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Why do the Abaddon and Nightmare have such a weak cap?

Author
James Amril-Kesh
Viziam
Amarr Empire
#21 - 2012-05-06 20:24:01 UTC
Maybe you should stop trying to be cap stable.

Enjoying the rain today? ;)

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#22 - 2012-05-06 20:29:51 UTC
I'm not, but the larger the cap reserve, the better, so why does the Apoc have 7,500 base cap, while the NM and abaddon have less than 7,000?
James Amril-Kesh
Viziam
Amarr Empire
#23 - 2012-05-06 20:34:34 UTC  |  Edited by: James Amril-Kesh
Verity Sovereign wrote:
I'm not, but the larger the cap reserve, the better, so why does the Apoc have 7,500 base cap, while the NM and abaddon have less than 7,000?

Because the Apocalypse is intended for long range extended seiges. The Nightmare and Abaddon are both intended to be shorter range higher DPS where your guns don't have to run continuously for a longer period of time.

Enjoying the rain today? ;)

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#24 - 2012-05-06 20:42:16 UTC
Jorma Morkkis wrote:
Mfume Apocal wrote:
Jorma Morkkis wrote:
They still use those. Now even Harbingers with arty. Have seen many in highsec. Probably because of superior alpha arties have compared to pulses/beams.


lmao


650s with Quake: 2233 at optimal
Optimal: 6,04 km
3x Gyro II, 1x projectile collision

Heavy Pulses with Conflag: 1994 at optimal
Optimal 7,5 km
3x HS II, 1x energy collision

Heavy Beams with Gleam: 1812 at optimal
Optimal 7,5 km
3x HS II, 1x energy collision

Pulses/beams do hilarious amount of dps compared to 650s though.


Lets just assume the high damage T1 ammo (faction vs non faction is the same proportionally)

Multfreq medium base damage: 14+10 (24)
Phased Plasma M base damage: 4+20 (24)
So we can ignore the ammo, they both do 24 base damage

Harby at lvl 5, gets a 1.25x damage bonus to lasers
Heavy beam laser: 3.6x damage multiplier *1.25 ship bonus = 4.5 damage multiplier
650mm does beat that (IMO, the high alpha of artillery was over the top, the entire projectile buff was over the top)


Abaddons and Tachyons vs arty:
Again, the ammo base damage cancels out

Tachyons: 5.4 *1.25 = 6.75
- beats 1200mm arty for alpha, but not 1400mm.

But the more ships you have, the less alpha matters, then its DPS that matters.
If your ships have half the alpha, you need 2x as many to take down a target in one volley, once you have an excess, it becomes a matter of the rate at which a fleet can fire those intsapopping volleys
Sphit Ker
Ministry of War
Amarr Empire
#25 - 2012-05-07 02:20:02 UTC
It's erroneous to compare 650s with heavy beams. A more appropriate comparison would be 650s with focused beams or 720s with heavy beams.

*******

I just spent 6 hours on sisi running deep null anomalies in a Nightmare. I've managed to clear a blood haven only after I downgraded to Standard L crystals. I tried many things. X-L booster with safeguard rigs, large booster, full CCC rack, semiconductors everywhere, mix of this and that. I most certainly run out of cap and cap charges sooner or later. Usually much sooner than later. I felt I could never rely on this boat to chain one anom after another unless I dump so much ISKies I might as well undock a thanny. I figured I must have been doing something terribly wrong but then I tried the same with a Machariel. 550m/s perma-running a large booster and 3 invulns all day like a total baller and never afraid of anything. Not even a single Tech 2 rigs either, unlike nightmare which was quite decked out. Remind me again why it's OK for a Nightmare to have an insufficient capacitor? Because it's "designed" for it?

It knows what you think.

Jack Miton
School of Applied Knowledge
Caldari State
#26 - 2012-05-07 03:10:45 UTC
I havent read all the other comments but to answer your question, it's probably because you don't know how to fit them.

