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When are boosters worth it?

Author
Asha Xa'clan
Federal Defense Union
Gallente Federation
#1 - 2013-12-04 21:07:11 UTC
From what I read about boosters, they don't seem too appealing under most circumstances. They give a significant boost to one stat, but they also have a rather high chance to give a significant penalty in up to four different stats. From a quick glance they don't seem to be worth it in standard PvP situations as the drawbacks can easily be more significant than the advantages. But many players recommend using boosters, so am I underestimating them?

Are the possible penalties truly worth it? Under which circumstances are boosters especially effective?
Heinky
Viziam
Amarr Empire
#2 - 2013-12-04 21:26:43 UTC
in situations where little diffarances matter


in expensive pvp ships and situations
Paranoid Loyd
#3 - 2013-12-04 22:57:45 UTC
http://i.imgur.com/YxRpfIp.png

"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!

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#4 - 2013-12-04 23:25:06 UTC
You will always get a positive effect, and only sometimes get the negative effect. Unless the negative effect really ruins your ship, on average over many engagements using boosters is worth it. You'll get some fights with a boost and a penalty, and some fights with only the boost.
Plug in Baby
The Scope
Gallente Federation
#5 - 2013-12-04 23:35:57 UTC  |  Edited by: Plug in Baby
Drop

In Blap dread fleets you may want to pop to track subcaps if you are struggling to get 90% webs on, i.e. vindis getting jammed.

Mindflood

Triage if you are under capacitor stress but tank is holding ok, (i.e vs subcaps not counter-drop)

Exile

Triage to last a little longer if you get counter dropped, might make it out of cycle for your buddy to save you.

Solo / small gang sub caps, deimos and other active tanked ships.

Blue Pill

Bling tank fits, like marauders etc

X Instinct

Sometimes carry it on a guardian, might make a bit of difference. Blingy Ab frigs if you are into that maybe.

Honestly X instinct could probably be brought inline with the others if it has the same % effectiveness. Its currently so far behind halos and loki links its quite weak. Compared to the other boosters that go beyond implant / fleet boost effectiveness.

This is not a forum alt, this is a forum main.

Grandma Squirel
#6 - 2013-12-05 05:02:39 UTC
Mindflood is useful for any cap unstable logi, so non-cap chain MWD logi
Karak Bol
Low-Sec Survival Ltd.
#7 - 2013-12-05 08:53:56 UTC
Basically, a booster is just a part of the fit. Like ammunition and drones. You have to plan for them. Do not only plan for benefits but also for the disadvantages. For example: You can use crash easily on a buffertanked Drake. Only one of the four possible disadvantages is of interest to you. That basically increases your chance of getting no disadvantage.

Math incoming (Not sure if the Numbers are correct, they are kinda old, but the idea should be obvious):

Disadvantages of a Standard Booster, one Disadvantage is of no importance, no Nanite Control (Base Chance 20%)
Chance for no Disadvantage: ~51%
One Disadvantage: ~38%
Two Disadvantages: ~10%
Three Disadvantages: ~0,8%

Disadvantages of a Standard Booster, two Disadvantage are of no importance, no Nanite Control (Base Chance 20%)
Chance for no Disadvantage: ~64%
One Disadvantage: ~32%
Two Disadvantages: ~4%

Disadvantages of a Standard Booster, three Disadvantage are of no importance, no Nanite Control (Base Chance 20%)
Chance for no Disadvantage: ~80%
One Disadvantage: ~20%
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#8 - 2013-12-05 09:07:35 UTC
Asha Xa'clan wrote:
From what I read about boosters, they don't seem too appealing under most circumstances. They give a significant boost to one stat, but they also have a rather high chance to give a significant penalty in up to four different stats. From a quick glance they don't seem to be worth it in standard PvP situations as the drawbacks can easily be more significant than the advantages. But many players recommend using boosters, so am I underestimating them?

Are the possible penalties truly worth it? Under which circumstances are boosters especially effective?



If you have those sweet sweet skills they are pretty much worth using in anything bigger than a frigate.

BYDI recruitment closed-ish

Karynn Denton
Black Rebel Rifter Club
#9 - 2013-12-05 10:27:03 UTC
Paranoid Loyd wrote:
http://i.imgur.com/YxRpfIp.png


Nice link! Big smile

Yeah boosters are awesome, don't go fighting without them!

Synths are cheap and cheerful enough for frigate PvP where even a small edge counts.
Standards are a little too pricey to be worth using in frigs, but are well worth it in cruisers and above.

Oh, did I mention that my corp produces them? Feel free to place an order with us Cool

Karynn Denton

Caravan Master

Aralyn Cormallen
Deep Core Mining Inc.
Caldari State
#10 - 2013-12-05 16:56:40 UTC
You need to consider them as items that add to your flexibility. You gain something, you lose something, but dependant on your ship, weapon type, tank type, target type, and engagement range, some or all of those downsides might not be relevant (if you are taking Mindflood to improve your armour carriers cap recharge, that turret-less, not-missile-using, armour tanking ship is ignoring three of those downsides). Some situations will always be improved by certain drugs (a sig-tanking AHAC will always benefit from X-instinct, while a long-range ship engaging in deep falloff has to consider whether the downside off Drop at that range might overshadow its benefit until the fight moves closer in).
Kagura Nikon
Native Freshfood
Minmatar Republic
#11 - 2013-12-06 10:10:19 UTC
The best way to use boosters in in yulai Twisted

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