:02:58 UTC
Why is there a 5% reduction to Afterburner duration built into this? Everything that happens to an AB on cycle is negative... cap cost and heat. There are even implants in the game to give you a *longer* duration on your AB cycles. The only logical argument I can see being made is that it's directly meant to offset the 50% reduction in cap use to some degree, but why not just make it a 25% reduction in cap use and don't touch the cycle time?

As it stands, I wish I had an easy way to toggle this skill on and off, because I feel like in most situations, I'd rather have a longer AB cycle time than the reduced cap use.
RavenPaine
RaVeN Alliance
#2 - 2016-09-03 18:25:54 UTC
Basically, you are training for the cap reduction. At level V, cap use is almost a non issue for 99% of the ships and fits that use an AB.

The ability to turn it off sooner is just a bonus. I mean, leaving it on for another cycle is not some major tactical decision, but turning it off sooner *may* have an advantage sometime. ( getting into warp for instance)


Do Little
Bluenose Trading
#3 - 2016-09-03 20:51:03 UTC
As someone who often flies large ships long distances, the discovery that many of these ships can be fit to warp with a single pulse of the afterburner was a eureka moment! All of my characters have Afterburner 5 - a 7.5 second cycle instead of a 10 second cycle makes a big difference.
Luscius Uta
#4 - 2016-09-06 13:00:42 UTC
The afterburner skill didn't always work like that, it used to give 10% increase to afterburner duration per level with no effect on capacitor cost. The skill was changed after some capsuleers fond of dual-prop fits complained.

Workarounds are not bugfixes.

Malcanis
Vanishing Point.
The Initiative.
#5 - 2016-09-09 20:26:48 UTC
Zondrail wrote:
Why is there a 5% reduction to Afterburner duration built into this? Everything that happens to an AB on cycle is negative... cap cost and heat. There are even implants in the game to give you a *longer* duration on your AB cycles. The only logical argument I can see being made is that it's directly meant to offset the 50% reduction in cap use to some degree, but why not just make it a 25% reduction in cap use and don't touch the cycle time?

As it stands, I wish I had an easy way to toggle this skill on and off, because I feel like in most situations, I'd rather have a longer AB cycle time than the reduced cap use.


Side note: the cheap Zor implant increases AB duration, despite my best efforts to make it otherwise.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#6 - 2016-09-12 06:59:13 UTC
Has very big implications for ships with dual prop (mentioned already) and those using oversized prop.

Dropping AB cycle is essential to alignment and changing to mwd
Skelee VI
Wraithguard.
The Wraithguard.
#7 - 2016-09-21 15:33:22 UTC
Get into a dual prop ship and come back to us in 3 months, you will see the light
Andrew Indy
Cleaning Crew
#8 - 2016-10-04 01:40:47 UTC
Just to clarify, There are 3 reason why you want a shorter cycle.

1. If you are using an Dual prop, you want to be able to switch from AB to MWD as fast as possible.
2. If you are using an oversized AB your agility is very poor so if you want to turn or warp you have to turn your AB off. The sooner that happens the happier you are.
3. Using an AB to warp faster, shorter cycle faster warp.