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(Redirected from Capacitor Systems Operation)

Overview

The Engineering category contains capacitor support skills, and capacitor warfare skills.

The following are the skills in the Engineering section (in alphabetical order):

Attributes (Primary, Secondary) Skill (Multiplier) Purpose Alpha Limit
Perception, Willpower Advanced Weapon Upgrades (6x) Reduces powergrid need of turrets and launchers. ◼◼◼▨▨
Intelligence, Memory Capacitor Emission Systems (2x) Allows use of energy nosferatu, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules. ◼◼◼◼
Intelligence, Memory Capacitor Management (3x) Bonus to capacitor capacity. ◼◼◼◼
Intelligence, Memory Capacitor Systems Operation (1x) Allows use of cap boosters, Energy System Operations modules. Reduces capacitor recharge time. ◼◼◼▨▨
Intelligence, Memory Capital Capacitor Emission Systems (10x) Allows use of Capital Energy Transfer Arrays. Bonus to Capital Energy Emissions System modules cap use. ▨▨▨▨▨
Intelligence, Memory CPU Management (1x) Bonus to ship CPU. ◼◼◼◼◼
Intelligence, Memory Electronics Upgrades (2x) Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use. ◼◼◼◼◼
Intelligence, Memory Energy Grid Upgrades (2x) Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules. ◼◼◼◼◼
Intelligence, Memory Energy Pulse Weapons (2x) Allows use of smartbombs. Reduces smartbomb cycle time. ◼◼▨▨▨
Intelligence, Memory Nanite Interfacing (3x) Increases damaged module repair amount. ▨▨▨▨▨
Intelligence, Memory Nanite Operation (2x) Decreases nanite consumption. ▨▨▨▨▨
Intelligence, Memory Power Grid Management (1x) Bonus to ship powergrid. ◼◼◼◼◼
Intelligence, Memory Resistance Phasing (3x) Reduces cycle time & capacitor need of reactive armor hardeners. ▨▨▨▨▨
Intelligence, Memory Thermodynamics (3x) Enables overheating. Reduces damage from overheating. ◼◼◼◼
Perception, Memory Weapon Upgrades (2x) Reduces CPU use of turrets and launchers. ◼◼◼◼◼

Skill Details

  Advanced Weapon Upgrades

Reduces the powergrid needs of weapon turrets and launchers by 2% per skill level.
  Attributes:   
  Multiplier: 6x
  Price: 1M ISK
  Alpha max level: III
  Prerequisites: Weapon Upgrades IV
  V required for:   Doomsday Operation;   Marauders;   Tactical Weapon Reconfiguration
  Notes: Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and not just guns.The cumulative effect of WU V and AWU to IV really makes a difference to fitting, especially when you start encountering the greater fitting demands of T2 equipment.



  Capacitor Emission Systems

Operation of energy transfer array and other capacitor emission systems. 5% reduced capacitor need of energy emission weapons per skill level.
  Attributes:   
  Multiplier: 2x
  Price: 75k ISK
  Alpha max level: IV
  Prerequisites: Power Grid Management III, Science II
  I required for: Tech 1 and Faction Small Energy Nosferatus/Neutralizers; Tech 1 and Faction Remote Capacitor Transmitters
  II required for: Tech 1 and Faction Medium Energy Nosferatus/Neutralizers
  III required for: Tech 1 and Faction Heavy Energy Nosferatus/Neutralizers; Small Energy Nosferatu/Neutralizer II; Praetor EV-900; Acolyte EV-300; Infiltrator EV-600
  IV required for: Tech 2 Remote Capacitor Transmitters; Medium Energy Nosferatu/Neutralizer II; Tech 1 and Faction Capital Energy Nosferatus/Neutralizers
  V required for: Heavy Energy Nosferatu/Neutralizer II; Capital Energy Nosferatu/Neutralizer II;   Capital Capacitor Emission Systems
  Notes: The governing skill for energy neutralizers, energy vampires and energy transfer arrays. Neutralizers and vampires are useful utility modules in PvP, particularly small gang or solo PvP, so PvP pilots will find this skill helpful. Energy transfer can be key to certain kinds of logistics ship fits.



  Capacitor Management

Skill at regulating your ship's overall energy capacity. 5% bonus to capacitor capacity per skill level.
  Attributes:   
  Multiplier: 3x
  Price: 200k ISK
  Alpha max level: IV
  Prerequisites: Power Grid Management III
  II required for: Tech 1 and Faction Micro Auxiliary Power Cores
  III required for:   Thermodynamics
  IV required for:   Heavy Assault Cruisers
  V required for: Micro Auxiliary Power Core II
  Notes: Key capacitor support skill, useful for everyone. Getting it to V takes a little while because of the x3 multiplier, but is worth it in the long run.



