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MWD unstable?? What am I missing?

Author
Ailiana
Hellhound Productions
#1 - 2012-07-21 04:34:56 UTC
I'm training up an alt to salvage behind my mission runner. However, while my mission runner can run the following setup as cap stable, I can't figure out what skills I'm missing to make the alt cap stable in the exact same ship.

[Noctis, Salvager]

Overdrive Injector System II
Nanofiber Internal Structure II
Expanded Cargohold II

Gistum C-Type 10MN MicroWarpdrive
Cap Recharger II

Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Salvager I
Salvager I
Salvager I
Salvager I

Medium Salvage Tackle I
Medium Salvage Tackle I
Medium Salvage Tackle I


Obviously I trained up the following:
Energy Management V
Energy Systems Operation V
High Speed Maneuvering IV

All of these are now at the same level as my missioner but yet it is still NOT considered cap stable per EveFit for my alt while it claims it IS stable for my main character. Currently, EveFit says my main is stable at 40% and my alt runs out after 14mins. Obviously not a big deal as I doubt I'll ever even take 14 minutes to salvage but it has me confused and I don't like being confused. P

So what skill(s) am I missing to make it stable?
Jack Miton
School of Applied Knowledge
Caldari State
#2 - 2012-07-21 11:13:56 UTC
implants?

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Ailiana
Hellhound Productions
#3 - 2012-07-21 11:49:55 UTC
Jack Miton wrote:
implants?


Can't be the case as my main doesn't currently have any implants at this time other than the usual 5 for attributes.
Commander Ash McCloud
The New Eden People's Front
#4 - 2012-07-21 12:57:26 UTC  |  Edited by: Commander Ash McCloud
ORE Industrial Skill Bonus: 5% bonus to Tractor Beam and Salvager cycle time and 60% bonus to Tractor Beam range and velocity per level.

Perhaps your alt has higher ORE Industrial Skill?
Ailiana
Hellhound Productions
#5 - 2012-07-21 13:45:29 UTC
Commander Ash McCloud wrote:
ORE Industrial Skill Bonus: 5% bonus to Tractor Beam and Salvager cycle time and 60% bonus to Tractor Beam range and velocity per level.

Perhaps your alt has higher ORE Industrial Skill?


Nope. Ore Industrial is at IV for both characters.

(now y'all seein why I'm so perplexed by this. Ugh )
RavenPaine
RaVeN Alliance
#6 - 2012-07-21 17:10:32 UTC
EFT? Have you updated the character profile on your MAIN?

Also, per the earlier post: Faster cycle times could actually hurt cap usage. That is something I hadn't realised before.
Feledain
Elmsfeuer
#7 - 2012-07-21 17:46:04 UTC
Accidentally bought the Corelum C-Type instead of the Gistum?
Ailiana
Hellhound Productions
#8 - 2012-07-22 03:10:24 UTC  |  Edited by: Ailiana
RavenPaine wrote:
EFT? Have you updated the character profile on your MAIN?

Also, per the earlier post: Faster cycle times could actually hurt cap usage. That is something I hadn't realised before.


Yep. Both are updated.

And yes, you are correct about those cycle times. However, given both main and alt are at Ore Industrial IV, it's not an issue I'm concerning myself with now. More of just trying to figure out what skill I'm missing that is causing the difference in cap usage. I have another character (pure PVP char) who runs it stable at 46% (versus the 40% for my industrialist main) and doesn't even have ore industrial trained at all. So obviously there is some major skill being overlooked that affects this setup.

Feledain wrote:
Accidentally bought the Corelum C-Type instead of the Gistum?


haha, no. Definitely is the Gistum. With the Corelum, even my main doesn't run the setup as cap stable.

Edit: Just plugged in the Corelum for fun and saw my indy main runs out after 9 mins and my pvp char runs out after nearly 59 minutes. Maybe something under the missile launcher section? Ugh
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#9 - 2012-07-22 03:38:27 UTC
Primary skills to look at:
Energy Management
Energy System Operations
High Speed Maneuvering

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Tau Cabalander
Retirement Retreat
Working Stiffs
#10 - 2012-07-22 07:36:20 UTC
For what it is worth, I have both a MWD and AB fit, and it is cap stable with either because one doesn't run tractors or salvagers 100% of the time. Salvage-alt also has a salvaging implant.

Jack Miton
School of Applied Knowledge
Caldari State
#11 - 2012-07-22 13:00:22 UTC
i should have asked this initially so here it is:

why the hell you need a MWD on a noctis? let alone a cap stable one???
80+km tractors are MORE than plenty and if you need to move to a accel gate, you dont need to be stable.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Corina Jarr
en Welle Shipping Inc.
#12 - 2012-07-22 18:14:39 UTC
Jack Miton wrote:
i should have asked this initially so here it is:

why the hell you need a MWD on a noctis? let alone a cap stable one???
80+km tractors are MORE than plenty and if you need to move to a accel gate, you dont need to be stable.

I use my MWD for getting to warp faster.

