![]() If you have more then a minute of cap, you're fine. Some setups only when paired and transferring cap. Spider tanked battleships are not cap stable as such but use cap injectors for when they need it to rep. Sniper battleships are only cap stable for guns. Hacs, battclecruisers and hictors are only cap stable for guns and harderners, this can be achived with skills alone. Remember that speed is the "tank" of said frigates and they usually dont use other tank modules. Thus far you shall read, but no further for this is my sig.įrigate sized hulls are usually cap stable with MWD running in order to move as fast as possible and also warp scramble. This is despite the fact that my slicer doesn't have a single cap recharging module on it. It's only a few seconds break for the ship, but it's enough to recharge the cap. This happens every time I switch targets. The reason is the guns aren't always firing and the point gets turned off sometimes too. After about 80 kills with it, I can honestly say I've never capped out in a fight with it. My nano slicer for example has a whopping 90 seconds of cap with everything running. So even if you only have 60 seconds of cap with the mwd running, if you are kinda sorta cap stable with it turned off, you're probably fine for pvp. Once in range, those are generally turned off as the target will be webbed and scrambled. MWD's are a major cap hog but you will only use them to get into range. It's also important to realize that you won't be running everything all the time generally. For a small fight (10v10 or less), 2 minutes of cap is enough. You need enough cap to finish the fight with a realistic number of mods running. Usually cap injector is preferred instead of cap stability.Īs said, cap stability simply isn't the goal. Perhaps if you are shooting SBU or TCU and even there it's not essential, as you usually ahve enough logis on field to get little bit of cap transfer from them, so about 5 minutes would be ok with only guns and hardeners running. Some very specific fits for the curse will use more cap mods than "normal", but even so they are not generally stable with everything running. Only "cap stable" fits I've seen in use are multi-logistics setups where the individual ships are not stable, but work together to support the each others cap (aka a "cap-chain") The client handles no logic, it is simply a dumb terminal.Įssentially being cap stable is both pointless (fights don't usually last that long) and far too costly in terms of slots/ rigs to be worth it. A fleet BS might want to be stable for a huge slugfest, but cruisers and BCs would be fine with <10mins cap, and don't forget you probably won't run your mwd that much.Ĭap stability is the wrong goal in pvp. The smaller the ship, the shorter your fight, the less cap you'll need unless you're trying to active tank. Something tells me this guy wouldn't approve of my rocketcane :( PvP takes a few seconds to kill or be killed.Īs long as your cap lasts long enough for you to not die. PvE takes several minutes to complete a mission. Is my take on this generally correct?Īre there classes of ships that lend themselves to stable cap fits in PVP? Is trying to exclusively fit cap-stable ships for noobs? I've read some old thread about cap stability, and it seems that people who know what they're doing routinely have an unstable fit, relying on player skill to do the right things at the right times in combat situation. Thread Statistics | Show CCP posts - 0 post(s) » Click here to find additional results for this topic using Google When should you be cap-stable in PVP fits? EVE Search - When should you be cap-stable in PVP fits? ![]()
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