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Better Lowslot Cap Options

Author
James Zimmer
Republic University
Minmatar Republic
#1 - 2016-04-26 13:12:52 UTC
Right now, there is a big divide between PvE ships and PvP ships. A large part of this is due to capacitor. For raw performance, a cap booster blows everything else out of the water. I recently did a test, and with an MWD Maller, you will have better cap performance if you put a single medium cap booster on it, than if you put SIX other cap mods on it (not including a cap battery). However, cap boosters are bad for sustained performance due to the fact that cap boosters take large amount of cargohold space, and they run out quickly in long missions/sites. As a result, cap boosters tend to be used for PvP, where ships absolutely must have some utility, and PvE fits tend to fill every single spare slot with cap modules after an afterburner, tank and DPS.

Rather than the somewhat confusing assortment of terrible options for cap right now, maybe there could be a lowslot module that adds capacitor amount and decreases the recharge time. It could come in small, medium and large options for different ship sizes (with a larger cap bonus for larger options). The performance goal would be somewhere around 1/3-1/2 of a cap booster running with the largest boosters possible, and it would cost about the same as a cap booster in terms of PG and CPU use. This would make it more expensive in terms of fitting than a cap booster, but better for sustained performance. This would also give ships with a large amount of low slots and few mids, like the Maller, a realistic cap option that still gives them some utility. If this still doesn't feel balanced, you could make these active modules and make them take some fuel (though it should be significantly smaller than a cap booster).

Right now, in PvP if you need a lot of cap, it's cap booster or bust, I'd love to see some more options.
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2016-04-26 13:26:08 UTC
James Zimmer wrote:
a lowslot module that adds capacitor amount and decreases the recharge time


Power diagnostic system. it also adds grid and shield capacity.


Now, where's the downside to your module? Cap boosters have charges as theirs, as you've noticed, and your module doesn't have one.

Also, please accept that cap stability is not actually important in any way.
Reaver Glitterstim
The Scope
Gallente Federation
#3 - 2016-04-27 02:30:15 UTC
Capacitor Power Relays are super overpowered. Midslot needs something better to compete.

I'm not just playing Devil's Advocate here, I actually feel the Capacitor Power Relay needs a nerf when used on ships that aren't fit with a shield booster.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

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Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#4 - 2016-04-27 02:54:02 UTC  |  Edited by: Agondray
as to why your using something that requires charges if your own fault and having more cap/ less recharge time in a mission is a bad idea anyways when you get stuck in the mission or bloodraiders zap your cap dry, then youll be wishing for recharge times

high cap amounts are good for fast battles not long drawn out fights

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Lugh Crow-Slave
#5 - 2016-04-27 08:47:13 UTC
And I mean there are just no good high slot tracking mods ccp get on that
Lugh Crow-Slave
#6 - 2016-04-27 08:48:17 UTC
Reaver Glitterstim wrote:
Capacitor Power Relays are super overpowered. Midslot needs something better to compete.

I'm not just playing Devil's Advocate here, I actually feel the Capacitor Power Relay needs a nerf when used on ships that aren't fit with a shield booster.



To be honest they dropped the ball rebalancing these and the shield recharge mods. They ignored feedback and even though numbers changed the meta didn't
Wimzy Chent-Shi
Garoun Investment Bank
Gallente Federation
#7 - 2016-04-27 12:29:31 UTC
Cap stability is overrated.
Missions take too long to fly with cap booster? Well, then booster is not worth it.
Can fitting a cap booster make the mission go fast enough? Hell yeah fit it there.

I find myself leaning towards ridiculously overranged polarized guns on MJD BSs kind of meta.
Who needs a maller or sustainable cap or tank?

Come get some cancer @ my blog !

"This clash of opinions is like cutting onions. We are creating something here, that's productive, ...and then there is also salt." -Wimzy 2016

Serendipity Lost
Repo Industries
#8 - 2016-04-27 16:34:23 UTC
I don't have cap issues running missions. Can you link your ship and fit so we can actually see what the problem is?

Also, why 'except cap batteries'? Because you hate them, they don't support your argument.... why 'except cap batteries'???
James Zimmer
Republic University
Minmatar Republic
#9 - 2016-04-28 03:36:51 UTC  |  Edited by: James Zimmer
Danika Princip wrote:
James Zimmer wrote:
a lowslot module that adds capacitor amount and decreases the recharge time


Power diagnostic system. it also adds grid and shield capacity.


Now, where's the downside to your module? Cap boosters have charges as theirs, as you've noticed, and your module doesn't have one.

Also, please accept that cap stability is not actually important in any way.


