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XL Cap Battery

Author
Pelea Ming
Royal Amarr Institute
Amarr Empire
#1 - 2017-05-02 01:22:54 UTC
So, I was back to an old horse I like to beat, namely, trying to figure out a good fit for an Abaddon for PvE use.

Ofc, as we all know, the Abaddon just has too many cap issues to seriously use it as it's hull bonuses suggest... namely, a tanky, laser-death spewing, brawler.

Now, I make do on Amarr BC (and even some C) by fitting with a Lg Cap Battery... but extending this concept on up to a BS and fitting a capitol-class battery, obv., can't work, duh to the enormous PG requirements.

BUT... what about an XL Cap Batt? w/say, 1k PG baseline? for the most part, I'd think that would make fitting it for PvP abit harsh, yet still make it a noteworthy idea for PvE!
Cade Windstalker
#2 - 2017-05-02 03:25:11 UTC
Given that a T2 Large Cap Battery is already sitting at 480MW of PG any grants 1,625 GJ of cap then if we follow the rough pattern up from Small to Large an XL would probably grant 3k or more of cap but the PG requirement would easily be 2-3k as well, considering a Size +1 cap battery general has the same PG cost as 2-3 same-size turrets.

These things aren't supposed to be easy to fit after all.

You really don't need to be fully cap stable. If you're doing PvE use a Cap Recharger and rigs if cap stability is that big a deal to you, or run a Booster or something.

Also you should watch the Game Design panel from Fanfest. CCP talked a bit about what they want to do with cap modules to deal with how they don't really work well or feel worthwhile to use without fitting a lot of them.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#3 - 2017-05-02 04:22:08 UTC
you ever tried running, say, L4 AE bonus room in an Abaddon? While it doesn't need to be cap stable, it does need quite abit more help for cap then is currently available w/out drastically screwing over it's mod slots for it.
Tessa Sage
Long Pig Luncheon Meat
Sending Thots And Players
#4 - 2017-05-02 10:13:11 UTC
If between missions you are docking at station to complete the conversation and get your reward, which also replenishes your capacitor, you do not need to be cap stable for any duration longer than the peak dps application coming from the rats in any given room.
Sobaan Tali
Caldari Quick Reaction Force
#5 - 2017-05-02 10:43:29 UTC
Pelea Ming wrote:
you ever tried running, say, L4 AE bonus room in an Abaddon? While it doesn't need to be cap stable, it does need quite abit more help for cap then is currently available w/out drastically screwing over it's mod slots for it.


Nope, but you're also talking about using one of the worst match-ups between player ship and missions to take said ship on and cap issues is only one of several reasons. Just because you can take an Abaddon on that mission (especially that room) doesn't mean it's a good idea. That's like saying that since battleships can use mining equipment to mine, they ought to be good at it.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Pelea Ming
Royal Amarr Institute
Amarr Empire
#6 - 2017-05-03 01:49:11 UTC  |  Edited by: Pelea Ming
Absolutely, it's a horrendous 'match up'... but out of all 12 T1 BS options, which is the one garaunteed everyone tells anyone they should avoid for PvE?

I don't know how many times I've run across peeps telling others to grab an Apoc n snipe, b/c the Abaddon can't perform properly in it's role of 'brawler', especially for lower skilled characters.

Sure, sure, I know, Fozzy doesn't want to adjust the Abaddon, bc it's too OP in PvP when fitted with a full rack of 8 T2 1400s, and changing it's cap in any significant way will give it too much love. (not exactly sure how that really follows, since a 1400 buffer tanked 'baddon should be pretty much using 0 cap as is, but I also know I'm not much up on the PvP meta).

assuming 8 T2 Pulse, T2 Lg Rep (local), & a Reactive Hard for your significant sources of cap... it's taking three T2 Lg Cap Batts, and two T2 Lg SMC rigs to pull off just 9 mins of cap... which is a relevant amount when your factoring in the harder to run mission sites you can possibly get. And, to be honest, it's hp/s even then is rather extremely low, so you'd prolly still want to be running a 2nd Lg Rep just to turn on when the incoming fire really is heavy, which will significantly reduce cap life even if only run for an avg of 2 cycles.

I think having an XL Cap Batt would be an excellent option for this instead!

I wasn't personally thinking of making it a matter of 'scaling it up' from the others... after all, the 'Micro' cap battery isn't much of a scale down, either.... (it's a storyline only mod... mebbe the XL can be done the same?).

