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Missions & Complexes

 
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Returning player looking for advice.

Author
sabre906
The Scope
Gallente Federation
#21 - 2013-03-09 17:36:01 UTC
Tauranon wrote:
Fehyd Rautha wrote:
When the drone skills are done, I'll start cross training for missiles and shield boats. Seems to be much better these days. Better tank, and easier to change between damage done types. :)

EDIT: With cap boosters, now long until your cap runs out? How long will your ship go with the cap boosters in the cargo hold. :)


I have somewhere between 1 and all of my cap boosters left at the end of a mission. Quite a few missions are trivialised by 1000 dps.

I carry 1 up the spout and 15 in cargo into the mission. If you needed the confidence you can use navy boosters to fit more in though I never have for the domi. The ship carries about 6 reps of capacitor and after that its got 32 rep cycles on the booster, and then a few more to drain the cap. So maybe 6-7 minutes of repping available total, and about 35k repped budget per mission. With 1000 dps you rarely need to run the repper constantly though.


With laserboat like navy geddon, where ammo takes almost no space and there's spacious cargo, you'll have room for 4 reloads of cap charges. Given the 1.1k scorch range dps with excellent dmg application and projection, it should be enough for even the longest missions. If it's not enough, something has gone wrong.

With something like the domi, with less gank, mediocre dps application, and room for up to 3 reloads due to ammo room, it should still be enough for most missions.

With AC boat like mael, with smaller cargo, and high amount of ammo necessary, you may only have room for 2 reloads. It might not be enough to last through one of the longer missions.

With any marauder and their huge cargo, you'll be able to carry more cap charges than you'll ever need.

In all cases, turn rep and cap booster off when not needed.
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