Oh and those 100+km rooms that my boss wants me to salvage sometimes.
Rose Valley
Center for Advanced Studies
Gallente Federation
#13 - 2012-07-22 19:44:24 UTC
Just playing around with EFT

Gistum A-Type 10MN MicroWarpdrive
~ Instead of C-Type would make you cap stable 38%

A slot 1 Mindflood Booster may also make your setup cap stable with your skills.

Hard to tell what else it could be without seeing both characters skillsheets.
Tau Cabalander
Retirement Retreat
Working Stiffs
#14 - 2012-07-23 00:18:22 UTC
This is cap stable at 44% with the MWD running:
* Energy Systems Operation 4
* Energy Management 4
* High Speed Maneuvering 4

I've never needed to turn-off the MWD, but if you find your cap is getting low, then turn it off while salvaging. You don't need it running all the time.

[Noctis, Mission Salvager]
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II

10MN Afterburner II
10MN MicroWarpdrive II

Salvager II
Salvager II
Salvager II
Salvager II
Small Tractor Beam II
Small Tractor Beam II
Small Tractor Beam II
Small Tractor Beam II

Medium Salvage Tackle I
Medium Salvage Tackle I
Medium Salvage Tackle I
Ailiana
Hellhound Productions
#15 - 2012-07-23 11:52:17 UTC
Jack Miton wrote:
i should have asked this initially so here it is:

why the hell you need a MWD on a noctis? let alone a cap stable one???
80+km tractors are MORE than plenty and if you need to move to a accel gate, you dont need to be stable.


First an apology as I admit I made a mistake in a previous comment and appears to have answered the question. I had thought I'd trained my missioner to 4 for the Ore Industrial skill but I was wrong. I only have it at 2 and didn't actually look at it when I said it was. Changing it to 4 in EveFit made it unstable. Ugh When you made this comment, I realized my idiocy as my missioner can only reach out to 43km.

Rose Valley wrote:
Just playing around with EFT

Gistum A-Type 10MN MicroWarpdrive
~ Instead of C-Type would make you cap stable 38%


While an A-Type would certainly be nice, I can't justify paying the significant difference between the A-Type and a C-Type.

Tau Cabalander wrote:
This is cap stable at 44% with the MWD running:
* Energy Systems Operation 4
* Energy Management 4
* High Speed Maneuvering 4

I've never needed to turn-off the MWD, but if you find your cap is getting low, then turn it off while salvaging. You don't need it running all the time.

[Noctis, Mission Salvager]
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II

10MN Afterburner II
10MN MicroWarpdrive II

Salvager II
Salvager II
Salvager II
Salvager II
Small Tractor Beam II
Small Tractor Beam II
Small Tractor Beam II
Small Tractor Beam II

Medium Salvage Tackle I
Medium Salvage Tackle I
Medium Salvage Tackle I

Given my error, not sure how you got that to be cap stable. A T2 MWD kills the cap on all chars rather quick when run. Stable with the AB yes, but not the MWD. Either way, I would prefer the use of my setup vs that as I've never seen the need for more than one expanded cargohold. I've yet to come across a mission that drops enough loot and salvage to bother. (or I'm just that unlucky) I prefer the Overdrive and Nano for the extra speed and maneuverability for getting in range of wrecks that can sometimes be spread out over 100km and the move from warp-in to some gates. It also helps in the event you need to gtfo if perhaps an ill-timed spawn pops up, which I've had happen a few times on me. (Thinking of the mission Dread Pirate Scarlet)
Geoscape
Imperial Academy
Amarr Empire
#16 - 2012-07-25 10:35:30 UTC  |  Edited by: Geoscape
I suspect that it has to do with EFT calculating as if modules consume cap continuously rather than in batches.

If you make an EFT fit of a ship with 400 total capacitor and add XL shield booster (consumes 400 cap) EFT will say that it caps out after about 5 seconds, whereas in eve such a ship would cap out instantly when the booster is activated

or

EFT says that an ibis being neuted by a single heavy neutralizer II would have a 8 second cap life, despite the ibis having only 156 total capacitor while the heavy neut drains 600 cap every cycle.
Ireland VonVicious
Vicious Trading Company
#17 - 2012-08-01 04:23:37 UTC
Corina Jarr wrote:
Jack Miton wrote:
i should have asked this initially so here it is:

why the hell you need a MWD on a noctis? let alone a cap stable one???
80+km tractors are MORE than plenty and if you need to move to a accel gate, you dont need to be stable.

I use my MWD for getting to warp faster.

Oh and those 100+km rooms that my boss wants me to salvage sometimes.


You boss should learn how to use bookmarks. Roll
Lukriss
Caldari Provisions
Caldari State
#18 - 2012-08-03 19:24:24 UTC
Geoscape wrote:
I suspect that it has to do with EFT calculating as if modules consume cap continuously rather than in batches.

If you make an EFT fit of a ship with 400 total capacitor and add XL shield booster (consumes 400 cap) EFT will say that it caps out after about 5 seconds, whereas in eve such a ship would cap out instantly when the booster is activated.


A ship isn't capped out untill it can't run is mods, so eft is correct.