On March 06 2013 13:46 Omigawa wrote:
As a serious question from a bad player, what is wrong with the Adaptive Invulnerability Field II on the Cynabal?
As a serious question from a bad player, what is wrong with the Adaptive Invulnerability Field II on the Cynabal?
A Cynabal has a few simple points that make up its strength as a ship. It is really fucking fast. It has better damage projection at range than similar ships. It has a utility high slot. It has a shitload of power grid.
If you're trying to build a tanky Cynabal, you have two basic options. You can use double LSE + invuln + triple extenders. Or you can use triple LSE + 2/1 extender/anti-EM. Both will have long points (remember, damage projection and speed - this is a ship whose strengths lie in kiting) and a high-slot neut.
Let's do a pro/con analysis:
Invuln
Pros
-Slightly more EHP (43k vs. 40k IIRC [it's been a while...] without links).
-A bit smaller signature.
Cons
-Laughably bad capacitor.
-Seriously, try MWDing for any amount of time with an Invuln on - it's a fucking joke. Honour point.
-You can forget using a neut in your high slot - by the time it comes to use it, you'll be capped out.
-Your tank is turned off by haphazard neuts - even small ones.
-Makes your dick fall off (move to Pros if you are a woman).
Triple LSE
Pros
-Better passive regen.
-Nearly cap-stable while MWDing.
-You can realistically rely on using your neut.
-All your midslot heat is devoted to your point - probably your most crucial module if you're in a fleet.
Cons
-Larger signature. But your signature is unimportant since you chose to go tanky instead of using dual-prop like you should 90% of the time.
-Can't get super-badass double overheated reps from your Chimera on station.
Basically it comes down to this. Your capacitor is your one weakness on this ship. All the other stats are inflated to make it OP. If you have MWD + point, there is no juggling. You can MWD permanently by cutting it off for ~1 second every few cycles. If you have MWD + point + Invuln, it's not only going to be a distraction, but you'll have to make decisions about the priority of staying alive vs. pointing the target. Whenever your cap runs out forcing you to exit a fight or die, there is another you in another universe happily trucking along with plenty of cap because they fit their ship better.
Are there situations where the tiny extra EHP will save you? Yes. But there will be 100x more situations where you would have died or left because you lost your cap. Total EHP or even DPS rep on a kiting ship is a fairly meaningless stat when it comes down to small differences.