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But is it cap stable???

Author
IIshira
School of Applied Knowledge
Caldari State
#1 - 2014-05-11 12:50:28 UTC
Why does every new player I know in Eve set a goal for their fittings to be cap stable? This is usually at the cost of DPS, range, a prop mod, and spending a ton of ISK. Is there something in the tutorial that suggests you must be cap stable for all your fittings? (-‸ლ)

It's usually for PVE ships but I've even had someone get a PVP frigate fitting and the first thing they said was... "It only has 5 minutes of cap. Should I add a rig to make it cap stable?" I was so tempted to say "Sure buddy because when you get into that hour long battle in your T1 frigate you don't want to run out of cap"
Ralph King-Griffin
New Eden Tech Support
#2 - 2014-05-11 12:52:43 UTC
because "Cap Stable" is in green and the numbers are in red.
IIshira
School of Applied Knowledge
Caldari State
#3 - 2014-05-11 13:17:59 UTC
Ralph King-Griffin wrote:
because "Cap Stable" is in green and the numbers are in red.

Maybe you have something here. Red means danger!
hmskrecik
TransMine Group
Gluten Free Cartel
#4 - 2014-05-11 13:38:57 UTC
When I was more noob than I am now it was quite important to me. Psychologically, to run reppers constantly and thus have one thing less to bother during the fight. And objectively, when fight lasted an hour or two or more and for most of that time I took beating, for all things concerned I had to have unlimited cap. Only later I learned that with better skills and experience I can take more risky approach with lighter tank but heavier gank.

I think it's inevitable. Everyone has to get through this period and everyone has to grow out of it. What I do is when I talk with someone less experienced is to teach them: okay, for now if it makes you feel safe go for it but remember it's not the goal; train your stuff and at the same time observe your ship, how much can it take and how far can you push the envelope.
Flharfh Lhar
Sasquatch Control Bureau
#5 - 2014-05-11 14:13:25 UTC  |  Edited by: Flharfh Lhar
Combat in Eve can be overwhelming to a new player, so having a cap stable ship means you have one less thing to worry about. Many level 3 and level 4 missions take at least a half hour, so four minutes of cap seems like nothing. Also a noob isn't going to understand cap recharge or that it's good to pulse reppers to keep at about 35% cap - they'll just run them until they are out of cap, then be toast.
Jake Warbird
Republic Military School
Minmatar Republic
#6 - 2014-05-11 14:56:10 UTC
IIshira wrote:
Ralph King-Griffin wrote:
because "Cap Stable" is in green and the numbers are in red.

Maybe you have something here. Red means danger!

Red makes things go fastah!
IIshira
School of Applied Knowledge
Caldari State
#7 - 2014-05-11 16:02:35 UTC
Flharfh Lhar wrote:
Combat in Eve can be overwhelming to a new player, so having a cap stable ship means you have one less thing to worry about. Many level 3 and level 4 missions take at least a half hour, so four minutes of cap seems like nothing. Also a noob isn't going to understand cap recharge or that it's good to pulse reppers to keep at about 35% cap - they'll just run them until they are out of cap, then be toast.


I agree because I did the same when I was a new pilot.

When you said about a noob won't pulse his repper this may be true till they figure out how to do it. This is why it's good for new pilots to work up from smaller ships rather than jump into a BS. This way by the time they're in a BS they already know the basics like how to pulse a repper. Worse thing is by trying to make their ship cap stable instead of spending a half hour to complete a level 4 they spend hours...
Derath Ellecon
University of Caille
Gallente Federation
#8 - 2014-05-11 16:48:44 UTC
IIshira wrote:
Flharfh Lhar wrote:
Combat in Eve can be overwhelming to a new player, so having a cap stable ship means you have one less thing to worry about. Many level 3 and level 4 missions take at least a half hour, so four minutes of cap seems like nothing. Also a noob isn't going to understand cap recharge or that it's good to pulse reppers to keep at about 35% cap - they'll just run them until they are out of cap, then be toast.


I agree because I did the same when I was a new pilot.

When you said about a noob won't pulse his repper this may be true till they figure out how to do it. This is why it's good for new pilots to work up from smaller ships rather than jump into a BS. This way by the time they're in a BS they already know the basics like how to pulse a repper. Worse thing is by trying to make their ship cap stable instead of spending a half hour to complete a level 4 they spend hours...


Nice oversimplification
Tendall Antollare
Center for Advanced Studies
Gallente Federation
#9 - 2014-05-11 17:03:43 UTC
Being a noob I have to ask, what is a repper?

And what is "pulsing a repper"?
Dorian Tormak
RBON United
#10 - 2014-05-11 17:11:31 UTC
Tendall Antollare wrote:
Being a noob I have to ask, what is a repper?

And what is "pulsing a repper"?

It's when you touch yourself while you're in bed.. notsureifsrs but a repper = armor repair unit and "pulsing" is when you don't run it constantly, but simply turn it on and off periodically while taking damage in order to make your cap last.

Dude, the answer to the cap stability question is simple; noobs do not understand the game very well, so they think being cap stable is actually very important, when in truth, there is much more to capacitor management than just being "cap stable", there are many factors involved.

Holy Satanic Christ! This is a Goddamn Signature!

