These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
 

Getting small shield Booster I to work

Author
Dzerzinski Szcerychk
Pator Tech School
Minmatar Republic
#1 - 2016-06-13 20:01:34 UTC
I have a ship (Slasher) I'd like to use the small shield on, but inevitably, the capacitor reads 'depletes in 00:00:26' when it is fitted. I saw a thread where a player recommended the micro auxiliary power core, which I fitted & activate, but that does not have any effect, to my eyes. Activating the MAPC doe snot change the ship's GJ reading.

I am not looking at this time for the perfect combo, but to understand how the shield mid-slot works - is it only for larger ships? The thread I read talked about medium shield boosters on a Frigate, so, a small should work, right? TIA
Ralph King-Griffin
New Eden Tech Support
#2 - 2016-06-13 20:21:41 UTC  |  Edited by: Ralph King-Griffin
That read out is telling you that your fit will run out of cap in that timeframe only if every module is active at the same time and left on.

This is fine and normal.
If the module will online when fit you are fine.

This is the clasic trap newbros fall into .
Cap reads green for cap stable (green is good? Im winning right?)

Cap reads red for unstable (red is bad, booooo red)

Basicaly the visual languadge of the fitting screen is telling you your ship should be cap stable when infact its usualy unessicary and often detremental to performance.

Its a frequent missunderstanding newbros usually pic up on, myself included when i started.

Most frigate fights in pvp are over in seconds and most of the frigate pve isnt a whole lit longer.

Take her out give it a whirle and see what i mean.
The reality is you only need to toghle modules on and off as and when needed, meaning you shouldnt cap out.

Do bear it in mind when **** hits the fan though and you have to push ALL THE BUTANS!!!!
Dzerzinski Szcerychk
Pator Tech School
Minmatar Republic
#3 - 2016-06-13 20:37:12 UTC
Aha, thanks Ralph - makes sense, if I hit the armor repair, track disruptor and whatever else, then it drains. Thanks!
Sonya Corvinus
Grant Village
#4 - 2016-06-13 20:45:28 UTC  |  Edited by: Sonya Corvinus
Dzerzinski Szcerychk wrote:
Aha, thanks Ralph - makes sense, if I hit the armor repair, track disruptor and whatever else, then it drains. Thanks!


This isn't exactly what you asked, but since you mentioned an armor repairer also I wanted to give one more piece of advice.

Never fit both a shield and armor repairer/tank to the same ship. Pick one and use it. Trying to mix tanks between armor and shields will always give you worse performance than committing to one or the other.
Tau Cabalander
Retirement Retreat
Working Stiffs
#5 - 2016-06-13 20:48:29 UTC
Capacitor management: cycle the shield booster on-and-off as needed to repair shield, and maintain capacitor level.

You don't need to activate the shield booster until your shield reaches roughly 30% (no lower than 25%).

Then let your shield repair until shield either reaches roughly 75% or the capacitor reaches roughly 30% (no lower than 25%).

If the shield level is stable, you don't need to activate the shield booster.

These numbers are a rough guide. It varies depending on ship, fitting, and incoming damage.
Ralph King-Griffin
New Eden Tech Support
#6 - 2016-06-13 21:02:43 UTC
Dzerzinski Szcerychk wrote:
Aha, thanks Ralph - makes sense, if I hit the armor repair, track disruptor and whatever else, then it drains. Thanks!

Ok ,further advice.

Pic a tank and focus on it.

Shields or armour , not both.

Think about it like this , would you rather have two small weak locks on your house or one big strong one.
KaarBaak
Squirrel Team
#7 - 2016-06-13 21:18:25 UTC
Ralph King-Griffin wrote:

Take her out give it a whirle and see what i mean.
The reality is you only need to toghle modules on and off as and when needed, meaning you shouldnt cap out.

This is always good advice. Whenever you're trying out a new ship or a new fit, take a friend along and take her through a trial run.

Or try it out on SiSi.

Dum Spiro Spero

Tau Cabalander
Retirement Retreat
Working Stiffs
#8 - 2016-06-13 21:19:29 UTC
Another tip: if you need to fit more than one capacitor related module or rig, you should seriously consider trading them all in for a single capacitor booster.

