Capping Accelerator A Good Module?
#21
Posted 10 November 2013 - 10:44 AM
#22
Posted 10 November 2013 - 10:57 AM
scJazz, on 10 November 2013 - 10:39 AM, said:
Perhaps you can FRAPS next time? Or someone/anyone can FRAPS a Conquest run with the module?
My PC can barely play the game. FRAPSing is out of the question for me, sadly.
#23
Posted 10 November 2013 - 11:11 AM
Bront, on 10 November 2013 - 10:57 AM, said:
My PC can barely play the game. FRAPSing is out of the question for me, sadly.
If only there was a Player who frequented New Players and who had 70+ mechs with the full module collection who was well known for making nice videos with FRAPS...
:sigh:
#24
Posted 10 November 2013 - 11:15 AM
scJazz, on 10 November 2013 - 11:11 AM, said:
:sigh:
Wait, people make videos of MWO gameplay?
Nah, can't be true.
#25
Posted 10 November 2013 - 11:29 AM
#26
Posted 10 November 2013 - 11:47 AM
scJazz, on 10 November 2013 - 11:11 AM, said:
:sigh:
We should totally ask Koniving if he knows of anyone who fits that bill!!!
#27
Posted 10 November 2013 - 02:07 PM
#28
Posted 12 November 2013 - 09:42 AM
#29
Posted 13 November 2013 - 03:11 AM
scJazz, on 10 November 2013 - 10:39 AM, said:
Perhaps you can FRAPS next time? Or someone/anyone can FRAPS a Conquest run with the module?
This has cropped up before, I remember some old thread talking about the possibility of Capture Modules stacking across all players on the capture point. It may be worth going through some Necro threads...
#30
Posted 13 November 2013 - 04:40 AM
Case in point: The XP awards have been ninja fixed such that a light, at least, has more benefit out of brawling than before. Presumably to compensate for a lack of really unique roles to fulfill. My XP awards on all my mechs have increased, assuming I have not become more skilful. Certainly I score VERY average damage, so that can't be it. For the heavies I noted that even very little LRM damage is rewarded more than in CB, but I could not tell you what specifically is so different.
All in all Cap Accel has a history of being consistently useful, if not as much as Seismic during the Hyper Wall Hack stage, before the double nerf.
Edit Reason: The internal grammar and semantics policeman slipped a few cogs, leading to garbled statements to correct
Edited by Hammerhai, 13 November 2013 - 04:48 AM.
#31
Posted 13 November 2013 - 03:16 PM
Hammerhai, on 13 November 2013 - 04:40 AM, said:
At least that's when I noticed the difference.
#32
Posted 13 November 2013 - 03:29 PM
#34
Posted 13 November 2013 - 04:07 PM
#35
Posted 14 November 2013 - 12:14 AM
I would still rate it as one of the modules that has been the most consistently useful over the lifetime of the game. I also don't think it is going to be reinstated to its former glory as the state of things are now there is an incentive to cap in groups.
Stemming from this the game mechanic makes fights between groups at the cap points more likely, as opposed to a one vs one scenario which happened more under the old rules. More fun, arguably. Certainly if you cap on your own now in Conquest you stand a good chance of being cut down by multiple enemies. On the other hand the race for cap is so tight at start that seconds count, so it is of value nevertheless. From must have I would still rate it down to very good investment or in terms of attractiveness I would award it a "Kardashian derriere" as opposed to a "Miley Cyrus middle".
Edited by Hammerhai, 14 November 2013 - 12:17 AM.
#37
Posted 14 November 2013 - 12:50 AM
#38
Posted 14 November 2013 - 09:07 AM
Catalina Steiner, on 13 November 2013 - 03:49 PM, said:
Sure. 200% is much more than 115%.
But the question is, with 1 cap module and 2 people, is it 215% or 230%?
15% doesn't sound like much, but if we assume it takes 1 minute to cap, that's 10 seconds less to do it with a cap accelerator, which is 10 seconds of movement somewhere else. That's worth while if you do a lot of capping. It gives you the edge in a base race, cap war, or conquest in general. Hard to argue with that.
#39
Posted 14 November 2013 - 09:17 AM
Edited by mailin, 14 November 2013 - 10:10 AM.
#40
Posted 14 November 2013 - 10:56 AM
Bront, on 14 November 2013 - 09:07 AM, said:
15% doesn't sound like much, but if we assume it takes 1 minute to cap, that's 10 seconds less to do it with a cap accelerator, which is 10 seconds of movement somewhere else. That's worth while if you do a lot of capping. It gives you the edge in a base race, cap war, or conquest in general. Hard to argue with that.
It says one capmodule increases cappingspeed by 15%. Whatever the cappingspeed is atm.
So lets think about it:
One capper 100%
Two cappers (1 module) is then 200% plus 15% of total capspeed.
Three cappers (2 modules) is then 300% plus 30% of total capspeed (which is 300%).
In that way 1 capmodule actually does better the more cappers there are. With or without module.
It doesen't only stack but in fact exceeds its 15% on a singlemans capspeed when used in groups. Again with or without it. Makes every single CapAccMod worth the deal and encourages group tactics.
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