There is no Bob.

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Cambarus
The Baros Syndicate
#27 - 2012-05-07 05:18:36 UTC
Verity Sovereign wrote:
I'm not, but the larger the cap reserve, the better, so why does the Apoc have 7,500 base cap, while the NM and abaddon have less than 7,000?

Because the apoc used to get a bonus to cap amount, meaning it had 6000 base cap, less than the abaddon or the nightmare. When CCP was buffing amarr, they changed the bonus from 5%cap/level to the range bonus it gets now, and decided to move the cap bonus into its base cap, rather than simply leaving it (so it effectively has 3 bonuses, when compared to the old apoc)

Basically you only THINK you're complaining about the NM/abaddon having low cap, when in reality it's the oddly HIGH cap of the APOC that's out of whack. What's more is that comparing such an arbitrary stat and making the claim "it seems odd we have this abberation of a tier 2 ship having significantly better stats to a tier 3 or pirate faction ship." It's one stat, and one that's far less important than ehp/dps/any one of another hundred stats on ships that pretty much all require cap injectors anyway.

Lasers are SUPPOSED to be cap hungry, you got one ship whose specific set of bonuses/buffs makes it the exception and you act like the entire race needs a buff. You're like the guy in the other thread who thinks torps need their own version of tracking enhancers.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#28 - 2012-05-07 07:08:31 UTC
Well, as in page one, I'll repeat this comment:
"If your history of the Apoc bonuses is right, its essentially a 3 bonus ship... like a Pirate BS..."

I'd be fine with nerfing the Apoc back to its old base cap before bonuses, but I'd rather bring the other BS's up.
At least the NM - its a pirate BS for ****s sake.
Its got more armor and shields, why not more cap?

Even with an improved base capacitor, the Abaddon still won't be anywhere close to cap stable - its lack of a cap usage bonus means its lasers will use twice the cap of the Apoc/NM.

As the NM is not cap stable now (despite having a better cap than the Abaddon, even if its not as good as the Apoc), the Abaddon certainly won't be
Mfume Apocal
Brutor Tribe
Minmatar Republic
#29 - 2012-05-07 07:54:10 UTC
The nightmare ***** all over the regular Amarr BS so hard I can't (with a straight face) argue for buffing it.
Copine Callmeknau
Dirty Vagrants
Intergalactic Space Hobos
#30 - 2012-05-07 08:05:58 UTC
Verity Sovereign wrote:
Well, as in page one, I'll repeat this comment:
"If your history of the Apoc bonuses is right, its essentially a 3 bonus ship... like a Pirate BS..."

I'd be fine with nerfing the Apoc back to its old base cap before bonuses, but I'd rather bring the other BS's up.

Because then geddon/baddon is OP compared to other races BS, and Apoc is once again underpowered compared to other amarr BS because it no longer has it's slim capacitor advantage

There should be a rather awesome pic here

Lunkwill Khashour
Ministry of War
Amarr Empire
#31 - 2012-05-07 10:22:35 UTC
Problem is not the ships. It's the cap use of lasers.
Sphit Ker
Ministry of War
Amarr Empire
#32 - 2012-05-07 10:38:39 UTC
Why not raise NM and Abaddon's cap to the Apoc's level? I have yet to hear an argument against it that I can get behind. Some say it would be overpowered somehow.. Being able to use its weapons for more than 2 minutes does not make it overpowered, it makes it a functional design.

It knows what you think.

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#33 - 2012-05-07 11:59:57 UTC
Mfume Apocal wrote:
The nightmare ***** all over the regular Amarr BS so hard I can't (with a straight face) argue for buffing it.