  Capacitor Systems Operation

Skill at operating your ship's capacitor, including the use of capacitor boosters and other basic energy modules. 5% reduction in capacitor recharge time per skill level.
  Attributes:   
  Multiplier: 1x
  Price: 60k ISK
  Alpha max level: III
  Prerequisites: Power Grid Management I
  I required for: Tech I and Faction Capacitor Boosters
  II required for: 'Seed' Micro Capacitor Booster I
  III required for: Small Capacitor Booster II
  IV required for: Medium/Heavy/Capital Capacitor Booster II
  Notes: Another important capacitor support skill which makes your capacitor more resilient. A short train to level V.



  Capital Capacitor Emission Systems

Operation of capital remote capacitor transmitters and other capacitor emission systems. 5% reduced capacitor need of capital capacitor emission systems per skill level.
  Attributes:   
  Multiplier: 10x
  Price: 10M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Power Grid Management V; Capacitor Emission Systems V
  I required for: Tech 1 and Faction Capital Capacitor Transmitters
  IV required for: Capital Remote Capacitor Transmitter II



  CPU Management

Basic understanding of spaceship sensory and computer systems. 5% Bonus to ship CPU output per skill level.
  Attributes:   
  Multiplier: 1x
  Price: 30k ISK
  Alpha max level: V
  Prerequisites: none
  I required for: Tech 1 Cargo Scanners; Tech 1 Ship Scanners; Tech 1 Survey Scanners; Storyline and Faction Signal Amplifiers;   Electronic Warfare;   Target Management;   Signature Analysis;   Survey;   Structure Electronic Systems
  II required for: Ship Scanner II; Cargo Scanner II; Survey Scanner II; Basic Co-Processor;   Long Range Targeting;   Electronics Upgrades
  III required for:   Frequency Modulation;   Target Painting;   Sensor Linking;   Weapon Disruption;   Propulsion Jamming
  IV required for:   Magnetometric Sensor Compensation;   Gravimetric Sensor Compensation;   Ladar Sensor Compensation;   Radar Sensor Compensation;   Signature Masking;   Cloaking;   Long Distance Jamming;   Signal Dispersion;   Signal Suppression;   Weapon Destabilization;   Signature Focusing
  V required for:   Nanite Engineering;   Electromagnetic Physics;   Electronic Engineering;   Cynosural Field Theory
  Notes: A vital fitting skill which any combat pilot should train to V. Also the prerequisite for many of the other skills in this category.



  Electronics Upgrades

Skill at installing Electronic upgrades, such as signal amplifiers, co-processors and backup sensor arrays. 5% reduction of CPU needs for all modules requiring Electronics Upgrades per skill level.
  Attributes:   
  Multiplier: 2x
  Price: 100k ISK
  Alpha max level: V
  Prerequisites: CPU Management II; Power Grid Management II
  I required for: Tech 1 Signal Amplifiers; Tech 1 and Faction Co-Processors
  III required for:   Hacking
  IV required for: Co-Processor II
  V required for: Signal Amplifier II;   Recon Ships;   Covert Ops;   Expedition Frigates
  Notes: A useful skill which makes some modules easier to fit. Level IV is required for T2 co-processors, level V for T2 signal amplifiers.



  Energy Grid Upgrades

Skill at installing power upgrades e.g. capacitor battery and power diagnostic units. 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level.
  Attributes:   
  Multiplier: 2x
  Price: 79k ISK
  Alpha max level: V
  Prerequisites: Power Grid Management II; Science I
  I required for: Tech 1 and Faction Small/Medium Cap Batteries; 'Basic' Capacitor Power Relay; 'Basic' Shield Flux Coil; 'Basic' Capacitor Flux Coil; Basic Reactor Control Unit; 'Basic' Shield Power Relay; 'Basic' Power Diagnostic System
  II required for: Tech 1 and Faction Cap Rechargers; Tech 1 and Faction Shield Flux Coils; Tech 1 and Faction Reactor Control Units; Tech 1 and Faction Capacitor Power Relays; Tech 1 and Faction Power Diagnostic Systems; Tech 1 and Faction Large/Capital Cap Batteries; Tech 1 and Faction Shield Power Relays; Small Cap Battery II
  III required for: Tech 1 and Storyline Capacitor Flux Coils; Cap Recharger II; Tech 2 and Storyline Medium Cap Batteries
  IV required for: Capacitor Flux Coil II; Shield Flux Coil II; Shield Power Relay II; Capacitor Power Relay II; Power Diagnostic System II; Tech 2 and Storyline Large Cap Batteries; Capital Cap Battery II
  V required for: Reactor Control Unit II; Bastion Module I;   Marauders;   Heavy Assault Cruisers
  Notes: Useful fitting requirement reduction for certain modules.



  Energy Pulse Weapons

Skill at using smartbombs. 5% decrease in smartbomb duration per skill level.
  Attributes:   
  Multiplier: 2x
  Price: 130k ISK
  Alpha max level: II
  Prerequisites: Power Grid Management II; Science II
  I required for: Tech 1 and Faction Smartbombs
  II required for: Tech 2 Micro Smartbombs
  III required for: Tech 2 Small Smartbombs
  IV required for: Tech 2 Medium Smartbombs
  V required for: Tech 2 Large Smartbombs;   Doomsday Operation
  Notes: Note that the increased cycle speed of smartbombs with this skill at high levels means more DPS, but also more cap use.



