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[Odyssey] Tech 1 Battleships - Amarr

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Samas Sarum
Imperial Academy
Amarr Empire
#2801 - 2013-05-16 18:37:32 UTC  |  Edited by: Samas Sarum
ExAstra wrote:

I will admit I wasn't aware that Mega Beams had the same cap requirements as Tachyons. Tachyons are way nicer for sniping though, imo. Railguns are kind of incredibly lame and most agree on that.

You are correct that hybrids mix thermic/kinetic fairly evenly (55/45 or 50/50 depending on ammo) but your comment about "every other race gets to pick damage types" is baloney because Gallente and Caldari (minus missile boats) can't. Which means a vast amount of ships in the game can't do it.


I never said that about the damage types, I think it was someone else.

Medium Railguns definitely need work but Large at least get use in Rokh fleets. Beams are used by no one except newer pilots who haven't taken the 3 months to train Scorch yet or Nightmare pilots.

...oh yes and Oracle pilots because it's a balanced system when an ABC can fit and fire a full rack of Tach's but no BS can without gimping the fit.
Samas Sarum
Imperial Academy
Amarr Empire
#2802 - 2013-05-16 18:41:16 UTC
Jonas Sukarala wrote:
mmm... Amarr are too reliant on scorch . solutions
- nerf scorch a little and switch its damage so its a little more therm
- buff other crystals
- maybe add a T3 ammo type to all weapon systems that give a nice in-between of long range and short range ammo with a slight boost to tracking aswell. a jack of all trades ammo type.
so in crystals it would be a mix of Faction multi-scorch-conflag.


The problem isn't entirely with Scorch it's also because the alternative's to Scorch are incredibly bad. No reason whatsoever currently to tear out your hair trying to make a rack of Mega Beams fit and able to fire for a reasonable amount of time and Tach's are beyond hope of fitting. Until these problems are solved Scorch will be their only option.

Once beams are fixed, I agree Scorch needs to be looked at especially when a Napoc can bring them out to 90+km which I don't expect to survive the laser rebalance.
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#2803 - 2013-05-16 19:00:34 UTC
Samas Sarum wrote:
Jonas Sukarala wrote:
mmm... Amarr are too reliant on scorch . solutions
- nerf scorch a little and switch its damage so its a little more therm
- buff other crystals
- maybe add a T3 ammo type to all weapon systems that give a nice in-between of long range and short range ammo with a slight boost to tracking aswell. a jack of all trades ammo type.
so in crystals it would be a mix of Faction multi-scorch-conflag.


The problem isn't entirely with Scorch it's also because the alternative's to Scorch are incredibly bad. No reason whatsoever currently to tear out your hair trying to make a rack of Mega Beams fit and able to fire for a reasonable amount of time and Tach's are beyond hope of fitting. Until these problems are solved Scorch will be their only option.

Once beams are fixed, I agree Scorch needs to be looked at especially when a Napoc can bring them out to 90+km which I don't expect to survive the laser rebalance.


indeed .. conflag for instance is too short ranged combined with extra cap usage and poor tracking.
so its faction multi for brawling and scorch for everything else.
7.5% range on scorch is crazy powerful.

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

ExAstra
Echoes of Silence
#2804 - 2013-05-16 19:04:49 UTC  |  Edited by: ExAstra
Samas Sarum wrote:
ExAstra wrote:

I will admit I wasn't aware that Mega Beams had the same cap requirements as Tachyons. Tachyons are way nicer for sniping though, imo. Railguns are kind of incredibly lame and most agree on that.

You are correct that hybrids mix thermic/kinetic fairly evenly (55/45 or 50/50 depending on ammo) but your comment about "every other race gets to pick damage types" is baloney because Gallente and Caldari (minus missile boats) can't. Which means a vast amount of ships in the game can't do it.


I never said that about the damage types, I think it was someone else.

Medium Railguns definitely need work but Large at least get use in Rokh fleets. Beams are used by no one except newer pilots who haven't taken the 3 months to train Scorch yet or Nightmare pilots.

...oh yes and Oracle pilots because it's a balanced system when an ABC can fit and fire a full rack of Tach's but no BS can without gimping the fit.

