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Capacitor warfare: Difference between revisions

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[[image:Cuesnosnneut.JPG|650px|thumb|right|400px|Visual effects for Energy Neutralizers (left) and Energy Nosferatus (right)]]
[[image:Cuesnosnneut.JPG|650px|thumb|right|400px|Visual effects for Energy Neutralizers (left) and Energy Nosferatus (right)]]
'''Capacitor warfare''' describes the use of various offensive modules or drones to disable hostile player ships by draining their [[capacitor]], thereby rendering them unable to use modules which rely on capacitor to function.
'''Capacitor warfare''' describes the use of various offensive modules or drones to disable hostile player ships by draining their [[capacitor]], thereby rendering them unable to use modules that rely on capacitor to function.


Many players have probably heard the phrase "cap is life" during their time in New Eden. There are many reasons why this is true, and each one is also a reason why capacitor warfare can be effective.  Capacitor is necessary for maintaining active tanks, directly feeds energy and hybrid turrets, and fully powers offensive mid slot modules, including all electronic warfare modules and propulsion systems. Thus, an enemy without capacitor is an enemy with few options, which means ships with capacitor warfare capabilities often dictate the flow of the battle.
Many players have probably heard the phrase "cap is life" during their time in New Eden. There are many reasons why this is true, and each one is also a reason why capacitor warfare can be effective.  Capacitor is necessary for maintaining active tanks, directly feeds energy and hybrid turrets, and fully powers offensive mid slot modules, including all electronic warfare modules and propulsion systems. Thus, an enemy without capacitor is an enemy with few options, which means ships with capacitor warfare capabilities often dictate the flow of the battle.
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==Capital Energy Neutralizers==
==Capital Energy Neutralizers==
Neutralizers and Nosferatus also exist in Capital sizes, with increased range, strength, and fitting costs to match. However, Capital Neutralizers have a unique feature that sets them apart from other sizes, and also limits their use: Capital Neutralizers have an additional attribute, '''Neutralization Signature Resolution''', which has a value of <span style="color:lightblue">8000m</span> on all variants. This attribute works similarly to the [[Missile mechanics#Missile damage formula|Explosion Radius]] attribute of Missiles: when the Neutralizer activates, this Signature Resolution value is compared to the target's Signature Radius, and if the target's Sig Radius is less than the neutralizer's Resolution, the neutralizer's strength is reduced based on the ratio of Sig Radius : Sig Resolution. The result of this is that Capital Neutralizers are extremely powerful on-paper, but are only effective against other capital ships, and cannot be meaningfully used against battleships and below. As such, most capital ships which use Neutralizers will fit a Heavy Neutralizer, rather than a Capital-sized variant.
Neutralizers and Nosferatus also exist in Capital sizes, with increased range, strength, and fitting costs to match. However, Capital Neutralizers have a unique feature that sets them apart from other sizes, and also limits their use: Capital Neutralizers have an additional attribute, '''Neutralization Signature Resolution''', which has a value of <span style="color:lightblue">8000m</span> on all variants. This attribute works similarly to the [[Missile mechanics#Missile damage formula|Explosion Radius]] attribute of Missiles: when the Neutralizer activates, this Signature Resolution value is compared to the target's Signature Radius, and if the target's Sig Radius is less than the neutralizer's Resolution, the neutralizer's strength is reduced based on the ratio of Sig Radius : Sig Resolution. The result of this is that Capital Neutralizers are extremely powerful on-paper, but are only effective against other capital ships, and cannot be meaningfully used against battleships and below. As such, most capital ships that use Neutralizers will fit a Heavy Neutralizer, rather than a Capital-sized variant.


==Protection from capacitor warfare==
==Protection from capacitor warfare==
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#Fit a Nosferatu of your own, to drain back some of the cap you lose
#Fit a Nosferatu of your own, to drain back some of the cap you lose
#In a fleet context, use Remote Cap Transmitters to send cap between allied ships (similar to option #2, but more sustainable)
#In a fleet context, use Remote Cap Transmitters to send cap between allied ships (similar to option #2, but more sustainable)
Number 1 is the most common solution in PvE, and the first three are all commonly used together in PvP. There are several modules which can be used to achieve #1:
Number 1 is the most common solution in PvE, and the first three are all commonly used together in PvP. There are several modules that can be used to achieve #1:
*Cap Batteries are the most commonly used, as they increase your capacitor capacity (which increases regeneration rate, and also increases the number of neutralizer cycles required to bring you down to 0), but more importantly, they also all provide a percentage resistance to the power of incoming Neutralizers and Nosferatus. This resistance ranges from <span style="color:lightblue">20-28%</span> based on the battery variation, and the resistance values from multiple batteries do stack (although [[Stacking penalties]] apply).
*Cap Batteries are the most commonly used, as they increase your capacitor capacity (which increases regeneration rate, and also increases the number of neutralizer cycles required to bring you down to 0), but more importantly, they also all provide a percentage resistance to the power of incoming Neutralizers and Nosferatus. This resistance ranges from <span style="color:lightblue">20-28%</span> based on the battery variation, and the resistance values from multiple batteries do stack (although [[Stacking penalties]] apply).
*Capacitor Rechargers increase capacitor regeneration rate. Depending on the ship and other fitted modules, they may or may not provide more regeneration than Cap Batteries, so simulate and test to compare.
*Capacitor Rechargers increase capacitor regeneration rate. Depending on the ship and other fitted modules, they may or may not provide more regeneration than Cap Batteries, so simulate and test to compare.
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Prerequisite skills:
Prerequisite skills:
*{{sk|Capacitor Emission Systems}} is the prequisite skill for Energy Neutralizers and Nosferatus. It's the only skill that directly impacts the effectiveness of capacitor warfare modules; however, it only affects neuts. It reduces the activation cost of all neuts by 5% per level which has excellent results on efficiency. At level V, a Tech II heavy neut will only require 375 GJ per cycle to neutralize 600 GJ (160% efficiency). Unfortunately, this has no positive effect on nos or drones as they do not have a capacitor activation cost.
*{{sk|Capacitor Emission Systems}} is the prerequisite skill for Energy Neutralizers and Nosferatus. It's the only skill that directly impacts the effectiveness of capacitor warfare modules; however, it only affects neuts. It reduces the activation cost of all neuts by 5% per level which has excellent results on efficiency. At level V, a Tech II heavy neut will only require 375 GJ per cycle to neutralize 600 GJ (160% efficiency). Unfortunately, this has no positive effect on nos or drones as they do not have a capacitor activation cost.
*{{sk|Advanced Drone Avionics}} is the prequisite skill for Neutralizer Drones (and all other electronic warfare drones).
*{{sk|Advanced Drone Avionics}} is the prerequisite skill for Neutralizer Drones (and all other electronic warfare drones).