I cringe every time I see a ship fitted with 3-5, or more, capacitor related modules & rigs.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#9 - 2016-06-13 22:47:24 UTC  |  Edited by: Kitty Bear
A quick CAP 101 guide

(all numbers are completely random and do not represent in-game modules, skill boni etc)

You have 2 values for your CAP
- CAP total
- CAP recharge rate

If your ship has
- CAP total: 100
- CAP recharge rate: 10/second

When drained to 0 it will take 10 seconds (100/10s) to fully recharge

You can fit modules that
- Increase CAP total
- Increase CAP recharge rate

If you fit a module that adds 100 CAP
Your ship now fully recharges in 20 seconds (200/10s)

If you fit a module that increases your recharge rate to 20/second
Your ship will fully recharge in 5 seconds (100/20s)


There are Mid-Slot, Low-Slot & Rig-Slot items that alter both these values
Found on the market in the Engineering Section of the listings

(FYI native shield recharge works exactly the same way as CAP does )

[edit]
Modules have an Activation Cost
If the combined total is less than your CAP recharge rate, your fit is CAP stable
If the combined total is more than your CAP recharge rate, it's not CAP stable
[/edit]

NB
tbh I wouldn't worry too much initially whether your fit is optimal or not
running a CAP stable fit initially means you have 1 less thing to worry about as you learn about eve
and there is a LOT to learn in eve

As your knowledge grows you can replace CAP modules with other ones, it's no biggy really.
Personally I'd recommend initially swapping out CAP stuff for Resistances, then tracking, then DPS, then utility.

why do I rate tracking higher than DPS
If you add modules that do +50% dps, but your tracking is poor
your going to miss a lot, and 50% of 0 is ... yep, 0

Hope this helps, and if you have more Q's
Don't hesitate to ask, someone will give solid advise.
Bobb Bobbington
Rattini Tribe
Minmatar Fleet Alliance
#10 - 2016-06-14 03:12:23 UTC
Now, I just want to point out, people will show you these cut and dry numbers and everything will seem so simple for a bit. But capacitor recharges more at 33% and less the further you are away from that number, reaching almost zero at near max and empty. This means that at first you will regenerate very little cap, and if you go too far past the pivotal turning point you will be... well... toast. However it is also possible, if you're careful, to manage your capacitor around that percent by "pulsing" your repper (turning it off and on when needed) you can get extra performance out of your ship.

The same also goes for shields, and I'd also like to point out that if you plan on pvping, cap regen fits are usually not the way to go. But I'm sure your head is spinning already so I'll just leave it here.

Oh also somebody might have already said this, but the micro power auxiliary core adds powergrid, not capacitor. They are different. The powergrid allows you to fit items. Capacitor is the energy you're thinking of. If you want to increase the capacitor the cap batteries increase the amount, or there are 3 different cap rechargers all with pros and cons you can look into to decrease the recharge time.

This is a signature.

It has a 25m signature.

No it's not a cosmic signature.

Probably.

Btw my corp's recruiting.

Cherri Minoa
Serendipity Technologies Inc
#11 - 2016-06-14 09:19:18 UTC
Another thing to remember is that you don't have to fit a module that boosts your shield or repairs your amour. It is sometimes better to fit a module that increases the hitpoints or the resistances instead. I am not going to start a long discussion about active / passive / buffer tanks (although it is a vital piece of research to do) but I'll make one point, especially for newer players: with a passive tank, you can't forget to switch it on in the excitement of combat.

"If I had been censured every time I have run my ship, or fleets under my command, into great danger, I should have long ago been out of the Service" - Horatio Nelson

Mephiztopheleze
Laphroaig Inc.
#12 - 2016-06-14 11:30:31 UTC
this thread is all kinds of awesome and reminds me why EVE is such an awesome community of players.

Here we have an honest newbro who has an honest newbro query, bravely asking their question.

Lo, a veritable phalanx of 'bittervets'* fall over themselves to help said newbro out.

*for want of a better term.

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

Cherri Minoa
Serendipity Technologies Inc
#13 - 2016-06-14 13:31:37 UTC
EVE University is a good place to look for fitting ideas. Not that they are necessarily great fits, but it will give you a start. Don't just copy a fit, think about why it is fit that way and how it needs to be flown.

The reason I mention this is because the Slasher entry has three fits http://wiki.eveuniversity.org/Slasher/Fittings

Two of them are passive, one is active. Now its a cheap ship, so a good idea would be to fit one active, one passive and try them. See what works best, and when. Experimentation with cheap ships, getting blown up and trying again is a great way to learn.

"If I had been censured every time I have run my ship, or fleets under my command, into great danger, I should have long ago been out of the Service" - Horatio Nelson

Iria Ahrens
Space Perverts and Forum Pirates
#14 - 2016-06-14 21:02:47 UTC
Cap stable has its place.--almost always in strict pve builds. The loss to burst dps or tank makes you very vulnerable to pvp.