My apologies. And not only medium railguns looked at, I think medium range turrets in general need some love. And while yes, the Rokh can use large railguns, you're talking 1 Battleship out of 6 that can make some decent use out of railguns. The Megathron sort of can but it's stuck in that "Why Mega when Rokh" gray area.

As for the ABC comment, I personally am for a slight nerf to the entire ABC line. I like the thought of moving them to a T2 BC version so that their cost is higher. While not a balancing factor, it would really increase the appeal of battleships, because the choice becomes less obvious. But that's a discussion for a different thread.

Jonas wrote:
indeed .. conflag for instance is too short ranged combined with extra cap usage and poor tracking.
so its faction multi for brawling and scorch for everything else.
7.5% range on scorch is crazy powerful.
I think Conflag crystals should work more like Void (yeah I know a lot of people hate void but whatever). Void has extra range over Antimatter and increased DPS with a tracking and capacitor drawback. With how conflag works currently, it's just slightly higher DPS over Multifrequency with no other benefits, but all the downsides.

Save the drones!

Bouh Revetoile
In Wreck we thrust
#2805 - 2013-05-16 19:33:51 UTC
ExAstra wrote:
Jonas wrote:
indeed .. conflag for instance is too short ranged combined with extra cap usage and poor tracking.
so its faction multi for brawling and scorch for everything else.
7.5% range on scorch is crazy powerful.
I think Conflag crystals should work more like Void (yeah I know a lot of people hate void but whatever). Void has extra range over Antimatter and increased DPS with a tracking and capacitor drawback. With how conflag works currently, it's just slightly higher DPS over Multifrequency with no other benefits, but all the downsides.

In fact, conflag have more thermal damage than multifrequency (50/50 vs 60/40 em/therm). And the longer range of void vs antimat is compensated with less falloff, ending with antimat hitting 20% farther (which is still peanuts). Anyway, conflag idea is to shoot at hard tackled large target at short range, and I think they work fine for that.
The Djego
Hellequin Inc.
#2806 - 2013-05-16 20:44:35 UTC
Conflag actually hits considerably harder than multi on any target where EM resistance is higher than thermal(what means most omni tanked armor targets). Void is actually a good ammo on caldari ships with the optimal bonus, since the optimal bonus and the higher optimal of Void give you nearly puls laser ranges. If you do the same with conflag and a optimal bonused amarr hull, it would easily outperform multi crystals and probably gamma for most uses.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Tank Talbot
Imperial Academy
Amarr Empire
#2807 - 2013-05-16 22:15:08 UTC  |  Edited by: Tank Talbot
ExAstra wrote:
You are correct that hybrids mix thermic/kinetic fairly evenly (55/45 or 50/50 depending on ammo) but your comment about "every other race gets to pick damage types" is baloney because Gallente and Caldari (minus missile boats) can't. Which means a vast amount of ships in the game can't do it.


I didn’t “quite” say that either. You can accuse me of an exaggeration in driving a point home but the fact remains that half the major weapons systems (or more depending on how you classify drones) can and the ships specializing in those limited two have fallen out of favor in part because of it as they are too easily countered. Missiles in particular are seeing buffs this round. Perhaps, hybrid ammo needs some work once they get to medium rails? But none of that changes the fact that laser crystals are deserving of a look now.


Bouh Revetoile wrote:
... In the end, the Armageddon, as hated as it can be from amarr fanatics, is the best pve machine amarr could dream of.


Speaking of exaggerations, a T1 Armageddon is not a good PVE “dream machine.” It’s a drone and nuet ship. Most other ships to the point of cross training would be favored before hand because it has been shoved too firmly into a gang and support “niche” with the rebalance. There is no ship in the T1 Amarr line up I would take over the Naval Armageddon for PVE right now amongst a few other things and with the way costs are looking to pan out I figure most people looking to fill that role will jump right to it. That’s its niche. All these niche ships where we used to have more flexibility to pick what we wanted...

ExAstra wrote:
...The Abaddon should never be cap stable, in my opinion.