My thought's were to just basically make it the equivalent of 1.5 or 2x of a Lg, hence the suggestion of approx 1k PG cost on it.

(it was either that, or suggest lowering cap draw of Lg Armor Reps, which I know has been seriously beat to death and needs to remain buried as a topic, as CCP def. has said they ain't doing it.)
Cade Windstalker
#7 - 2017-05-03 02:44:42 UTC
The Abaddon is a fine brawler *for PvP*. Missions tax a different set of characteristics on a ship than PvP does and the Abaddon is a better PvP ship than it is a PvE boat. Every race has a battleship that isn't great for missions in general.

For the Caldari it's the Scorpion, and to a lesser extent the Rokh as well, for the Gallente it's the Megathron, for the Minmattar it's the Tempest, and for the Amarr it's the Abaddon.

Also don't fit a Reactive Armor Hardener for PvE outside of a very few missions with weirdly swingy resist profiles either in general or from room to room. Fit mission specific resists. A Reactive Armor Hardener is horrifically cap inefficient.

About 2x the cap bonus of a Large would still put it well above 1k PG, because cap per PG isn't linear, you're saving slots so you pay exponentially more in PG for that added cap. For example a Large T2 Cap Battery has 2.6 times the cap of a Medium T2 Cap Battery, but costs 5.333x more in PG. If you go by how much that larger cap battery costs you in total fitting space you're still looking at something that would be fairly punishing to fit on a BS the same way most Large Cap Batteries are pretty hard to squeeze onto a Cruiser.

Also you should really watch this bit of the Ship and Module Balance presentation where they talk about potential future plans. One of the things they're looking for feedback on is buffing cap and shield regen bonuses but also stacking penalizing them, so you can fit fewer modules for the same effect but probably can't get quite the same crazy effects you can now.

Pelea Ming
Royal Amarr Institute
Amarr Empire
#8 - 2017-05-03 03:13:44 UTC
sure, but with the reactive, since the mission, assuming your doing a full clear (which I enjoy doing) is gonna take time, I feel the reactive overall is worth it, once it swings the resists around, for that 30/30 to two damage types from a single source, then back it up w/typed resist mods so your only doing a 2 stack vs penalties.

Also, I can use any of those other 'bad for pve' race battleships for mission clearing quite abit more easily then I can use the baddon... in the specific case of the scorpion, all those mid slots for that uber passive tank, the Tempest actually does quite well if you set it up to 'kite' w/cruise missiles n TPs... the megathron I admit I can't toss out a fast fit over, as I just don't fly Gallente much, but I'd imagine, since the general rule of thumb w/hybrids for pve is 'rails always' that it makes for a decent snipe platform.


don't get me wrong, sure, I could probably MJD the 'baddon and load it up with Tachs, and snipe away... but that sorta defeats the purpose of it's recommended role going by hull buffs.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#9 - 2017-05-03 03:32:47 UTC
Yup, I watched it when you first suggested it earlier, but thank you for linking it for others perusing the thread!

and, tbh, I do like the idea, in general, about changing the cap regen mods for that... but cap regen mods are a different thing that cap batts =)

Personally, I like cap batts for laser boats... I've found that I can in general get better cap life in such ships by extending the max cap limit with such mods/rigs then I can by loading up on any amount of cap regen atm (other ships though tend to benefit more from a mix... generally for hybrid boats I like 2 max cap 1 cap regen, and for missile/proj boats I'm finding a 1/1 mix works best).
Andrew Indy
Cleaning Crew
#10 - 2017-05-03 04:30:38 UTC
Pelea Ming wrote:
Yup, I watched it when you first suggested it earlier, but thank you for linking it for others perusing the thread!

and, tbh, I do like the idea, in general, about changing the cap regen mods for that... but cap regen mods are a different thing that cap batts =)

Personally, I like cap batts for laser boats... I've found that I can in general get better cap life in such ships by extending the max cap limit with such mods/rigs then I can by loading up on any amount of cap regen atm (other ships though tend to benefit more from a mix... generally for hybrid boats I like 2 max cap 1 cap regen, and for missile/proj boats I'm finding a 1/1 mix works best).


If they do the regen changes suggested you could mix batteries and regen mods to a much greater affect. However if they released a Xl battery they may end up being OP (Like L batteries on Tengus) and throw in a regen bonused regen mod and you may end up with some crazy Cap regen.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#11 - 2017-05-03 05:43:29 UTC
imo, that makes this an even better time to suggest it, then!