#1) Its a Pirate BS, it should crap all over the regular T1 BS's.
Consider the Machariel, it is vastly superior to any regular Minmatar BS.
The vindi is vastly superior to any Gallente BS
Same with the Bhaal (which as the cap of an Apoc, and awesome webbing and energy neut/Nos range)
The Rattlesnake.... well its tank is certainly superior, as is its drone capabilities.
Pirate BS's should be more powerful than the regular T1 ships, the question is how the nightmare stacks up to other pirate BS's, and if its as much of an improvement over the regular hulls as the other pirate BSs are

#2) Does it really?
At PvP, its far too expensive and likely to be primaried. Its certainly not got the PvP chops of a Bhaal, Vindi, or Mach.
At incursions, sure, ok, its pretty good, but so is any pirate BS (except the Rattler)
At lvl4s/PvE.... well its a shield tanker, doing EM/Thermal damge, and its most vulnerable to ... EM and Thermal

Amarr BS's have highest EM/Thermal resists natively, and in PvE in Amarr space go up against rats that deal EM and Therm - so an armor tank is natively better against laser using enemies.
Ratsare often weakest against the same damage type they deal, so with this in mind, a shield tank is not what you want on a laser boat for PvE - the Bhaal would beat the NM at PvE.

Better cap, higher base EM/Th resists, and the webbing bonus is much better than the tracking bonus for hitting small stuff that gets in close.

The NM doesn't stack up well against the Bhaal for pretty much any purpose, nor the Machariel.
Jacob Holland
Weyland-Vulcan Industries
#34 - 2012-05-07 12:28:49 UTC
The 'mare at least does not need additional cap. With Controlled Bursts [5] (I was really surprised how much difference that makes however) it's relatively easy to get it stable with guns, hardeners & tracking computers operating. That it then needs to be careful with a prop mod and use boosters to run a shield booster is not a significant hardship.

As to the Bhaalgorn outperforming the 'mare in PvE... What?!?
No, the Bhaal may fit the same number of lasers but it lacks the second damage bonus and, while you could argue that the web bonus is a stronger effective tracking boost than the tracking bonus, applies its damage less effectively (in general).
It's far easier to make cap stable of course but it does have to wait for armour rep cycles...

The Apoc could be said to have three bonuses (like the pirate BS) except that the design decision was made to retain the larger capacitor to allow the ship to perform its role. The Abaddon similarly was designed with an extreme inherant cap instability, not because CCP forgot that it needed cap to run its guns and an active tank but because that's how they wanted it, as a fleet ship (which is what it was designed for) they knew it would be primarily plated and still wanted it to suffer cap pressure.
Boz Wel
KarmaFleet
Goonswarm Federation
#35 - 2012-05-07 14:45:10 UTC
Pretty good at incursions? It's arguably the best at incursions, with the Machariel being the only ship that provides any real competition for that title. And as far as the Bhaal being better at PVE... I can't tell if you're serious or just trolling at this point. In any event, the Nightmare is a fantastic PVE ship - rather, I suspect you're just doing it wrong. Actually, I'll confirm you're doing it wrong, because you already admitted to buffer tanking your PVE nightmare and relying on a rattler to tank for you. Get a decent fit for your NM, replace the rattler with something that does DPS, and blitz missions properly.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#36 - 2012-05-07 15:24:59 UTC
Quote:
the Machariel being the only ship that provides any real competition


As far as just fleet DPS goes, yes... but fleets also like to have Bhaals as dedicated webbers.
Maybe 1 or two, whereas the rest of the fleer (after Logis) are NMs and machs (and sometimes vargurs, or vindis)


What is wrong with buffer tanking a nightmare? Kill ships fast enough, and you don't need to tank, it only has some problems with the blockade and the final room of worlds collide

As to the rattler, it may not do much DPS, but I can just assign its drones to the nightmare, and then I don't have to bother with controlling it anymore (its on watchlist, incase its passive tank starts to break)