It depends on how we choose to define cap stable. If a ship can’t sustain the fire of its own guns under burner then there is an issue from my perspective. I can forgive a ship’s cap buckling under the pressure of maintaining an active repair unit for its size class in conjunction with everything else after a couple of minutes but if it can’t shoot its own guns... Am I expecting too much out of battleships? Even of a buffered Abaddon?
ExAstra
Echoes of Silence
#2808 - 2013-05-16 23:12:27 UTC  |  Edited by: ExAstra
Tank Talbot wrote:
ExAstra wrote:
You are correct that hybrids mix thermic/kinetic fairly evenly (55/45 or 50/50 depending on ammo) but your comment about "every other race gets to pick damage types" is baloney because Gallente and Caldari (minus missile boats) can't. Which means a vast amount of ships in the game can't do it.


I didn’t “quite” say that either. You can accuse me of an exaggeration in driving a point home but the fact remains that half the major weapons systems (or more depending on how you classify drones) can and the ships specializing in those limited two have fallen out of favor in part because of it as they are too easily countered. Missiles in particular are seeing buffs this round. Perhaps, hybrid ammo needs some work once they get to medium rails? But none of that changes the fact that laser crystals are deserving of a look now.
ExAstra wrote:
...The Abaddon should never be cap stable, in my opinion.


It depends on how we choose to define cap stable. If a ship can’t sustain the fire of its own guns under burner then there is an issue from my perspective. I can forgive a ship’s cap buckling under the pressure of maintaining an active repair unit for its size class in conjunction with everything else after a couple of minutes but if it can’t shoot its own guns... Am I expecting too much out of battleships? Even of a buffered Abaddon?

First off: If you include drones then you have to include Amarr too, now, which means either your point is irrelevant or your point only applies to half of the Amarr fleet, half of the Gallente fleet, half of the Caldari fleet, and then all of the Matari fleet. As opposed to your exact quote "Just fitting EM / Therm resists alone resists ships should never trump an entire ship line up and their weapon of choice when everyone else in the galaxy can just change ammo." which is obviously what I was pointing out isn't true. And if we don't include drones, there's still the fact that Hybrids (Caldari/Gallente) are affected by the exact same thing in regards to Kin/Therm. The natural resists of armor aren't as high but they're higher than em/therm on shields. So. Yeah.

Secondly, yes, you are expecting (a little) too much out of the ships. A Megathron isn't cap stable running its guns + mwd (it gets an extra 30 seconds or so over the Abaddon depending on skill levels) but the principal is the same. The problem is that the Abaddon isn't cap stable with just the guns running, where the Megathron is. I can see it gaining some cap stability (either through regen or laser buffs) but I've always seen the Abaddon as a really nice battleship despite its capacitor issues. And judging by its popularity, others have too.

Save the drones!

Kagura Nikon
Native Freshfood
Minmatar Republic
#2809 - 2013-05-17 00:50:17 UTC
Tonto Auri wrote:
Kagura Nikon wrote:
Tonto Auri wrote:
Kagura Nikon wrote:
The normal geddon was not used much already in Missions. The best t1 and basically the only non bad t1 battleship for missions onamarr side was abaddon. The navy geddon and navy apoc were useful, but the plain geddon was a very poor choice.

LOL? So, that's why I see only Golems, Nighmares, Rattlesnakes and sporadically - Paladins around the Amarr mission hubs? Oh, sorry, forgot Armageddons, yeah. Abaddon just doesn't cut it.



You realize NONE of those you citede are T1? Learn to read before answering a post

You do realize, I didn't said about T1, or what not. (NM and Rattlesnake are, technically, T1, if you didn't know.)
I just recounted the set of ships I see frequently in the mission hubs I'm using for LP stockpiling.
I should probably add Dominix Navy Issue to the list, but it was flying by only one pilot. Although, it was seemingly omnipresent.



You were answerign to my post therefore you carry alongside the context I posted. So its your fail And Pirate ships are FACTION, not T1. Check them they have that tiny green mark at corner. Faction ships are not T1 ships, they are FACTIOn.

You are still wrong and still failed to read properly the post before typing stupid statements.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Daniel Whateley
#2810 - 2013-05-17 01:42:13 UTC
And the point of taking away -1% armor resistance is?????????????????
Kharamete
Royal Assent
#2811 - 2013-05-17 02:34:36 UTC  |  Edited by: Kharamete
Bouh Revetoile wrote:

In the end, the Armageddon, as hated as it can be from amarr fanatics, is the best pve machine amarr could dream of.