The downside is double the fitting requirements and 2 sacrificed lowslots to get something comparable to a single cap booster. I would consider those rather substantial.
James Zimmer
Republic University
Minmatar Republic
#10 - 2016-04-28 03:38:59 UTC  |  Edited by: James Zimmer
Lugh Crow-Slave wrote:
And I mean there are just no good high slot tracking mods ccp get on that


You can change your tracking with high slots by using smaller guns and certain ammo.
James Zimmer
Republic University
Minmatar Republic
#11 - 2016-04-28 03:44:27 UTC  |  Edited by: James Zimmer
Serendipity Lost wrote:
I don't have cap issues running missions. Can you link your ship and fit so we can actually see what the problem is?

Also, why 'except cap batteries'? Because you hate them, they don't support your argument.... why 'except cap batteries'???


Because cap batteries are a mid slot and I'm arguing for better lowslots so that ships without a lot of mids have an option to have an active tank and some utility (probably by sacrificing tank and/or DPS).

Also, please don't patronize, it's very rude.
Trespasser
S0utherN Comfort
#12 - 2016-05-11 13:38:54 UTC
I wish they had Faction/Navy/Officer versions of the cap flux coil.

Its a very powerful mod if used in the right fit but that cap reduction on it can be a killer.


So a nice navy/faction version that lowers some of that penalty would be very welcome.
Rawketsled
Generic Corp Name
#13 - 2016-05-11 23:09:24 UTC
Just use a different ship.

Some are meant to be hard to keep cap stable.
Xyori
Splash Inc.
Pandemic Horde
#14 - 2016-05-12 07:12:29 UTC
Maybe can have rigs that change 1 high slot to low slot or to med slot etc. Or rigs that add 1 slot high or med or low.
Tiddle Jr
Brutor Tribe
Minmatar Republic
#15 - 2016-05-12 10:03:38 UTC
Dear OP you probably pick up the wrong forums since there Ships and Mods thread where you could discuss the weak sides of your ship and fit. And also Mission and Complexes thread where you you could discuss mission specific ships and fit for better performance.

And as it was mentioned - cap stability on pve is not am issue.

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elitatwo
Zansha Expansion
#16 - 2016-05-12 13:24:14 UTC
Rawketsled wrote:
Just use a different ship.

Some are meant to be hard to keep cap stable.


Maller -> Abbadon Straight

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This is the law of ship progression!

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Donnachadh
United Allegiance of Undesirables
#17 - 2016-05-12 14:26:33 UTC
OP I see the problem here and it is a lack of understanding how and why PvE fits are different than PvP fits and capacitor has very little to do with it. The following are generalized statements and there are exceptions to both of them, remember that when you read them.

PvE will have lower incoming DPS but over a significantly longer period of time, this indicates the use of a passive/active tank that regenerates your armor/shields, it also means that EHP is virtually irrelevant and your tank DPS becomes the most important factor.
PvP on the other hand will have higher incoming DPS but the time is significantly shorter. This indicates the use of a high EPH(buffer) tank simply because the active/passive recharge does not have enough time to become a significant factor in the outcome of the battle.
Again the caution both of these statements are very general in nature and I understand that there are exceptions to both.

Like most of the others no more modules are needed to handle capacitor issues. We have enough and they fit in the slots they do because of the huge jig saw puzzle called game balance. If capacitor is an issue for you your fit and / or the ships you fly as well as your characters skills may be the real problem. Posting your fit as well as what you use it for would be helpful.

Wimzy Chent-Shi wrote:
Cap stability is overrated.

I can tell that you have a very stable and very solid internet connection or you would have a significantly different viewpoint on cap stability. Others in the game like me who suffer from routine internet drop outs with the resultant disconnects often are forced to build for cap stability simply to prevent losing ships on a constant basis due to DC issues.
Lugh Crow-Slave
#18 - 2016-05-12 16:51:02 UTC
James Zimmer wrote:
Lugh Crow-Slave wrote:
And I mean there are just no good high slot tracking mods ccp get on that


You can change your tracking with high slots by using smaller guns and certain ammo.


and you can use flux relays and PDU in the lows for cap. \o/ we did it everyone we solved the issue next task


why the hell are there no armor mids?
Ralph King-Griffin
New Eden Tech Support
#19 - 2016-05-12 17:04:46 UTC
Really ... Vets actually care about cap stability?

I thought it was only newbros seeing the fitting screen and going "Ohhh its green, im winning right?"
Sobaan Tali
Caldari Quick Reaction Force
#20 - 2016-05-12 23:43:40 UTC
Ralph King-Griffin wrote:
Really ... Vets actually care about cap stability?

I thought it was only newbros seeing the fitting screen and going "Ohhh its green, im winning right?"


Some of us PVE guys gun for it because it's one less thing to worry about, one less reason to dread getting DC'ed mid mission. I'd be lying if I said it wasn't for being somewhat lazy as well. Granted, not all of my ships are cap stable. That's just my excuse for the ones that are, I suppose.

In PVP, I couldn't see any place where it's worth it, though. Maybe logi, though that's honestly a realm I've never dabbled in.

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