Difference between revisions of "Capacitor warfare"

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**Weaknesses
 
**Weaknesses
 
***Requires large amounts of your capacitor
 
***Requires large amounts of your capacitor
***Long cycle time consistant across all meta levels - 6 seconds for small, 12 seconds for medium, and 24 seconds for large neutralizers (overheating will always reduce cycle time by 15%)
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***Long cycle time
***Short range although it varies across meta levels
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***Short ranges though increasing with module size
 
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*Energy Vampires - ie the assortment of Nosferatus (Nos)
 
*Energy Vampires - ie the assortment of Nosferatus (Nos)
 
**Strengths
 
**Strengths
 
***Amount of cap removed from the target is transferred to you
 
***Amount of cap removed from the target is transferred to you
***Quick cycle time consistant across all meta levels - 3 seconds for small, 6 seconds for medium, and 12 seconds for large nosferatus (overheating will always reduce cycle time by 15%)
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***Quick cycle time
 
**Weaknesses
 
**Weaknesses
 
***Only transfers cap when your PERCENTAGE of capacitor is below the percentage of the targets capacitor
 
***Only transfers cap when your PERCENTAGE of capacitor is below the percentage of the targets capacitor
 
***Transfers small portions of capacitor
 
***Transfers small portions of capacitor
***Short range although it varies across meta levels
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***Short ranges though increasing with module size
 
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*Energy Neutralizer Drones
 
*Energy Neutralizer Drones
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**Weaknesses
 
**Weaknesses
 
***normal Drone weaknesses of vulnerability, flight times etc.
 
***normal Drone weaknesses of vulnerability, flight times etc.
***Constant cycle time of 6 seconds for each type of drone with only small portions of cap neutralized (easy to remember as it is an equivalent amount to the bandwidth of the drone)
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***Constant cycle time of 6 seconds for each type of drone with only small portions of cap neutralized
 
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Revision as of 18:39, 16 June 2010

Cuesnosnneut.JPG
or Why These Pictures are Some of the Prettiest Things You Will See in EVE.

Capacitor Warfare Overview

You have probably heard someone say 'Cap is life' during your time in EVE. There are many good reasons why this is true, and every one of them is also a good reason why Capacitor Warfare is one of the most direct ways to go for the throat of an enemy. Capacitor directly feeds laser and hybrid turrets, keeps active tanks running, and powers the majority of fighting midslot modules including all EWAR modules and all propulsion systems. An enemy without capacitor is an enemny without options which means you instantly get to dictate the flow of the battle - kill them your way or if something goes wrong you can always rest confidently knowing that warp jamming requires cap.

Cap Warfare is the strange cousin of EWAR that no one talks about. Rarely will you see EWAR guides include Cap Warfare even though it is where it rightfully belongs much like tackling. Capacitor Warfare has had its ups and downs in the history of EVE, with its wild days of overpowered glory, and subsequent 'rebalancing' lows. It is still and will always be an extremely viable tactic in the sandbox of EVE, and surely the pendulum will continue to swing back and forth over the impossible 'balanced' mark, but knowing what and how is extremely important even if you never plan to use cap warfare.

Capacitor Warfare, as in direct action taken to reduce or elminate the capacitor of a target, can be accomplished a few ways:

  • Using one of two types of Engineering Equipment modules
    • Energy Destabilizers - small, medium and heavy energy neutralizers of various meta levels
    • Energy Vampires - small, medium and heavy nosferatu of various meta levels
  • Using one of three Combat Utility Drones
    • Light, medium and heavy energy neutralizer drones based on Amarr drone models - the Acolyte EV-300, Infiltrator EV-600, and Praetor EV-900


(as an aside if you have ever been curious where the word nosferatu comes from check out this link to Nosferatu)

Each of the these systems has its own strengths and weakneses and are very different in implementation although all are focussed on the same goal.

  • Energy Destabilizers - ie the assortment of Neutralizers (Neuts)
    • Strengths
      • Neutralizes large portions of the enemies capacitor every cycle
    • Weaknesses
      • Requires large amounts of your capacitor
      • Long cycle time
      • Short ranges though increasing with module size


  • Energy Vampires - ie the assortment of Nosferatus (Nos)
    • Strengths
      • Amount of cap removed from the target is transferred to you
      • Quick cycle time
    • Weaknesses
      • Only transfers cap when your PERCENTAGE of capacitor is below the percentage of the targets capacitor
      • Transfers small portions of capacitor
      • Short ranges though increasing with module size


  • Energy Neutralizer Drones
    • Strengths
      • normal Drone range mechanics
      • Neutralizer drones have no impact on your cap
    • Weaknesses
      • normal Drone weaknesses of vulnerability, flight times etc.
      • Constant cycle time of 6 seconds for each type of drone with only small portions of cap neutralized



So these are the tools at your disposal if you decide to bring the pain directly to your opponents capacitor. Keep reading for how they work, what ships they work best on and how to make them work for you.