I have been playing around with the Armageddon on Singularity, and I would actually say that the Armageddon is now a pure PVP ship, and it's not really suited for PVE. Eve being what it is has this sorts of division. Few would bring a current Raven to a fight, but it's pretty good for PVE. The Armageddon will be the anti-Raven.

I tested it out, and I could one-shot the cap out of a megathron. My alt in her megathron (at level 5 Gallente BS) has 6075 cap units. With a full rack of 7 heavy neutralisers at 600 GJ neuted cap per cycle, I drained my alt nearly instantly. Now imagine this applied to cruisers, battle-cruisers, etc. There was nothing the alt could do once the neuters started running. The only thing is a low dps with drones, but you would never field the new geddon alone anyway. The DPS would be applied by others.

I love this new Armageddon. It's going to be wicked in small gangs. It's going to be able to insta-cap-out most of what it will meet on the field. A gang of Neutageddons will threaten even cap ships. Imagine ten of these with 70 neutralisers going at 600 GJ per 24 seconds. My alt (the same as with the megathron) has about 75k cap in her thannie.

CCP FoxFour: "... the what button... oh god I didn't even know that existed. BRB."

My little youtube videos can be found here

Naso Aya
Imperial Shipment
Amarr Empire
#2812 - 2013-05-17 03:09:26 UTC
Kharamete wrote:


I have been playing around with the Armageddon on Singularity, and I would actually say that the Armageddon is now a pure PVP ship, and it's not really suited for PVE. Eve being what it is has this sorts of division. Few would bring a current Raven to a fight, but it's pretty good for PVE. The Armageddon will be the anti-Raven.

I tested it out, and I could one-shot the cap out of a megathron. My alt in her megathron (at level 5 Gallente BS) has 6075 cap units. With a full rack of 7 heavy neutralisers at 600 GJ neuted cap per second, I drained my alt nearly instantly. Now imagine this applied to cruisers, battle-cruisers, etc. There was nothing the alt could do once the neuters started running. The only thing is a low dps with drones, but you would never field the new geddon alone anyway. The DPS would be applied by others.

I love this new Armageddon. It's going to be wicked in small gangs. It's going to be able to insta-cap-out most of what it will meet on the field. A gang of Neutageddons will threaten even cap ships. Imagine ten of these with 70 neutralisers going at 600 GJ per 24 seconds. My alt (the same as with the megathron) has about 75k cap in her thannie.


The strength of the Armageddon as a neut boat comes from the drone damage. Unless you're specifically finding the extra range the killing factor, the 600 GJ/sec is somewhat...misleading. An Abaddon, or Domi, for instance, can neut the exact same amount- actually the Abaddon can neut more.

The bonus is only to range- so how useful would you say that bonus is?
Kaarous Aldurald
Black Hydra Consortium.
#2813 - 2013-05-17 03:15:19 UTC
Kharamete wrote:
Bouh Revetoile wrote:

In the end, the Armageddon, as hated as it can be from amarr fanatics, is the best pve machine amarr could dream of.


I have been playing around with the Armageddon on Singularity, and I would actually say that the Armageddon is now a pure PVP ship, and it's not really suited for PVE. Eve being what it is has this sorts of division. Few would bring a current Raven to a fight, but it's pretty good for PVE. The Armageddon will be the anti-Raven.

I tested it out, and I could one-shot the cap out of a megathron. My alt in her megathron (at level 5 Gallente BS) has 6075 cap units. With a full rack of 7 heavy neutralisers at 600 GJ neuted cap per second, I drained my alt nearly instantly. Now imagine this applied to cruisers, battle-cruisers, etc. There was nothing the alt could do once the neuters started running. The only thing is a low dps with drones, but you would never field the new geddon alone anyway. The DPS would be applied by others.

I love this new Armageddon. It's going to be wicked in small gangs. It's going to be able to insta-cap-out most of what it will meet on the field. A gang of Neutageddons will threaten even cap ships. Imagine ten of these with 70 neutralisers going at 600 GJ per 24 seconds. My alt (the same as with the megathron) has about 75k cap in her thannie.


Yeah, don't bother taking Bouh seriously, he has his head up his ass. The Geddon, along with the rest of the Amarr BS lineup, are constrained to pvp now.

