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EVE New Citizens Q&A

 
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Capacitor help

First post
Author
Darth Bri
Maniaci Dello Spazio
#1 - 2011-12-10 14:35:13 UTC
Trying to fit 7 heavy missile launcher 2's to my ship, but my capacitor won't allow me to bring more than 5 of them online.

What can I do to fix this problem?
Training, I know

But what about implants and such?
ISD Tipene
ISD STAR
ISD Alliance
#2 - 2011-12-10 14:44:02 UTC
If you're not able to online a module it's powergrid or CPU you're struggling with (missiles don't actually use the capacitor). To increase either there is the Electronics and Engineering skill which increases CPU and Power and the Weapons and Advanced Weapon Upgrade skill which reduces the need of turrets and launchers.

Apart from that there are also modules such as Reactor Control Units for Power and a Co-Processors for CPU. Finally there are implants. The Squire set increase power and the Gypsy set increase CPU. They come in 1,3 and 5% variates.
SexTrader
LOst BrotherhoOd
#3 - 2011-12-10 15:39:02 UTC
Also, high meta named launchers will tend to be less tight on fitting requirements. They also have a higher rate of fire.
You will need T2 launchers for T2 missles, but if your not firing T2 then use Arby launchers.
Darth Bri
Maniaci Dello Spazio
#4 - 2011-12-10 16:47:02 UTC
Would an Arby with scourge t1 missiles do the same DPS as a HML2 with scourge t1? Does the launcher not give anything to damage?
mxzf
Shovel Bros
#5 - 2011-12-10 17:00:57 UTC
The only thing that the missile launcher contributes to the DPS of a missile ship is the ROF.
Kahega Amielden
Rifterlings
#6 - 2011-12-11 02:26:08 UTC
for any weapon system (Missiles included), the best named variant (meta level 4) is identical to the tech 2 version except it has easier fitting requirements, is less vulnerable to overheating damage (you can overheat it for longer), and does not benefit from the weapon specialization skill.

if you have Heavy Missile Launcher Specialization, it will boost ROF with t2 launchers ONLY. Otherwise, arbalests are identical.
Toshiro GreyHawk
#7 - 2011-12-11 03:15:23 UTC  |  Edited by: Toshiro GreyHawk
Apologies if I missed it - but Shield Upgrades helps with the PG your shield modules use.

There are a number of Engineering Modules that effect PG.

As well as Energy Grid Rigs.


Of course - with each thing you put on the ship - you are not putting something else on - so you want to think about your options before you exercise them. With modules there's the expense of the module but you can swap them in and out. With rigs - there's not merely the expense of the rig - but the fact that if you take it off - you destroy it.


.
Mara Rinn
Cosmic Goo Convertor
#8 - 2011-12-11 14:38:05 UTC
Darth Bri wrote:
Trying to fit 7 heavy missile launcher 2's to my ship


You're probably running short on CPU, since the ships that have 7 launcher slots are CPU starved.

Darth Bri wrote:
But what about implants and such?


CPU implant: Hardwiring - Zainou 'Gypsy' KMB series, will add more CPU to your ship. The skill you most need to help fit those launchers (apart from Electronics) is Weapon Upgrades: this skill reduces the CPU requirement of turrets and launchers by 5%.

An alternative is to experiment with other launchers - the two common alternatives to T2 are 'Malkuth' and 'Arbalest' heavy missile launchers. Examine the fitting requirement, check the market value, make your own decision about whether to use T1 modules while you're training your fitting skills.

Hope this helps.
Jake Peters
ICT World Bank
#9 - 2011-12-12 08:31:15 UTC  |  Edited by: Jake Peters
I ran into the same problem myself today.

I upgraded my AB to a MWD and then either had to sacrifice a missile launcher or a shield extender to give it enough power.

A helpful person in chat told me to try an energy grid rig the same as Toshiro linked and that gave me an extra 10% power to run the MWD and keep both the shield and launchers online!

Those rigs sure come in handy and they're a lot cheaper than the hardwiring implants! They're good too though!

This is the one I went with, the Medium_Ancillary_Current_Router_I

I was gonna put the link in but it wouldnt parse or something so here you go:

http://wiki.eveonline.com/en/wiki/Medium_Ancillary_Current_Router_I
Major Trant
Brutor Tribe
Minmatar Republic
#10 - 2011-12-12 10:33:41 UTC  |  Edited by: Major Trant
Too many people in this thread are wading in with advice that doesn't relate to the OPs problem. With respect, please read the OP and then contribute relevant information or you are only going to confuse him.

The OP is having a problem fitting launchers. He is having a problem with a lack of CPU not PG and not capacitor as he incorrectly states. The two main skills he needs to train are 'Electronics' (In the Electronics section) and 'Weapon Upgrades' (In the Gunnery section). Get these both to 4 as the next priority which shouldn't take more than about 3-4 days for both. Get them to 5 once more pressing things have been done.

Use a Co-Processor in a low slot to improve CPU, the T2 by 10%. I believe these stack without penalty.

'Electronics Upgrades' Skill has a marginal effect on CPU, it's main use is to open the door to certain T2 modules. Level IV gives you the Co-Processor II for example.

'Advanced Weapon Upgrades' skill affects PG not CPU.

'Ancillary Current Router' rig affects PG not CPU, there is no rig that directly increases CPU. There are some that reduces the CPU needs of certain modules (Liquid cooled Electronics, Powergrid Subroutine Maximizer), but they are next to useless and are never used.

Way off topic but, Heavy Missile Specialization gives a 2% boost to RoF regardless of what missile you are firing. Thus Level 4 (what most people stop at) gives an 8% RoF increase for the T2 launchers over the Arbalest even when firing T1 missiles. But it does come with significantly higher fitting requirements.

For now though, stick to named T1 launchers, the Arbalest will serve you well, but for minimum fitting requirements the Malkuth is the best or if you have loads of money go for the Republican Fleet version.

The only other option is implants. Frankly these are not cost effective IMO, but I'm talking from a null sec PvP angle, where I lose them regularly.
DevilDog11101775
Black Aces
Goonswarm Federation
#11 - 2011-12-12 11:23:00 UTC
If you are trying to online the mods in space then you do have to have a certain amount of cap to online them unless using a fitting service (ship maintenance bay). Best advice is wait till you build up cap or use a fitting array