After all, they'll be closely monitoring the cap situation regardless as they make changes to keep things balanced, and this way, it's not just over one mod then!
FT Cold
Federal Navy Academy
Gallente Federation
#12 - 2017-05-03 12:36:45 UTC
I agree, there should be 'oversized' cap batteries, prop mods, plates, and extenders for battleships.
Cade Windstalker
#13 - 2017-05-03 13:21:00 UTC
Pelea Ming wrote:
sure, but with the reactive, since the mission, assuming your doing a full clear (which I enjoy doing) is gonna take time, I feel the reactive overall is worth it, once it swings the resists around, for that 30/30 to two damage types from a single source, then back it up w/typed resist mods so your only doing a 2 stack vs penalties.


It's still not worth it if you actually check the math on the module and the mission rats vs all your other available options.

For example Serpentis, which is pretty much the ideal for a Reactive Hardener, tanks almost (literally 7 EHP/s) as well with a Passive Therm, Passive Kinetic, and an active Therm as it does with the two passives and the Reactive, but it uses almost 1/3rd less cap. Plus it tanks better up front due to not taking time to adjust.

Pelea Ming wrote:
Also, I can use any of those other 'bad for pve' race battleships for mission clearing quite abit more easily then I can use the baddon... in the specific case of the scorpion, all those mid slots for that uber passive tank, the Tempest actually does quite well if you set it up to 'kite' w/cruise missiles n TPs... the megathron I admit I can't toss out a fast fit over, as I just don't fly Gallente much, but I'd imagine, since the general rule of thumb w/hybrids for pve is 'rails always' that it makes for a decent snipe platform.


don't get me wrong, sure, I could probably MJD the 'baddon and load it up with Tachs, and snipe away... but that sorta defeats the purpose of it's recommended role going by hull buffs.


The Scorpion can passive tank, sure, but it literally doesn't have the DPS with that kidn of brick tank to actually complete some Level 4 missions, and the ones it can do are going to be abominably slow, to the point that any other better ship warping out and docking up would have a better time of it.

I think you're talking about the Typhoon here, not the Tempest, considering the Tempest only has 4 launchers and no bonuses to them. The Tempest is the flying fin that has lousy cap, no tank bonus, and pure damage bonuses which means it has trouble applying to a lot of mission ships.

The problem with both the Mega and the Rokh is that Hybrids are generally less than ideal for PvE in general, and both have absolutely terrible capacitor. At best they'll have marginally better cap life than an Abaddon, but you're not getting either cap stable without a deadspace tank mod. Plus they either fit rails and lack the tracking and damage of Pulse Lasers, or they fit Blasters and lack in range, so you actually get a pretty good weapon system for all that cap use as well.

Not every ship needs to be fantastic for missions, and it's certainly not supposed to be easy to get every ship or fit cap stable.

Pelea Ming wrote:
Yup, I watched it when you first suggested it earlier, but thank you for linking it for others perusing the thread!

and, tbh, I do like the idea, in general, about changing the cap regen mods for that... but cap regen mods are a different thing that cap batts =)

Personally, I like cap batts for laser boats... I've found that I can in general get better cap life in such ships by extending the max cap limit with such mods/rigs then I can by loading up on any amount of cap regen atm (other ships though tend to benefit more from a mix... generally for hybrid boats I like 2 max cap 1 cap regen, and for missile/proj boats I'm finding a 1/1 mix works best).


Generally in missions you'll still be better off with regen, since missions rarely have you running your tank and guns continuously you end up with more cap at the start of a room if you run full regen, or close to it, and if you need to mid-room you can let your guns cool for a minute and build some cap back up if you're starting to pass peak recharge. Assuming you can tank the room that is, if you can't tank the room and gain cap then you probably need to warp out.

FT Cold wrote:
I agree, there should be 'oversized' cap batteries, prop mods, plates, and extenders for battleships.


Just no.

First off, you've provided zero reasoning for such changes.

On top of that we already have an equivalent to an "XL plate" in the form of 1600mm plates.

XL Shield Extenders would be hilariously OP on a lot of ships because of how passive shield tanking works.