Ironically the best pve ship now is the Abaddon. Damage bonus is much more effective against rats than a tracking bonus, and anyone who says droneboats are good for missioning is out of their minds. And the resist bonus helps you take less incoming damage, saving cap on tank. Truly bizarre that this is the end result.

I must ask, however, what kind of fit did you have to be able to fit a full rack of neuts? Surely there were a few issues getting that all on there? Or did you, lol, just fit neuts and drones?

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Kaarous Aldurald
Black Hydra Consortium.
#2814 - 2013-05-17 03:21:33 UTC
Quote:

The strength of the Armageddon as a neut boat comes from the drone damage. Unless you're specifically finding the extra range the killing factor, the 600 GJ/sec is somewhat...misleading. An Abaddon, or Domi, for instance, can neut the exact same amount- actually the Abaddon can neut more.

The bonus is only to range- so how useful would you say that bonus is?


I can see this being useful as kind of a "soft point", if they're capped out, they aren't going anywhere. The Geddon just has the range to make it a serious thing.

But seeing as how you give up any and all turret damage to do this, I can definitely see the drone strength translating into overall making a better neut boat.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Apostrof Ahashion
Doomheim
#2815 - 2013-05-17 06:51:52 UTC
ExAstra wrote:

Secondly, yes, you are expecting (a little) too much out of the ships. A Megathron isn't cap stable running its guns + mwd (it gets an extra 30 seconds or so over the Abaddon depending on skill levels) but the principal is the same.


You do realize that standard Abaddon fit uses 2 discharge elutriation rigs? And has to use capacitor batteries constantly to get that run time? Mega is cap stable while eating batteries. Abaddon has only 0.8 more peak cap recharge. And every gun it has uses 1.3 more cap to fire even with 2 discharge elutriation rigs.
raawe
Imperial Shipment
Amarr Empire
#2816 - 2013-05-17 06:59:42 UTC  |  Edited by: raawe
Well only winmatars can change damage type. They should at least add a few more T2 crystals with shifted damage stats. Currently Scorch L does 36Hp in EM, and 8Hp in Therm damage. I suggest adding "Something" L crystal that will do 8Hp im EM, and 36Hp in Thermal, so lasers have at least some damage shift options (it's still EM/Therm as it should stay). It probably wouldn't be too much of a buff since damage type stays the same but it will give some options. Same goes for hybrids, altho lasers need more balance in cap department and i leave that to CCP to figure out
Ioci
Bad Girl Posse
#2817 - 2013-05-17 08:27:56 UTC
So much effort in eliminating flexibility in working fits.

Why not just modular fit all ships and be done with it?

R.I.P. Vile Rat

ExAstra
Echoes of Silence
#2818 - 2013-05-17 08:59:34 UTC
Apostrof Ahashion wrote:
ExAstra wrote:

Secondly, yes, you are expecting (a little) too much out of the ships. A Megathron isn't cap stable running its guns + mwd (it gets an extra 30 seconds or so over the Abaddon depending on skill levels) but the principal is the same.


You do realize that standard Abaddon fit uses 2 discharge elutriation rigs? And has to use capacitor batteries constantly to get that run time? Mega is cap stable while eating batteries. Abaddon has only 0.8 more peak cap recharge. And every gun it has uses 1.3 more cap to fire even with 2 discharge elutriation rigs.

Yeah, and the Abaddon gets over 8,000 EHP on Armor before rigging and fitting, and will still be higher after the changes considering the Megathron is losing raw HP at the same time the Abaddon loses a bit of resists. Also, the Megathron is NOT cap stable with MWD + Guns + Cap Booster 400s (and will be even less so with its guns now firing 25% faster than previously). If you use 800s then yes it is, so we're both right there I guess (and yes the Abaddon will be devouring the charges). With the cap booster charges the Megathron will get an extra 90 seconds of capacitor life, and that's quite a bit of cap. Although I honestly have no idea what possessed you to put Discharge Elutriation rigs on the Abaddon to increase capacitor life when Semiconductor Memory Cell rigs improve the capacitor life better when MWDs are factored in, and don't cause excessive PG draw.

