Also, loading ammo still takes the normal amount of time. It is not instant like it is in a station. Finally, transferring a mobile depot from one character to another in space is pretty complicated. Since you can’t jettison or store a depot in a can, you pretty much have to have 2 characters that can fly the same ship. The 'wetu' mobile depot has 5x the sensor strength than the regular one but it's twice the volume (100m3 wtf). They're like 10 mil or something like that because nobody wants to use them. They take a decent amount of time to scan down but it's not impossible the 'yurt' mobile depot has 2x sensor strength than.
Let's say I have two Rorquals, I put over 20 billions on grid to mine. What are you guys going to put on grid to try to kill my two Rorquals? A 5 billions (tops) Talos/Naga fleet? If you want to get the kill, grow some balls and drop some real shit, not your crappy WH doctrines that don't cost jack shit and are literally can openers.So yes, I can build caps, severals per week if I really want to (although declaring that I can build 'infinite capitals' is just bullshit). I mean, thank god I can build capitals with the amount of ISKs I anchor on grid, the worst part would be people like you just jerking around with cheap doctrines and being sperges just looking for easy kills without having to sweat. I'm pretty sure HK and some other Rorqual hunting groups drop supers on their ganks.
They're putting 20+ bil in deep nullsec far away from any additional capital support.Cheap gank doctrines are designed to be disposable for situations where the entire fleet can get wiped by a response fleet. Same reason Feroxes are used so much in null doctrines and Talos in highsec ganks. It also isn't feasible to drop anything bigger due to the limited mass of wormhole travel.And saying that you're risking two Rorquals on grid doesn't count for the potential support you can call from the standing fleet or ping. Just remember to gf after you drop 20 supers and 200 machariels and the Talos/Naga fleet is forced to disengage. Okay here me out, I agree with you that a response fleet that is able to form in time and in numbers to save a rorqual should rightfully be able to do so if they have the ships, the pilots and PvP ability.I get what you're saying, that large nullsec alliances spend a great amount of effort and isk to ensure their rorquals can mine in safety and they should be rewarded for that.But at the same time the spirit of EVE is that no lucrative activity should be entirely risk free (cough sp farming). It should be more difficult to catch, hold and kill a rorqual with subcaps (which it is) but it shouldn't be impossible.If it takes 1.5 minutes to catch, drop and kill a rorqual with 20b dreads then let's say how about it takes 15 minutes to catch, hold and kill a rorq with 2b of Talos/Nagas?.
A dread bomb isn't even effective at killing rorqsYeah. I guess just ask NC. And PL if a dread bomb is effective or not. The only thing that is not effective is people not having the balls to drop, nothing more, your statement is pure bullshit.most big alliances can form 4 titans + mass FAX in.NC/PL only dread bomb rorqs when the rest of the alliance is heavily focused on another objective (deployed, full CTA). There are close to no examples of mass dreads successfully killing rorqs under a active capital umbrella.The PANIC timer is way too long for large alliances to form up. Bringing mass DPS to kill a rorq before his alliance can form up to defend isn't possible. A huge obstacle in the way of your fabled dread bombing rorqs.Krab supers and titans are also a problem, they just don't scale as well as rorqs.
Because X is broken it's ok for Y to be broken isn't an excuse.Carriers can panic jump and are too safe but they also have the issue of frequently warping and not having literally 6 minutes of god mode + a extremely heavy active tank on top of that. A carrier caught by a heavy dps gang is likely to die unless the response is very quick. Carriers can be 1 cycle scanned by combats and caught if they aren't paying attention. NC/PL only dread bomb rorqs when the rest of the alliance is heavily focused on another objective (deployed, full CTA). There are close to no examples of mass dreads successfully killing rorqs under a active capital umbrella.Who cares about the circumstances? If you can catch a free Rorqual, good for you, if you want to catch a defended one, drop what it takes to kill it.
Biggest fights in EVE were made by accident, not by pouring salt over Reddit.The PANIC timer is way too long for large alliances to form up. Bringing mass DPS to kill a rorq before his alliance can form up to defend isn't possible. A huge obstacle in the way of your fabled dread bombing rorqs.QQ Excavators mine too much, QQ PANIC is too long, QQ Wetu is too strong, QQ MUH CONTENT CCP. I have understood that everything is too broken for you.Krab supers and titans are also a problem, they just don't scale as well as rorqs. Because X is broken it's ok for Y to be broken isn't an excuse.There is no problem with krab Supers and Titans. If you are able to put that much on the fields, it's okay to get rewarded for it, it's the opposite logic of you guys, put no shit on grid and make ez ISKs with the loots.
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The main skill that affects power grid is Engineering, but there are several others that affect the PG requirements of specific modules or rigs:. Shield Upgrades (affects PG need of Shield extender and passive resistance modules). Advanced Weapon Upgrades (affects PG need of weapons). Projectile/Hybrid/Energy weapons rigging (reduces PG need increase due to weapons rigs)The main implant that increases PG is the Inherent Implants 'Squire' Engineering EG series, which provides a 1-6% increase in total powergrid. The 1% version is extremely afforable even if you lose your pod often, but one significant drawback is that the implants for powergrid and CPU use the same slot, so you can't upgrade both with implants at the same time.The Genolution Core Augmentation implant set is another way to boost PG. The CA-1 provides a 1.5% PG increase, and together with the CA-2 it also receives a 50% set bonus.
You can fit these implants in addition to the Squire Engineering one.There is also the Zainou 'Gnome' Shield Upgrades SU implant series which reduces the PG requirements of modules that require the Shield Upgrades skill by 1-6%, but that is a rather niche benefit and probably only useful in very rare cases.There are several modules that increase power grid:. Micro Auxiliary power core (+10MW/+12MW, especially useful for frigates as it is a fixed PG bonus and not a percentage of total PG. Useless on big ships). Reactor Control Unit (+10%/+15% total PG). Power diagnostic system (+5% PG, but additional shield and capacitor bonuses). Ancillary current router rigs (+10%/+15%, but more expensive than most other rigs). Gets you 2% reduction in powergrid for turrets and launchers.is 5% for anything requiring the Shield Upgrades skill.Implant-wise there is in the 6 slot that gives PG (conveniently named 'Squire' PG(X)).Equipment wise you have two options:1.
Find modules on your fitting you can switch out for other meta levels that require less PG to fit. This generally means finding a specific meta level, or going for shiny mods such as faction, complex or officer mods.2.
Fit a or in a low slot. PDS gives a small boost to many things, with RCU is a big boost to PG.