I’m finding the cap batteries somewhat lacking and rather unpopular (particularly compared to cap boosters which seem OP in comparison) and I have an idea to give them a boost.
I like the cap warfare resistance bonus they’ve gained recently but I’d like to take it a step further.
I propose that when you have a cap battery fitted in one of your medium slots, energy nosferatu’s in your high slots should drain capacitor regardless of your capacitor level. Like how it was in the old days but you have to sacrifice a medium slot for this ability.
This would serve the dual purpose of making Nosferatu’s more useful too besides just keeping your guns running.
I’ve thought about this alot in my head and I can’t see it breaking the game (If anything the cap batteries STILL seem weak)
Looking forward to your opinions
Lynchy226
[edit]
My thinking has changed, here are my revised thoughts:
Make the cap battery the capacitor warfare module. 25% warfare resistance 25% warfare offense, and work out a system where it’s not one extreme of having the nos’s drain cap regardless of cap level, or the other extreme of not draining at all if it’s above a certain threshold, but a nice cozy in-between where the nos has value outside of keeping your guns running and is balanced.
I like capacitor batteries, especially in PvE under neut pressure.
Capacitor boosters are more popular in PvP, but I think that’s because capacitor boosters are better in short fights (where the amount of cap boosters you can fit in your cargo is less relevant than your short term cap stability) than in long fights where cap batteries are clearly better.
It not much different than how armor plates are more popular in short fights and armor repairers in long fights.
I don’t think cap batteries need buffs.
They’re just not the ideal module for a short PvP fight but that’s fine.
They are mostly fine, just the balance is a bit off, because they have the most effect if used “oversized”, aka a Large Cap Battery on a Cruiser or BC. In comparison, using Small Cap Batteries on Frigs has a much lower effect. I think a better way would be to buff Small and Medium Cap batteries a bit, they are pretty underused imho. And add an XL-Version for Battleships only, with much much higher PG requirements of course, so it is impossible to use it on a BC.
Nosferatu’s are reworked so that their energy steal is proportional to the cap levels of your and the opposing ship, so they’re not doing nothing most of the time.
And cap batteries give advantage to cap warfare where they give a boost to the energy steal of nosferatu’s (and may even give extra potency to neuts too?)
This, I think, will allow batteries to live up to the value a medium slot demands.
Once again they already do. You haven’t really explained your case that they need to be buffed in any way. Nos definitely doesn’t need to be changed it’s still working great for it’s intended use and if you want the stronger nos you have blood raider ships.
Batteries and boosters are for two differant jobs. Trying to use Batteries on fits that want a booster is not going to work. But that doesn’t mean Batteries are the problem.
Batteries and boosters are for two differant jobs
True
What I’m trying to say is that the ammount of inherent value contained within each module is unbalanced. Compare the battery to the power relay. The battery takes a fair chunk of powergrid, the relay takes 0 PG. They do a not dissimilar job. A medium slot is more valuable than a low slot. Powergrid points are very valuable. Now compare that same cap recharger to a cap booster.
See what I’m saying? Ludicrously good is what a medium slot module has to be to compete, and is something that the cap battery is not.
Make the cap battery the capacitor warfare module. 25% warfare resistance 25% warfare offense, and work out a system where it’s not one extreme of having the nos’s drain cap regardless of cap level, or the other extreme of not draining at all if it’s above a certain threshold, but a nice cozy in-between where the nos has value outside of keeping your guns running and is balanced.
And what disadvantages does a power relay have that a battery does not?
They each have advantages and disadvantages, and prioritising medium power slots over low power slots tells me you don’t know that some ships are shield tank and some ships are armor tank.
Their increase cap range works better in PVE than in PVP, since the encounters in PVE are often longer than those in PVP.
In PVP, you use a cap injector to resist neut.
Sure in small gang and solo pvp fights don’t often last that long. But even mid sized gangs can get into fights that last over 40 minutes. Either all in one drawn out fight or across several skirmishes where neither side is really able to dock up and get restocked.
There are also fits where you don’t need a lot of extra cap just a bit more buffer this is pretty common in logistics and ewar.
I’m not saying there is no niche case where you may use them.
I’m saying, they are generally a PVE item, not a PVP one.
In longer fleets you want logis to help with cap.
I don’t think iv ever put one of these into a fit because i was worried about nuets. The resistance bonus just isn’t enough to matter most things attacking your capacitor go at it with over kill.
The benefit of a battery is maximizing your peak window making it easier to juggle in tight fits.
Regardless the two varied viewpoints we hold just adds more weight to the fact that these mods are far more useful than op states