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Thread: Cap Booster Redesign?

  1. #1

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    Cap Booster Redesign?

    Cap 800 charge = same
    400 = -50% cap booster cycle time
    200 = -75%
    100 = -87.5%
    50 = -93.75%

    Double the base cycle time of small cap boosters. Reduce cycle time of heavy cap boosters by 10-15%.
    Last edited by CastleBravo; November 1 2011 at 12:58:22 PM.

  2. #2
    Donor Sponk's Avatar
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    Contract stuff to Seraphina Amaranth.

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  3. #3
    Marlona Sky's Avatar
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    Speaking of cap. I did like the idea of cap batteries being immune to nos/neut. I think Pattern said it. Care to flesh that idea out more Pattern?

  4. #4
    Donor Sponk's Avatar
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    The idea was either
    • X percent of each cap battery was immune to neutralizing, or
    • (all) cap in the battery gains X% reduction to cap drained by neuts and vamps.
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  5. #5
    Donor Rudolf Miller's Avatar
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    give me your drugs

  6. #6
    Donor Sponk's Avatar
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    Quote Originally Posted by Rudolf Miller View Post
    give me your drugs
    I have some in Providence if you're interested~
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  7. #7
    Gibberish Generator Lusulpher's Avatar
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    Quote Originally Posted by Sponk View Post
    The idea was either
    • X percent of each cap battery was immune to neutralizing, or
    • (all) cap in the battery gains X% reduction to cap drained by neuts and vamps.
    I'll have all of that please.[Cap booster and Cap Battery are both to be changed correct?]
    How will these scale with the impotent Neut drones?[poorly T_T ]


    And I'll propose that Nos more quickly even out target Cap. Rof/amount needs to be increased greatly. Look at the L Nos stats, it's worthless!
    This is now Cap Warfare Fixes thread.
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  8. #8
    Donor Sponk's Avatar
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    Quote Originally Posted by Lusulpher View Post
    Quote Originally Posted by Sponk View Post
    The idea was either
    • X percent of each cap battery was immune to neutralizing, or
    • (all) cap in the battery gains X% reduction to cap drained by neuts and vamps.
    I'll have all of that please.[Cap booster and Cap Battery are both to be changed correct?]
    Nope, just battery (cap booster is still awesome because it improves cap regen above base for a large amount compared to the grid it takes, and because you get the extra cap exactly when you need it)

    How will these scale with the impotent Neut drones?[poorly T_T ]
    All non-ecm ewar drones are terrible, but neut drones are not stacking penalized so they're less terrible. Wait until T2 ewar drones turn up between Crucible and the next expansion before complaining.

    And I'll propose that Nos more quickly even out target Cap. Rof/amount needs to be increased greatly. Look at the L Nos stats, it's worthless!
    This is now Cap Warfare Fixes thread.
    small nos is enough to retain tackle under duel medium neuts. The problem with medium and large vamps is with the disjoint between the fixed low cap need of a scram/web and the larger, scaling needs of a 10/100mn propulsion mod or repper.
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  9. #9
    Gibberish Generator Lusulpher's Avatar
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    Cap booster sounds fixed. The cap battery should represent a reduction of drain effect by percentage, no?

    Or is that too powerful? Say you have 2 M batteries fitted[less mids for pvp], but they represent 10-20% of your cap secure from being neuted[last minute decisions]. And on top of that, your unprotected cap will be reduced by 90-80% per cycle of the enemy total neuting.[decision expansion, server calculations overload]


    WHY IN THE FUCK WOULD CCP release T2 drones when the first ones are garbage?! They have to fix those! I did a test using all sizes and my carrier vs a T1 cruiser. The M neutdrones failed to keep him capped out on tackle[passive recharge below 30% beat them]

    L Nos can't maintain lowcap mods, let along "equalize enemy cap to yours", CCP overnerfed. thay have to change a few spreadsheet numbers so that they work in missions and PvP, as intended. 2x L Nos, is stupid.
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  10. #10
    Donor Sponk's Avatar
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    Quote Originally Posted by Lusulpher View Post
    Cap booster sounds fixed.
    I advocate no changes to cap boosters at this time.
    The cap battery should represent a reduction of drain effect by percentage, no?
    I can't talk for CastleBravo, but the idea would be to balance neuts (which actually don't affect the battle until the enemy's cap reaches zero) against cap batteries, so that cap batteries provide some protection against neuts.