Switching back and forth between windows to target the drones of two ships on a laptop without a mouse... nah, not for me.
Hardeners on, launch drones, assist to NM alt, minimize window, play the NM, works for me.
Boz Wel
KarmaFleet
Goonswarm Federation
#37 - 2012-05-07 15:33:39 UTC
If you're in a good incursion fleet, the enemy frigates die before they get into web range, making the Bhaal/Vindi web bonuses a bit superfluous. For missions, you're welcome to play however you like on your laptop, but that doesn't mean that ships should be balanced around your laptop playstyle. The Nightmare is already one of the finest ships around for PVE (both incursions and missions) and does not need any buffs.
Mister Crispy
AC Enterprises
#38 - 2012-05-07 15:47:48 UTC
You're comparing the best feature of one with the worst feature of another. You might as well compare the cargo capacity of a Sports Car to an SUV, and conclude that the SUV is better; or compare the work-related stress of a cashier to the stress of a CEO, and conclude that being a cashier is better.

If each battleship has a full rack of Maga Pulse Lasers and a large armor repairer, an Apocalypse runs out of cap in 4:13 and a Nightmare runs out of cap in 3:45. So it isn't like it's THAT much of a difference. Also, the nightmare has one more low/mid-slot, so put a cap mod in there, and its cap is better than the Apocalypse's.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#39 - 2012-05-07 15:53:03 UTC
I wasn't saying it needs a buff because of my playstyle - I'm just saying I don't think buffer tanking a Nightmare is "doing it wrong"

Its how you do it in incursions, its how people fit their ships in PvP (although I don't know what PvP nightmare fits are like, because I doubt its used often in PvP), and it works for lvl 4s.
The harder types of PvE, I'd never take a ship as expensive as the NM in the first place.

I've also said I'd be open to nerfing the cap on the Apoc.

The Bhaal has uses beyond webbing frigs. In OTA competitions where the other fleet has vindis, or any situation where you think you have a range advantage, webbing the deltoles/Augas at a distance where your fleet can hit it for near full damage (such as with scorch) but ships of the other fleet can't, is good.

I don't think you'll argue that the Bhaal doesn't have more small group PvP potential - the nightmare on the other hand will be neuted out in short order, and it won't do too well at all.

Aside from PvE where the NM is just dealing damage, I think I'd rather have the Bhaal because its got a better cap, the armor tank is better against EM/Th PvE enemies, the web bonus is better than a tracking bonus in most cases, and the neut bonus is again very useful (can also help with NOSing in PvE).

I don't see why the Bhaal needs to have a better cap than the NM, and I certainly don't see why the Apoc needs to have a better cap.
I suppose they could nerf the Bhaal and the Apoc cap, but I'd rather bring other BSs up to the Mach level, rather than making the other BS's even more pale in comparison to the Mach.

In incursions: NM and mach are equals.
In PvP, mach is much better than NM
In PvE, mach is much better than the NM


*Note: I also have a Mach, I want to get a Bhaal, but my income has dropped precipitously lately
Boz Wel
KarmaFleet
Goonswarm Federation
#40 - 2012-05-07 16:38:06 UTC
I don't have a clue what you're talking about. Webbing Augas and Deltoles out of someone's range with a Bhaalgorn? If you overheat federation navy webs, a max skilled Bhaal can web out to 36km. If the enemy fleet can't hit something at 36km, you're going to win the contest no matter what.

I also don't see how you're concluding the Machariel is better than the Nightmare for PVE, because it's entirely mission-dependent. On AE, the Machariel wins hands down. On longer-distance EM-vuln missions (Pirate Invasion for Sansha comes to mind), the Nightmare comes out ahead. The Machariel also costs more to feed, particularly on a faction ammo diet. Both are great ships for PVE, but neither is the clear winner. I personally have both and switch b/n depending on mission and mood.

As far as the Bhaal goes, if you prefer the Bhaalgorn by all means buy one. However, it won't do the damage the Nightmare does at the ranges the Nightmare hits at. The web bonus will be nice for some rats, unused against others, and the NOS bonuses are largely wasted in PVE. Again, if you're having such massive cap problems with your buffet-fit Nightmare, you either need to change your fit, train your skills, or both.