Tendall Antollare
Center for Advanced Studies
Gallente Federation
#11 - 2014-05-11 17:16:05 UTC
Thanks for the quick answer!
RavenPaine
RaVeN Alliance
#12 - 2014-05-11 17:18:41 UTC
A repper can be of any denomination or race. They typically will tell stories, by talking real fast in a poetic fashion, with rhythm, and curse words.
These stories can be very powerful and moving.

Sometimes the stories make other reppers mad, then they shoot each other and stuff.
If one dies, this is known as 'pulsing a repper'
Hasril Pux
Red Cabal
#13 - 2014-05-11 17:29:02 UTC  |  Edited by: Hasril Pux
The learning curve for this game is pretty steep, and having a cap stable ship helps newer players get used to piloting their ship without having to worry about energy management. Eventually they WILL have to learn to cope with that, but especially on smaller ships (due to their speed and tiny capacitors) it can lead to too much distraction and worry while trying to cope with basic situational awareness and flight control.

If you like any of the older ship models (original artwork) better than the redesign of your favorite hull and don't want them to be lost forever, support ship customization and this feature request.

ShahFluffers
Ice Fire Warriors
#14 - 2014-05-11 17:53:51 UTC
I distinctly recall a time when I thought that once you "run out of capacitor" you were out... period. No recovery, no regeneration, no warping, etc... because that is how it sometimes is in other games. So it was important to always have infinite capacitor power ("cap stable") or to turn off everything when it got below the halfway point.

Only when I started PVPing did I realize, "hey... I used up everything but it's regenerating back!" *light bulb lights up over head*
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#15 - 2014-05-11 19:41:21 UTC
If you don't run out of cap doing whatever you are doing on a regular basis you are pretty much cap stable.

My comet can run for less than two minutes full blast but i have never EVER capped out in it so it might as well be cap stable.

Cap stability is important, but the eft number is highly overrated.

BYDI recruitment closed-ish

IIshira
School of Applied Knowledge
Caldari State
#16 - 2014-05-11 20:44:32 UTC
Hasril Pux wrote:
The learning curve for this game is pretty steep, and having a cap stable ship helps newer players get used to piloting their ship without having to worry about energy management. Eventually they WILL have to learn to cope with that, but especially on smaller ships (due to their speed and tiny capacitors) it can lead to too much distraction and worry while trying to cope with basic situational awareness and flight control.


I agree with this. When you're new to the game it can be one less worry. I just wonder why so many people hold on to it even when they get into a battleship.

I knew a guy who spent about 4 hours doing level 4's in a Raven. When I saw his fit of course not one BCS or missile rig... His answer "Well I wanted to be cap stable"
hmskrecik
TransMine Group
Gluten Free Cartel
#17 - 2014-05-11 22:20:22 UTC
Hasril Pux wrote:
The learning curve for this game is pretty steep, and having a cap stable ship helps newer players get used to piloting their ship without having to worry about energy management. Eventually they WILL have to learn to cope with that, but especially on smaller ships (due to their speed and tiny capacitors) it can lead to too much distraction and worry while trying to cope with basic situational awareness and flight control.

Which can be actually quite misleading. In my experience permatanking a battleship is more difficult than a cruiser or a battlecruiser, especially when you factor in sig and speed tanking, which bs-es rather lack, and gank tanking, which tends to be missed too due to poor fitting.

IIshira wrote:
I just wonder why so many people hold on to it even when they get into a battleship.

Because they didn't figure it out by themselves and nobody else told them about it?
Flharfh Lhar
Sasquatch Control Bureau
#18 - 2014-05-11 23:10:54 UTC  |  Edited by: Flharfh Lhar
Tendall Antollare wrote:
Being a noob I have to ask, what is a repper?

And what is "pulsing a repper"?


Generally an armor repairer, i.e. a module you activate to repair your armor. Can also refer to a shield booster, which does the same for shields. Both of them use a large amount of capacitor, so it's impossible to be cap stable while using repair modules without completely gimping your ship.

Of course, your capacitor naturally regenerates - and it reaches peak regeneration at around 35%, meaning that you want to avoid going much below that because then your capacitor will regenerate much more slowly, and you will consequently be able to repair less. If you use all your capacitor, any active modules you have will turn off, and you will be a sitting duck until your capacitor regenerates, which will happen very slowly.

See this page for a helpful graph: https://wiki.eveonline.com/en/wiki/Capacitor_recharge_rate
Ralph King-Griffin
New Eden Tech Support
#19 - 2014-05-11 23:16:33 UTC  |  Edited by: Ralph King-Griffin
IIshira wrote:
Ralph King-Griffin wrote:
because "Cap Stable" is in green and the numbers are in red.

Maybe you have something here. Red means danger!

Well until informed otherwise, my corpies and I all assumed this was the case. It's presentation implies cap stability is a goal.

None of us are beyond multitasking or the concept of management of limited resources, the reason this comes about is simply the visual language on the fitting screen telling you that cap stability is an achievement by changing from red to green.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#20 - 2014-05-11 23:21:08 UTC
RavenPaine wrote:
A repper can be of any denomination or race. They typically will tell stories, by talking real fast in a poetic fashion, with rhythm, and curse words.
These stories can be very powerful and moving.

Sometimes the stories make other reppers mad, then they shoot each other and stuff.
If one dies, this is known as 'pulsing a repper'

Win.
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