Battleships *really* don't need oversized prop mods, we have enough of those already, and besides most Battleships wouldn't even be able to fit one considering how prop mods scale up in fitting cost.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#14 - 2017-05-03 13:45:08 UTC
actually, I have always thought of 1600 plates as the BS sized plate, since most cruisers have to setting for 800s at the largest (sure, sure, some amarr can fit 'em, but amarr are PG beasts, I consider that an exception, not a rule).

as for 100/200 being the frig... shoot yourself for slowing your frigate down by putting them on!

though on second thought... I actually bothered to look at the HP granted by both the XL extender and the 1600 plate (T2), and going by that route, I would have to agree that the 1600 is the armor equivalent... (now, why is the XL Extender so much easier to fit then a 1600!!!! grrr!!!!)
Pelea Ming
Royal Amarr Institute
Amarr Empire
#15 - 2017-05-03 13:46:47 UTC
Also, I still think an XL Cap Batt is a good idea... sure, arguments can be made that it isn't needed, but lets be honest, if we really wanted to, we could come up with 'reasons to not' for alot of things.

I just think that, timing wise, since CCP is deliberately focusing on cap, this is a great time to give some serious consideration to this.
Cade Windstalker
#16 - 2017-05-03 18:06:13 UTC
Pelea Ming wrote:
actually, I have always thought of 1600 plates as the BS sized plate, since most cruisers have to setting for 800s at the largest (sure, sure, some amarr can fit 'em, but amarr are PG beasts, I consider that an exception, not a rule).

as for 100/200 being the frig... shoot yourself for slowing your frigate down by putting them on!

though on second thought... I actually bothered to look at the HP granted by both the XL extender and the 1600 plate (T2), and going by that route, I would have to agree that the 1600 is the armor equivalent... (now, why is the XL Extender so much easier to fit then a 1600!!!! grrr!!!!)


There is no XL Shield Extender, the largest option for Shields is the Large or LSE. This is part of the dichotomy between Shield and Armor tanked fits. Shield get active omni tank modules and passive regen, armor gets passive omni tank modules and larger buffer mods (among other things on both sides).

Pelea Ming wrote:
Also, I still think an XL Cap Batt is a good idea... sure, arguments can be made that it isn't needed, but lets be honest, if we really wanted to, we could come up with 'reasons to not' for alot of things.

I just think that, timing wise, since CCP is deliberately focusing on cap, this is a great time to give some serious consideration to this.


It's not that I think it's a terrible idea, it's that I don't think if CCP adds it they'd do it in a way that would offer the kind of fitting space trade-offs you want. As the saying goes "Cap is life" and it's really not supposed to be super easy to get fully cap stable.

You'll note that at no point in this thread have I said I don't think this would be imbalanced or a terrible idea, but over-sized modules are supposed to be a tough squeeze for the benefits they provide, how tough kinda depends on the module and the ship. In this case, given how Cap Batteries line up on Cruisers, I think it'd be at least 2k pwg, probably more like 3-4k given that that's effectively another gun's worth of fitting.

I'd have to do a ton of math to get any idea as to whether or not this would be balanced or not, but my gut says it probably can be balanced, I'm just not really convinced it'd be useful in a balanced state.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#17 - 2017-05-04 06:26:58 UTC
hmm... well, this is why I was thinking of mebbe just having it be a Storyline only version, like in the case ofthe Micro... that would allow a little extra leeway in the stats on it I think.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#18 - 2017-05-04 09:26:12 UTC
If you're struggling for cap try loading Imperial Navy Standard crystals in your guns. You'll be surprised at the capictor useage difference. The neeps and tatties you get out of it isn't too shabby either.
Cade Windstalker
#19 - 2017-05-04 13:25:29 UTC
Pelea Ming wrote:
hmm... well, this is why I was thinking of mebbe just having it be a Storyline only version, like in the case ofthe Micro... that would allow a little extra leeway in the stats on it I think.


The Storyline options are super limited and still don't get the kind of fitting bonuses you're talking about here. Also the Micro cap batteries were removed due to lack of use before more than one version of most modules existed. They were rebranded Storyline items retroactively as an indication of rarity. They're currently effectively legacy items only used on a very small number of niche fits.

A Storyline Only item like this would also likely be expensive enough that it wouldn't be worth putting on a T1 Battleship. The Storyline Large Cap Battery is already 130m, or 20-30m short of the cost of an Abaddon hull.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#20 - 2017-05-04 13:42:44 UTC  |  Edited by: Pelea Ming
actually, if I'm running any frigate that needs a cap mod, I almost exclusively goto a Micro, as they are easy enough on fitting to work well, and still provide enough cap that it beats out a cap regen mod typically.
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