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blankseplocked When should you be cap-stable in PVP fits?
 
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Eternal Noob
Posted - 2010.12.04 16:47:00 - [1]
 

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. Is my take on this generally correct?


Are there classes of ships that lend themselves to stable cap fits in PVP? Is trying to exclusively fit cap-stable ships for noobs?


Alt Tabbed
Posted - 2010.12.04 16:57:00 - [2]
 

PvE takes several minutes to complete a mission.

PvP takes a few seconds to kill or be killed.

As long as your cap lasts long enough for you to not die... your cap has lasted long enough.



Daneel Trevize
Gallente
Posted - 2010.12.04 17:05:00 - [3]
 

The smaller the ship, the shorter your fight, the less cap you'll need unless you're trying to active tank. 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.

Anubis Xian
Ministry of War
Posted - 2010.12.04 17:07:00 - [4]
 

Cap stability is the wrong goal in pvp... unless you can actively tank a blob.

Eternal Noob
Posted - 2010.12.04 17:08:00 - [5]
 

Ah ok, I get the idea. Thanks guys.

Syllein
Posted - 2010.12.04 17:11:00 - [6]
 

Originally by: Eternal Noob
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. Is my take on this generally correct?


Are there classes of ships that lend themselves to stable cap fits in PVP? Is trying to exclusively fit cap-stable ships for noobs?




Essentially 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.
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")

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.

Carniflex
StarHunt
Fallout Project
Posted - 2010.12.04 18:03:00 - [7]
 

It's situational at best. 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.

Usually cap injector is preferred instead of cap stability.

King Rothgar
Autocannons Anonymous
Posted - 2010.12.04 18:11:00 - [8]
 

As said, cap stability simply isn't the goal. You need enough cap to finish the fight with a realistic number of mods running. For a small fight (10v10 or less), 2 minutes of cap is enough. It's also important to realize that you won't be running everything all the time generally. MWD's are a major cap hog but you will only use them to get into range. Once in range, those are generally turned off as the target will be webbed and scrambled. 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.

My nano slicer for example has a whopping 90 seconds of cap with everything running. After about 80 kills with it, I can honestly say I've never capped out in a fight with it. The reason is the guns aren't always firing and the point gets turned off sometimes too. This happens every time I switch targets. It's only a few seconds break for the ship, but it's enough to recharge the cap. This is despite the fact that my slicer doesn't have a single cap recharging module on it.

Draahk Chimera
Interstellar eXodus
Posted - 2010.12.04 18:37:00 - [9]
 

Frigate sized hulls are usually cap stable with MWD running in order to move as fast as possible and also warp scramble. Remember that speed is the "tank" of said frigates and they usually dont use other tank modules.

Hacs, battclecruisers and hictors are only cap stable for guns and harderners, this can be achived with skills alone. They only use MWD for short bursts.

Sniper battleships are only cap stable for guns. This can be done with skills alone. Spider tanked battleships are not cap stable as such but use cap injectors for when they need it to rep.

Logistics are cap stable. Some setups with an ab running. Some setups only when paired and transferring cap.


Cryocasm
Task Force A.S.T.E.R.O.I.D
Posted - 2010.12.04 18:40:00 - [10]
 

If you have more then a minute of cap, you're fine.
Use cap boosters.

Veliria
Posted - 2010.12.04 18:44:00 - [11]
 

PvP cap stability is pretty much moot, you either need a cap booster or you don't.
Anything cap stable is just not gonna deal or tank enough damage to be worth using in PvP.

On some Amarr boats with lots of cap going to lasers you *may* want to tweak your fit just a little bit to avoid running out of cap shooting only your guns for 60 seconds, but other than that, cap is a non-issue when it comes to stability.

Snipers and jammers though, provided their role in the fleet is to stay alive and at range may value cap stability a little bit, but not too much.

Atius Tirawa
Minmatar
Sebiestor Tribe
Posted - 2010.12.04 19:02:00 - [12]
 

Cap-stability is overrated.

Asuka Smith
Gallente
Royal Black Watch Highlanders
Posted - 2010.12.04 19:54:00 - [13]
 

IMO on a PVP setup you never need cap stability, I usually view a minute and a half of cap as the danger zone with 2-3 minutes being PLENTY of cap. For example I'll never have a cap stable curse, but a 3 minute curse is going to last the duration of every fight and will probably die before ever getting capped out.

oldmanst4r
Minmatar
oldmanst4r's Corporation
Posted - 2010.12.05 00:01:00 - [14]
 

By the time I'm starting to run out of cap I generally have few if any usable mods left and am spamming the warp button to get my pod out.


 

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