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Micro Auxiliary Power Core II skill requirements

Author
Pie Napple
Science and Trade Institute
Caldari State
#1 - 2014-03-17 10:39:23 UTC
So... Micro Auxiliary Power Core II requires Capacitor management V.

http://games.chruker.dk/eve_online/item.php?type_id=4254

Does anyone else fail to see the logic in this? It a long train that most people wait to train. The module has nothing to do with capacitor so requiring a maxed out cap-skill makes no sense, or am i missing something?

I suggest changing the requirements to Power grid management V. If the training time needs to be longer, perhaps add Energy Grid Upgrades in there. The would at least make more sense than Capacitory Management.
Goti fase
Faulcon de Lazy
#2 - 2014-03-17 11:21:04 UTC
It is a bit odd isn't it.
Dato Koppla
Spaghetti Militia
#3 - 2014-03-17 11:23:59 UTC
Cap Management V is still an excellent skill and one of the skills you'd take to V quite early on so it's not that bad IMO. It would be nice to change it to PG Management, but not necessary.
Pie Napple
Science and Trade Institute
Caldari State
#4 - 2014-03-17 12:09:46 UTC  |  Edited by: Pie Napple
Dato Koppla wrote:
Cap Management V is still an excellent skill and one of the skills you'd take to V quite early on so it's not that bad IMO. It would be nice to change it to PG Management, but not necessary.


Yeah. Its a 17 day training though. There is ALOT of skills you can get done in 17 days as a new player.

Doesn't really matter though, because the skill is not relevant to the module.

Projectile turrets V is also a great skill to have but i don't want it added to the requirements of Light Missile Launcher II. A cap skills is not relevant to a CPU-upgrade module. It could if the module had cap-drawbacks, but Micro Auxiliary Power Core II doesn't affect cap in any way, to my knowledge.
Salpad
Carebears with Attitude
#5 - 2014-03-17 12:51:40 UTC
Dato Koppla wrote:
Cap Management V is still an excellent skill and one of the skills you'd take to V quite early on so it's not that bad IMO. It would be nice to change it to PG Management, but not necessary.


Cap Management, or whatever it is called these days, is one of the first skillz that noobs should train to 5. Quite possibly within the first 6 weeks of play. Capacitor is important for almost all ship types, and highly valuable.

But yes, there's not much logic to having that as the prereq for a PG module.
Pie Napple
Science and Trade Institute
Caldari State
#6 - 2014-03-17 13:06:16 UTC
Salpad wrote:
Dato Koppla wrote:
Cap Management V is still an excellent skill and one of the skills you'd take to V quite early on so it's not that bad IMO. It would be nice to change it to PG Management, but not necessary.


Cap Management, or whatever it is called these days, is one of the first skillz that noobs should train to 5. Quite possibly within the first 6 weeks of play. Capacitor is important for almost all ship types, and highly valuable.

But yes, there's not much logic to having that as the prereq for a PG module.


It's so easy the have tons of SP and say, "You should really train Advanced Weapon Upgrades to V, its totally worth it!". I think the same applies to Capacitor Management.

Cap management gives you % to the total cap amount. Its a x3 skill.
Cap systems operation is a x1 skill that gives you % to the recharge rate.

I would definitely say that you should train cap systems operation to V early on.

I still don't have cap management V on this character, with about 15M SP.

I started out by focusing on caldari and smalls ships.

In the 17 days of cap management V you can probably squeeze in CPU management V, power grid management V, Weapon upgrades V, advanced weapon upgrade IV and your racial frig skill to V. In no way is cap management V more useful than those for a new player.

This is getting slightly out of topic though. Useful as the skill might be., it is not relevant for the module in question.
Pew Terror
All of it
#7 - 2014-03-17 16:49:47 UTC
Salpad wrote:
Dato Koppla wrote:
Cap Management V is still an excellent skill and one of the skills you'd take to V quite early on so it's not that bad IMO. It would be nice to change it to PG Management, but not necessary.


Cap Management, or whatever it is called these days, is one of the first skillz that noobs should train to 5. Quite possibly within the first 6 weeks of play. Capacitor is important for almost all ship types, and highly valuable.

But yes, there's not much logic to having that as the prereq for a PG module.


lolno
Batelle
Federal Navy Academy
#8 - 2014-03-17 17:13:43 UTC
i thought the mapcs required energy grid upgrades, did it change? That would make the most sense given that's the skill that reduces powergrid use.

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Harvey James
The Sengoku Legacy
#9 - 2014-03-17 17:20:56 UTC  |  Edited by: Harvey James
OP is spot on ..perhaps power grid management lv5 is the best option.. energy grid upgrades lv5 is a fairly long skill for anyone..
also the price is crazy on all of them besides the meta 0 version and T2 is decent .. but they use up too much cpu for a frigate module..
much like shield amps (mainly a frig resist mod like ANP's) that use up too much cpu and cost too much for any of the low cpu variants .. along with the weird amount of meta 0 mods instead meta 2-4's

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using