    My rough back of the envelope calculation is a Vexor(1250 cap) with a large cap battery (+700cap).

    That 700 cap will be whittled down in about 45 seconds by one medium neut. Providing a 50% or greater cap drain resistance to that 700 cap does not seem overpowered compared to the guaranteed cap stability (and much easier fitting) of a medium cap booster.

    WHY IN THE FUCK WOULD CCP release T2 drones when the first ones are garbage?! They have to fix those! I did a test using all sizes and my carrier vs a T1 cruiser. The M neutdrones failed to keep him capped out on tackle[passive recharge below 30% beat them]
    ewar drones are going into the Rebalance Queue. Who knows what kind of sausage will eventuate.
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  11. #11
    Gibberish Generator Lusulpher's Avatar
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    Then Cap Boosters need buffing also...

    They are niche to anti-neut warfare, and they serve no passive secondary function while not being needed.[ECCM is in the same place]
    And the grid is a bitch and a half, when you see that you have to run your whole ship on 800cap[CYCLE ALL MODS THEN] before you are neuted out again.[active tankers esp.]

    Your Cap Battery effect should be used on the Cap Booster as it's only on the 800cap provided on demand, and is limited to ammo[LARGE, OBNOXIOUS ammo]
    The Cap battery should protect add to your cap AND protect from most neuting on that entirety.


    And neuting enemy to zero keeps them there for A LONG TIME. That is a residual effect that the counters do not cover well.
    And the utility mids versus utility Highs argument should be used here.

    The utility Highs let you tackle AND dps.
    The utility mids leave you looking dumb.[you cannot hold that Curse if he staggers his neuts]
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  12. #12
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    Quote Originally Posted by Sponk View Post
    The idea was either
    • X percent of each cap battery was immune to neutralizing, or
    • (all) cap in the battery gains X% reduction to cap drained by neuts and vamps.
    • cap neut drones can also neut cap from the immune part/aren't reduced
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  13. #13

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    I just don't like how medium and small cap boosters only provide a boost every 22 seconds. I would like the same cap/s spread out over multiple injections. Cruiser and BC hulls are far too vulnerable to neuts mainly because a well timed heavy neut leaves you fucked for the next 20 seconds.

  14. #14

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    Uhm, i would say the only two fixes cap boosters need at all are:

    - Size of cap booster changes cycle time (small cap boosters cycle faster, much like the rest of the other small sized modules).

    - Capacity of cap boosters slightly adjusted so they have x m3 but also a limit of cap charge size (you cannot place a 400 charge into a small cap booster).

    Currently you can use up to 5x 800 charges in a t2 heavy booster, it would be nicer if you could have space to load up to 10, but do not allow the smaller cap boosters to load oversized charges.....

    As to cap batteries, i believe they should work more like the power diagnostics, giving both cap capacity and a minimal cap recharge rate (less than cap rechargers).

  15. #15
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    "Batteries = immune to NOS" is a fucking ancient Idea, I remember hearing it over and over back in the RMR days. I'm sure the game isn't even programmed to keep cap separate, so you'd probably be looking at a total rewrite of their cap system just to implement it. Far simpler ways to fix batteries, like, you know, their fittings/stats (and adding XL variants).

    As for your booster idea, I too want cap booster 50's to provide significantly more cap/s than cap booster 800's

  16. #16
    Marlona Sky's Avatar
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    Why is recoding something automatically mean an idea is a no go? Big deal if something needs to be recoded. Not endorsing this idea itself, but coding should not be a deciding factor on if it is or not.

    Too many programming nerds playing this game...

  17. #17
    Donor Sponk's Avatar
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    Only requires a small function to be called every time you're neuted (i.e. not that often), and only involves data on your ship that you already have. Should be quite doable.
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  18. #18
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    Tbh, ECCM should quadruple the cap use of ALL EWAR/capwar modules applied on it.

    Are you neuting at me motherfucker?

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