Speaking of pve, some ewar either doesn't work or barely is useful in pve. So if you're fitting that TD for pve, might want to check how effective it is vs. rats. The only ewar I know is equally effective is target painters.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Ralph King-Griffin
New Eden Tech Support
#15 - 2016-06-14 21:11:32 UTC
Neuts work on active tanking rats, they dont cap out but they have a rep value that both nos and neuts screw with.

To be honest though its rearly worth doing as feck all rats have a strong enough tank to warrent screwing with.

And yeah, cap stability is a good thing in some situations but by an large its no even remotly worth the compramise.
Pandora Carrollon
Provi Rapid Response
#16 - 2016-06-14 23:20:13 UTC
Ralph's advice is solid. It took me a long time to figure out what Cap level (and allowable depletion time) was good. Yes, it's with all modules running.

I recommend a fitting utility that lets you turn off modules in how you will run in combat. I use O.smium.org but there are a bunch of them. Please make certain you pay close attention to the difference in ship types as well.

For example, a ship that normally runs with all it's systems up, let's say a mining ship, will have it's lasers running, and it's defenses, and usually can't fit propulsion, yeah, you need to fit for STABLE capacitor. A combat ship in HiSec will need different capacitor run out's than one in Null or Lo Sec space. Why? Because if you are jumped in HiSec you only need to survive the fight long enough for Concord to arrive and save your tush, so a 30 second depletion is just fine. That same 30 second, all-up, depletion in Null Sec is going to be lethal to you if your fight lasts longer than that.

So, that is why they have things that can add capacitor in combat, like the battery injector systems. You also have skills you can train to raise the cap up, or make things that use cap more efficient so they use less. Don't ignore skills.

Best of all, if you can manage your cap by turning modules on and off in combat, this will stretch out your capacitor, and this has been mentioned but I can't say 'here, here' enough to the point.

A dead capacitor is a dead ship.
Nat Silverguard
Aideron Robotics
Aideron Robotics.
#17 - 2016-06-16 09:22:49 UTC
in a 1v1 frig fight, 26 secs is long enough. :)

Just Add Water

Mephiztopheleze
Laphroaig Inc.
#18 - 2016-06-16 10:29:35 UTC
Nat Silverguard wrote:
in a 1v1 frig fight, 26 secs is long enough. :)


if a 1v1 frig fight lasts longer than 26s, it's been a damn good fight win or lose.

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

DeMichael Crimson
Republic University
Minmatar Republic
#19 - 2016-06-16 11:34:46 UTC
Dzerzinski Szcerychk wrote:
I have a ship (Slasher) I'd like to use the small shield on, but inevitably, the capacitor reads 'depletes in 00:00:26' when it is fitted. I saw a thread where a player recommended the micro auxiliary power core, which I fitted & activate, but that does not have any effect, to my eyes. Activating the MAPC doe snot change the ship's GJ reading.

I am not looking at this time for the perfect combo, but to understand how the shield mid-slot works - is it only for larger ships? The thread I read talked about medium shield boosters on a Frigate, so, a small should work, right? TIA

You might be mistaken or maybe just didn't read further down the thread. There's only one power module that actually affects other ship systems besides powergrid and that's :

Power Diagnostic System I

Powergrid bonus
5 %
Shield recharge rate bonus
7.5 %
Shield HP bonus
4 %
Capacitor recharge rate bonus
7.5 %
Capacitor bonus
4 %

That's just a Tech 1 Meta level 0 module, higher meta levels will have better stats. As you can see it not only boosts powergrid, but also shield and cap stats as well. All of which can actually help boost ship defense and help make it cap stable. I usually try to fit one on my ships, whether it's passive or active shield tank.

Course it's always best to train up the Core Fitting skills asap. Those will help your ship perform better as well as make it easier for you to do good ship fits.



DMC
Amonios Zula
Aeon Ascendant
#20 - 2016-06-16 18:33:09 UTC
Mephiztopheleze wrote:
Nat Silverguard wrote:
in a 1v1 frig fight, 26 secs is long enough. :)


if a 1v1 frig fight lasts longer than 26s, it's been a damn good fight win or lose.

I've had one of those, dual rep incursus vs dual rep incursus Twisted
I lost eventually because i used void not antimatter so I had more misses so my opponents cap boosters lasted a bit longer Lol