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blankseplocked Noob w/ question: Cap boosters... How do i use them?
 
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Imperatori Crux
Posted - 2007.06.25 17:02:00 - [1]
 

I have a destroyer that i love to take rat hunting but I find that the for the long engagements I don't have the capacitor power left to run or use my guns, I use rail guns and one launcher on my cormorant.
SO... I've seen the cap boosters and I have no idea how to use them though I want to. Someone hit me with the knowledge!!!!

Panch0Villa
Caldari
Posted - 2007.06.25 17:21:00 - [2]
 

Edited by: Panch0Villa on 25/06/2007 17:34:31
Edited by: Panch0Villa on 25/06/2007 17:21:10
To use a cap booster, first train up Engineer I and Energy Systems Operations I, most likely, you already have.

Next, buy the module under Market category: Ship equipment/Engineering/Cap Boosters. Fit it to your ship, and buy some cap booster charges. I'd recommend cap boost 200's, under Ammo/Charges category.

Now, in game, all you have to do is hit your cap booster to get that boost.



Long-term fix: train up Energy Sys Ops/Energy Mgmt to get more cap. Also, you didn't mention what you fitted on your ship. Telling us that may help us troubleshoot your setup. Care to mention what exactly is fitted on your ship?

EDIT: Bah, my noobishness is still showing.

*grabs a bottle of noob-away and starts spraying himself

GC13
Caldari
Species 5618
R0ADKILL
Posted - 2007.06.25 17:24:00 - [3]
 

Engineering gives you powergrid, not capacitor. Energy Management and Energy Systems Operation are the two capacitor skills. They can't top the output of a cap booster, however. Cap boosters are great for PvP, or any other situations where you need a lot of capacitor but only need to keep it up for a short time.

KM0r
State of Rogue Island
Posted - 2007.06.25 17:24:00 - [4]
 

Edited by: KM0r on 25/06/2007 17:25:03
They kinda work just like weapon mods. Slap on a booster

Then load it up with some booster charges

The size of the charge is how much cap you'll be getting each rep.

(bah.. i answered way too late. but i like my links... so i'm sticking with it)

-KM0r

Imperatori Crux
Posted - 2007.06.25 18:35:00 - [5]
 

i have fitted: 4= 75mm scout rails and 3= 125mm rails, one standard missile launcher, a converse shield booster, stasis web, warp scrambler,and extended shield med, in low i have mark I reactor diag (I think).

Panch0Villa
Caldari
Posted - 2007.06.25 20:38:00 - [6]
 

Originally by: Imperatori Crux
i have fitted: 4= 75mm scout rails and 3= 125mm rails, one standard missile launcher, a converse shield booster, stasis web, warp scrambler,and extended shield med, in low i have mark I reactor diag (I think).


if you can, it might be prudent to fit a Power Diagnostic Unit instead of the reactor control unit, or maybe even an Auxiliary power core, if you can train the skills...

If you're not actually using the missile launcher, or can do without, that might be worth considering. An extra launchers' damage vs. having enough cap to use it? That's up to you...

Also, some of the hybrid ammo cuts capacitor need, such as the Lead ammo, though I would prefer the higher damage of the others.

All in all, I think that the cap booster would prolly remedy the problem pretty well by itself... You'd be trading some damage mods or EWar mods to get your cap up. If you don't want to train skills, you may have to make a tradeoff somewhere.

Good luck


Imperatori Crux
Posted - 2007.06.25 20:47:00 - [7]
 

Thanks all for your input! I think I have an idea of how to go with my new destroyer, since i made a noob mistake and got the other pwned by a POS Embarassed (kicks self repeatedly) but now i know!

AND KNOWING IS HALF THE BATTLE!!Very Happy

Panch0Villa
Caldari
Posted - 2007.06.25 20:52:00 - [8]
 

Quote:
AND KNOWING IS HALF THE BATTLE!!


GOOOOOOO JOE!

solarwinds
Stimulus
Rote Kapelle
Posted - 2007.06.25 21:57:00 - [9]
 

Edited by: solarwinds on 25/06/2007 22:01:27
Edited by: solarwinds on 25/06/2007 21:57:21
Controlled Bursts. Train it! Level 4 at least. Those rails will use less capacitor per shot. Energy Management and Energy Systems Operation are also great skills to have at level 4. Theres some other skills that will reduce the amount of capacitor require to run certain mods, but those 3 will give you the most out of your ship. They're lower ranked skills too, so they should train fairly quickly.

Load capacitor charges in your booster, and when you start to run low, turn the booster on to inject the charge into your capacitor. Other alternatives are capacitor batteries which increase your total capacitor amount and capacitor rechargers which increase the recharge rate.

Missile launchers don't use capacitor, don't worry about it. Only drop it if it allows you to fit 6x 125mm rails. If you're hunting NPC rats, you don't need a warp scrambler. And if you aren't that close, you won't need to turn the web on, either, you should still be able to hit close range frigs.

Play around wiht Quickfit (check ships and modules forum) and see what kind of loadout works best for cap sustainability, shield tanking, and damage.


 

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