Now I'm NOT saying the Abaddon is fine where it is on cap. I just don't see the necessity in making every Amarr ship cap stable with lasers. You have Guardians (arguably better than the Oneiros), use them. I can see a need for laser cap levels to need some decreasing. Mega Pulse Laser IIs suck up 3.6 more cap per second than Neutron Blaster Cannon IIs, which is a pretty heavy draw, especially on an 8 turret ship. Lasers get the advantage of incredibly good DPS (about 12 less DPS per turret) at a much longer range than blasters using "equal" ammo types. Lasers have vastly inferior tracking, however, and I can certainly see the need for laser draw to be reduced.

I just don't see the need to make the Abaddon stable with a bunch of equipment running. Other battleships can't, so why yours? Just reduce the cap draw of laser turrets slightly and it brings the ship much more in line with the rest. But I don't fly Amarr Battleships much, I stick to the cruisers and frigates, so I am slightly unaware of the severity of certain issues (yet at the same time I get a decent 3rd person perspective of the situation)

Save the drones!

Bouh Revetoile
In Wreck we thrust
#2819 - 2013-05-17 09:52:13 UTC
ExAstra wrote:
I just don't see the need to make the Abaddon stable with a bunch of equipment running. Other battleships can't, so why yours? Just reduce the cap draw of laser turrets slightly and it brings the ship much more in line with the rest. But I don't fly Amarr Battleships much, I stick to the cruisers and frigates, so I am slightly unaware of the severity of certain issues (yet at the same time I get a decent 3rd person perspective of the situation)

Cap draw is being reduced. The question is more about how much should it be reduced. A comparison with blasters alone is questionable IMO when pulse are supposed to use a lot of cap.

It's like saying that blasters have a poor range so we should fix it because it's unfair pulse have 3 times more range than them.

But that's stupid : blasters are supposed to have close range, and I would even say that neutron blasters have mostly too much range or too easy fitting more than the opposite. The intended niche for pulse is still the largest of all short range weapons : from 5km to the end of scorch range for large pulse. That's the largest and the most useful range of operation in game.

Hellcat show that amarr ships work fine in their niche. There's no need for large buff unless we change everything to make beam work. CCP said beams were on their todo list, so unless we have comprehensive ideas to make a place for beams without obsoleting railguns (and preferably without obsoleting them on gallente hull too), asking for even less cap and fitting is homogenization, nothing more.

As for the Armageddon as a pve ship : it have capless weapons and very high dps at long range with drones. Isn't it what a pve ship need ? Isn't it what carebears here are asking for ?
Apostrof Ahashion
Doomheim
#2820 - 2013-05-17 10:08:02 UTC
ExAstra wrote:


I just don't see the need to make the Abaddon stable with a bunch of equipment running. Other battleships can't, so why yours? Just reduce the cap draw of laser turrets slightly and it brings the ship much more in line with the rest. But I don't fly Amarr Battleships much, I stick to the cruisers and frigates, so I am slightly unaware of the severity of certain issues (yet at the same time I get a decent 3rd person perspective of the situation)


No one is asking for it to be stable, but a ship that uses weapon system that drains so much cap needs a capacitor advantage. All i want is the possibility to fit it without wasting 2 rig slots on "i can fire my guns" rigs. And this would be the perfect time to do so because with the resists nerf if they buff the capacitor enough so you can drop one rig even if you fit a trimark in that slot you will have basically the same EHP as before the nerf (~1-1.5k more). And new pilots that dont have 5 in cap skills and controlled bursts could get some use out of it this way.

On cruiser level (ships that you do fly and are probably basing all this on them not on the actual battleship class that the rest of us are discussing) Amarr have a big capacitor advantage. For example Maller has 14.6 peak cap regen, Vexor and Thorax have 12 and 11.7. Abaddon has 21.3 peak regen, Hyperion and Megatron 20 and 20.3

ExAstra wrote:
Although I honestly have no idea what possessed you to put Discharge Elutriation rigs on the Abaddon to increase capacitor life when Semiconductor Memory Cell rigs improve the capacitor life better when MWDs are factored in, and don't cause excessive PG draw.


10 seconds more when mwd is on, 2 min less when it is off. And they cost 20M more. That is why everyone uses discharge elutriation rigs. You obviously dont fly Amarr battleships, what are you doing in this thread?