![]() ![]() ![]() It's PvP fits that forego cap rechargers, relays, and capacitor Control circuits because in general they go for extra tank and dps. Even Cap stable Laser boats are not too hard for PvE. I would suggest that if changes are made that one of those eve messages pop's up every time a module turns ship un-cap stable with that option ''do not show me this message again''Īll feedback positive and negative shall be highly appreciatedĬap stable PvE fits aren't hard to make, assuming you have trained your core skills. #Some players will not know that the issue of cap-unstable has been changed # And the worst thing of all players will forget to feed the meow meow. # CCP staff will have work to do re-advancing modules and items in a patch. # future content would make the subscriber subscribe.Ĭons # Does CCP want the limit of say a fleet earning 3 bill an hour to exceed 5 bill ISK an hour # some players wont need to use multiple accounts if they wish to not explore greater content. # players will want to PVE and spend more time gaming! # some players will use multiple accounts in higher content # PVP fanatics would not be outraged at PVE changes. Pros # PVE content will advance to a new level granting players opportunity to higher content such as higher WH sleeper combat sites, # players would be excited to explore better content, # frustration of cap unstable is fixed. PS id like to see also a navy cap booster 1600 come into game also! My way around the PVP annoyance of change is that this can work fine but as soon as combat with another capsuleer is activated that the rest of the cap booster items turn red and the excess loaded cap-boosters turn red unusable till the combat PVP timer deactivates.Īlot of players wen fitting say a battleship for PVE content wish for more capacitor power-grid and CPU on ships although id like to see this happen (like wow days went from 8k hp to 500k hp back in day) i am sure that alot of players would dislike changes and if PVP is altered that would frustrate their brains.so this is my way of working around such issue's. so we have a cap booster module that it self replenishes capacitor capacity.my idea i acknowledge a lot of people wont like if it interferes with PVP.so my idea is for PVE to half or even a 3rd of cap booster weight allowing 2-3 x the amount of cap booster that can be loaded into cap booster and cargo. Other factions might have 15km range web but are much less effective to slow the NPC down.Hi i think a lot of players have been frustrated with cap-stability which i assume frustrate most players One very important note, the best webs are Shadow Serpentis Stasis Webifier or Federation Navy Stasis Webifier with 14km range. Get into 14km range with the 100MN AB at 494 m/s, web target's 90% speed down, and melt the NPC with your blasters! So you can add one more Armor Explosive Hardener II.ĭamage Control II is really effective here because Vindicator has most HP in Hull tank actually. Watch out the low explosive resistance in armor! Fit the tank accordingly especially against the Angle Cartel!Įven without any Magnetic Field Stablizer II, Vindi still gives over 1000 DPS. With Null L, 12.6km optimal and 17.5km fall off.Ĭap stable dual rep 880 Effective HP/s. With Ogre II and Federation Navy Antimatter Charge L, 1245 DPS in total with 4.5 km optimal range and additional 12.5 km falloff range. Cap Stable for most types of ammo without any Cap Booster, except Void L ![]()
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