  Nanite Interfacing

Improved control of general-purpose repair nanites, usually deployed in a paste form. 20% increase in damaged module repair amount per second.
  Attributes:   
  Multiplier: 3x
  Price: 5M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Nanite Operation III
  Notes: Nanite paste can be used to repair module damage from overheating on the fly, while in space. This skill speeds up those repairs. This is a nice skill to have if you're a PvP pilot, but it's not a high priority.



  Nanite Operation

Skill at operating nanites. 5% reduction in nanite consumption per level.
  Attributes:   
  Multiplier: 2x
  Price: 1M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Mechanics IV
  III required for:   Nanite Interfacing
  Notes: The skill required to use nanite paste to repair module damage from overheating on the fly. The reduction in nanite consumption will save you money in the long run. Good skill for PvP pilots, especially ones who go on longer roams and so rely on paste more.



  Power Grid Management

Basic understanding of spaceship energy grid systems. 5% Bonus to ship's powergrid output per skill level.
  Attributes:   
  Multiplier: 1x
  Price: 30k ISK
  Alpha max level: V
  Prerequisites: None
  I required for: Basic and Supplemental Shield Resistance Amplifiers; Civilian Shield Hardeners; 'Micro' Cap Battery;   Shield Operation;   Capacitor Systems Operation;   Structure Engineering Systems
  II required for:   Energy Pulse Weapons;   Energy Grid Upgrades;   Shield Upgrades;   Electronics Upgrades
  III required for:   Capacitor Management;   Shield Management;   Tactical Shield Manipulation;   Shield Emission Systems;   Capacitor Emission Systems
  IV required for:   Thermodynamics
  V required for:   Amarr Core Systems;   Assault Frigates;   Caldari Core Systems;   Capital Capacitor Emission Systems;   Capital Shield Emission Systems;   Capital Shield Operation;   Gallente Core Systems;   Graviton Physics;   High Energy Physics;   Hydromagnetic Physics;  Laser Physics;   Minmatar Core Systems;   Nuclear Physics;   Plasma Physics;   Quantum Physics
  Notes: The basic skill of this whole category, and a key fitting skill. Quickly trained. 25% more powergrid is a big boost to your ability to fit more, better equipment on your ship.



  Resistance Phasing

Improves control over, and flow between, nano membranes that react to damage by shifting resistances. Reduces cycle time of Reactive Armor Hardeners, Flex Armor Hardeners and Flex Shield Hardeners by 10% per level and capacitor need by 15% per level.
  Attributes:   
  Multiplier: 3x
  Price: 500k ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Hull Upgrades IV
  I required for: Tech 1 and Faction Capital Flex Armor/Shield Hardeners
  IV required for: Capital Flex Armor/Shield Hardener II



  Thermodynamics

Advanced understanding of the laws of thermodynamics. Allows you to deliberately overheat a ship's modules in order to push them beyond their intended limit. Also gives you the ability to frown in annoyance whenever you hear someone mention a perpetual motion unit. Reduces heat damage by 5% per level.
  Attributes:   
  Multiplier: 3x
  Price: 4.5M ISK
  Alpha max level: IV
  Prerequisites: Power Grid Management IV, Capacitor Management III, Science IV
  Notes: Overheating active modules can have a significant effect in combat: the bonuses offered by overheating range from an increase in the damage output of weapons, larger speed boosts from propulsion modifiers, an increase in the range of certain modules, better resists, an increased rate of repair and more. A higher Thermodynamics skill allows you to overheat modules for longer before burning them out. This skill need not be a priority for a pilot who only flies in everyday PvE combat (missions, ratting). It is however useful in advanced PvE (e.g. running Abyssals), important in PvP, and especially important in small-gang and solo PvP.



  Weapon Upgrades

Knowledge of gunnery computer systems, including the use of weapon upgrade modules. 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.
  Attributes:   
  Multiplier: 2x
  Price: 80k ISK
  Alpha max level: V
  Prerequisites: Gunnery II
  I required for: Tech 1 and Faction Gyrostabilizers; Tech 1 and Faction Tracking Enhancers; Tech 1 and Faction Heat Sinks; Tech 1 and Faction Drone Damage Amplifiers; Tech 1 and Faction Ballistic Control Systems; Tech 1 and Faction Guidance Enhancers; Tech 1 and Faction Magnetic Field Stabilizers
  IV required for: Gyrostabilizer II; Tracking Enhancer II; Heat Sink II; Drone Damage Amplifier II; Magnetic Field Stabilizer II; Ballistic Control System II; Missile Guidance Enhancer II;   Advanced Weapon Upgrades
  V required for:   Heavy Assault Cruisers
  Notes: Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and smartbombs and not just guns. A very useful fitting skill which every combat pilot should train.