How Energy Destabilizers, Vampires, and Neutralizer Drones Work

Energy Destabilizers

Energy Neutralizers are the heavy hitters of cap warfare. They can remove huge amounts of cap and leave an enemy 'capped out' faster than any other form of cap warfare.

Here is screenshot of the attributes of the meta 0 heavy neut:

Heavyneut.jpg

Generally all neutralizers will have a similar set of attributes. The different sizes of neutralizer differ significantly, but they all fairly consistent across meta levels. Besides fitting considerations, the only attributes that change from meta 0 all the way to commander modules is the range and the amount of energy neutralized. The cycle time is consistent (6 seconds for small neuts, 12 seconds for medium, and 24 seconds for heavy) as well as the energy 'cost' to neutralize (45 for small, 150 for medium, and 500 for heavy). Accordingly, at each size higher meta modules are more efficient with meta 0 modules destabilizing as much as their activation cost (100% efficiency) up to meta 5 (tech II) and higher modules at 120% efficiency; using the heavy neut example a Tech II neut would neutralize 600GJ with its 500GJ activation cost. The range for modules from meta 0 to the highest are: small from 5,250m - 7,350m; medium from 10,500m - 14,000m; and heavy from 21,000m - 39,200m.

So if you are within range of a target and activate an energy neutralizer the activation cost will immediately be deducted from your capacitor and the neutralization amount will be deducted from the targets capacitor (test and verify). Each cycle time if still within range this will be repeated for as long as you have capacitor to run it. Pretty simple, right?

The important thing to remember is that your goal is to 'cap out' your opponent and that their capacitor will continuously be recharging. So if you are not using a large enough neutralizer to overcome the peak recharge rate of their capacitor you are more or less wasting your time. Yes, you will make it harder for them to run cap stable, but likely you would be a more efficient killing machine using that high slot for something else if that is all you are accomplishing.

So you want: Neutralization Rate which is ((Energy Neutralized in GJ)/(Activation Time in seconds)) > opponent recharge rate in GJ/S

The delta is the rate at which you will cap out your target. Remember however, that the recharge rate varies with the percentage of remaining cap so that in fact your neutralizing effectiveness will be highest when the opponents capacitor is closest to 0% and 100%. (I will leave the math and actual formula out of this guide) This means that it is easier to keep someone cap drained than it is to drain them in the first place. This is an important factor in the fighting and fitting section of this guide.

Energy Vampires

The vampires of cap warfare are Nosferatus. They remove small amounts of cap, but instead of costing your own cap to do this they will actually give you the cap your opponent lost. Because of the huge potential of being able to hurt a target while helping there are several rather severe limitations on these modules.

Here is screenshot of the attributes of the meta 0 heavy nos:

File:Heavynos.jpg

Generally all nosferatus have a similar set of attributes. The first drawback of nos is that they are harder to fit than neuts of equivalent size requiring more CPU. The only attributes that change from meta 0 all the way to commander modules is the range and the amount of energy transferred to you. The cycle time is consistent (3 seconds for small nos, 6 seconds for medium, and 12 seconds for heavy). Small nos will transfer from 8 - 10 GJ across the meta levels, medium from 30 - 36 GJ, and heavy from 100 - 135 GJ. The ranges for all the modules from meta 0 to the highest are between: small from 5,500m - 10,214m; medium from 10,500m - 19,500m; and heavy from 21,000m - 43,000m.

So if you are within range of a target and activate an nos the exact same thing will happen as with a neut except now the 'activation cost' is a negative amount equivalent to the amount removed from the opponent credited to your capacitor.

The low amounts of energy actually removed from a target while using a nosferatu makes it practically impossible to cap out an opponent using these modules. To compare it directly to an equivalent neut multiply the amount of energy transfered by 2 since the cycle time is always half that of a neutralizer and you will see just how much less energy is removed. As well Nosferatus have the additional limitation of only transferring energy when the opponents capacitor has a higher percentage of charge then your own. Essentially in order to cap out it requires you to be capped out as well. These are pretty severe limitations. However, nosferatus are still extremely useful modules in certain circumstances and using them effectively will be discuss more in the fitting and fighting section.

Energy Neutralizing Drones

Capacitor Warfare Skills

Capacitor Warfare and PvE

Capacitor Warfare Ships

T1 Usage

Ships with Capacitor Warfare Bonuses

Amarr Ships

Sentinel

Pilgrim

Curse

Blood Raider Ships

Cruor

Ashimmu

Bhaalgorn

Fitting and Fighting for Cap Warfare

Credits