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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
IIshira
School of Applied Knowledge Caldari State
845
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Posted - 2014.05.11 12:50:00 -
[1] - Quote
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? (n+ìGÇ+ßâÜ)
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" |
IIshira
School of Applied Knowledge Caldari State
845
|
Posted - 2014.05.11 13:17:00 -
[2] - Quote
Ralph King-Griffin wrote:because "Cap Stable" is in green and the numbers are in red. Maybe you have something here. Red means danger! |
IIshira
School of Applied Knowledge Caldari State
845
|
Posted - 2014.05.11 16:02:00 -
[3] - Quote
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...
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IIshira
School of Applied Knowledge Caldari State
845
|
Posted - 2014.05.11 20:44:00 -
[4] - Quote
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" |
IIshira
School of Applied Knowledge Caldari State
847
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Posted - 2014.05.11 23:56:00 -
[5] - Quote
Ralph King-Griffin wrote: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.
You have a good point. I think many players don't understand the basic mechanics of the game. I can't tell you how many lossmails I've seen where they had mixed tank and guns.
I think this is the "Advantage" that most new pilots feel older pilots have against them. It's not that they have 80 mil SP like they think but rather know how to play the game.
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IIshira
School of Applied Knowledge Caldari State
847
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Posted - 2014.05.12 12:59:00 -
[6] - Quote
Jacob Holland wrote:IIshira wrote: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" There are several factors which contribute to the drive towards cap stability but one of the most important is simply that newer characters have fewer skills... Their damage is likely to be very low, their tank thinner than older characters. When a character with 24 million missile skillpoints fits a BCU they might go from two volleys to alpha, or four volleys to three to kill specific rats - a newer player might also gain one volley but it might be one in ten or more. If it's going to take you two hours to finish an L4, where any error is going to leave you capped out, unable to run your hardeners (and probably having to look for both a new ship and your last agent) the draw of greater cap stability can be quite significant. It is also worth considering how other games' analogues of capacitor work. If your attack chain is too much for your stamina and your toggles turn off... I do agree that with lower skills it requires more cap mod harder to become cap stable. When you combine this with low DPS because of low missile skills and they end up wondering why it takes so long to run missions with their with a 250 DPS cap stable Raven.
Here's my favorite fit from a corp mate... This was after I convinced him he should change the heavy launchers for cruise.
[Raven, Mike's] Internal Force Field Array I Capacitor Flux Coil I Capacitor Flux Coil I Capacitor Flux Coil I Capacitor Flux Coil I
Limited Adaptive Invulnerability Field I Limited Adaptive Invulnerability Field I X-Large Clarity Ward Booster I 'Stalwart' Particle Field Magnifier Cap Recharger II Cap Recharger II Cap Recharger II
'Arbalest' Cruise Launcher I, Scourge Cruise Missile 'Arbalest' Cruise Launcher I, Scourge Cruise Missile 'Arbalest' Cruise Launcher I, Scourge Cruise Missile 'Arbalest' Cruise Launcher I, Scourge Cruise Missile 'Arbalest' Cruise Launcher I, Scourge Cruise Missile 'Arbalest' Cruise Launcher I, Scourge Cruise Missile [empty high slot]
Large Capacitor Control Circuit I Large Capacitor Control Circuit I Large Capacitor Control Circuit I
Hobgoblin I x4
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IIshira
School of Applied Knowledge Caldari State
848
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Posted - 2014.05.12 19:13:00 -
[7] - Quote
Tyberius Franklin wrote:IIshira wrote:Jacob Holland wrote:IIshira wrote: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" There are several factors which contribute to the drive towards cap stability but one of the most important is simply that newer characters have fewer skills... Their damage is likely to be very low, their tank thinner than older characters. When a character with 24 million missile skillpoints fits a BCU they might go from two volleys to alpha, or four volleys to three to kill specific rats - a newer player might also gain one volley but it might be one in ten or more. If it's going to take you two hours to finish an L4, where any error is going to leave you capped out, unable to run your hardeners (and probably having to look for both a new ship and your last agent) the draw of greater cap stability can be quite significant. It is also worth considering how other games' analogues of capacitor work. If your attack chain is too much for your stamina and your toggles turn off... I do agree that with lower skills it requires more cap mod harder to become cap stable. When you combine this with low DPS because of low missile skills and they end up wondering why it takes so long to run missions with their with a 250 DPS cap stable Raven. Maybe I misread Jacob's post, but it seems you missed part of his point. New players with lower skills have game mechanics working against them. They have lower DPS and/or damage application due to skills, which means they will already be taking longer in missions. As a consequence they potentially have more hostile DPS on the field longer, meaning they may need a more resilient tank, taking away from fitting slots for DPS/Application, and possibly taking up more cap as well. This can spiral down further as you end up reducing efficiency even more to get you tank and cap to acceptable levels and wind up making a cap stable fit look attractive. I understood that point but my point was by reducing their already poor DPS to become cap stable they're making things worse. Maybe they could've been putting out 400 DPS even with poor skills but with all the cap mods now they're putting out 250. Of course some of this can be mitigated with a bling fit but that opens another can of worms.
II'm not saying go for the uber fits with 1 min of cap but if you're getting 5 min of cap with max burst tank it's plenty |
IIshira
School of Applied Knowledge Caldari State
848
|
Posted - 2014.05.12 19:29:00 -
[8] - Quote
Garviel Tarrant wrote:I also think mission runners should stop being terrible and put cap boosters on their ships rather than three cap rechargers or something equally silly.
800's are cheap as ****, require minimal microing and let you use your mids for applying more dps. I've never liked cap boosters but they are needed for some fits. The Nightmare being a primary example so you can fit your shield mods and still have room for tracking computers. I don't use one on my Paladin mainly because it has plenty of cap without one. |
IIshira
School of Applied Knowledge Caldari State
860
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Posted - 2014.05.20 14:46:00 -
[9] - Quote
Drunken Angel wrote:In order to be cap stable I fit large mods to.my archon... I'm sure you're joking but I knew a pilot that did this.... |
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