The better a ship's capacitor, the more effectively it can conduct capacitor warfare.  Therefore both {{sk|Capacitor Management}} and {{sk|Capacitor Systems Operation}} are extremely important skills and should be trained to V for serious capacitor warfare users.
The better a ship's capacitor, the more effectively it can conduct capacitor warfare.  Therefore both {{sk|Capacitor Management}} and {{sk|Capacitor Systems Operation}} are extremely important skills and should be trained to V for serious capacitor warfare users.


All the supporting capacitor management skills as listed will assist in getting pilots through a fight with more capacitor available for capacitor warfare.  Depending on preference, ship types and fits, the relative importance of each skill will change, but each can be considered a good investment of SP.
All the supporting capacitor management skills as listed will assist in getting pilots through a fight with more capacitor available for capacitor warfare.  Depending on preference, ship types, and fits, the relative importance of each skill will change, but each can be considered a good investment of SP.


==Implants==
==Implants==
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Slot 6
Slot 6
*Engineering - 'Squire' Energy Systems Operation EO-6##, +(1-6)% faster capacitor recharge. Most pilots who use cap warfare, especially on dedicated ships, will use cap boosters. As such, cap recharge rate become a minor factor in cap warfare.
*Engineering - 'Squire' Energy Systems Operation EO-6##, +(1-6)% faster capacitor recharge. Most pilots who use cap warfare, especially on dedicated ships, will use cap boosters. As such, cap recharge rate becomes a minor factor in cap warfare.
Slot 7
Slot 7
*Engineering - 'Squire' Energy Emission Systems ES-7##: -(1-6)% capacitor usage by cap warfare modules and energy transmitters. This implant has a significant impact on the capacitor usage of cap warfare modules. It however stacks with the Egress Port Maximizer rig.
*Engineering - 'Squire' Energy Emission Systems ES-7##: -(1-6)% capacitor usage by cap warfare modules and energy transmitters. This implant has a significant impact on the capacitor usage of cap warfare modules. It however stacks with the Egress Port Maximizer rig.
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A number of ships fitted for cap warfare are not bonused for it. The {{sh|Dominix}} and the {{sh|Prophecy}} are well known examples of ships with no bonus to cap warfare range or transfer amount which have been used with great effect. While any ship could conceivably be fitted with a neutralizer or a nos, the following elements help make an unbonused ship suitable for cap warfare:
A number of ships fitted for cap warfare are not bonused for it. The {{sh|Dominix}} and the {{sh|Prophecy}} are well known examples of ships with no bonus to cap warfare range or transfer amount which have been used with great effect. While any ship could conceivably be fitted with a neutralizer or a nos, the following elements help make an unbonused ship suitable for cap warfare:
*Free high slots. The ship needs a place to fit the modules.
*Free high slots. The ship needs a place to fit the modules.
*Drone capacity. When usin high slots for neuts, pilots have to rely on drones for damage. A drone damage bonus is also helpful.
*Drone capacity. When using high slots for neuts, pilots have to rely on drones for damage. A drone damage bonus is also helpful.
*Powergrid. Neuts cost a lot of powergrid to install.
*Powergrid. Neuts cost a lot of powergrid to install.
*Capacitor size. Neuts cost a lot of cap to run, and a ship with a big capacitor will be easier to fight with.
*Capacitor size. Neuts cost a lot of cap to run, and a ship with a big capacitor will be easier to fight with.
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===Frigates===
===Frigates===


*The {{sh|Punisher}} is often flown with an utility cap warfare module.
*The {{sh|Punisher}} is often flown with a utility cap warfare module.
*Many solo fits for frigates use a small cap wafare module.
*Many solo fits for frigates use a small cap wafare module.


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*The {{sh|Arbitrator}} is usually flown with cap warfare modules. Its tank is not that great but it has a nice drone damage bonus.
*The {{sh|Arbitrator}} is usually flown with cap warfare modules. Its tank is not that great but it has a nice drone damage bonus.
*The {{sh|Maller}} can be used as a surprise neuting cruiser. It won't have any dps to speak of, but can fit a point, a scram or a web while being cap stable and have more than 50K EHP.
*The {{sh|Maller}} can be used as a surprise neuting cruiser. It won't have any dps to speak of, but can fit a point, a scram or a web while being cap stable and have more than 50K EHP.
*The {{sh|Rupture}} is often flown with an utility cap warfare module.
*The {{sh|Rupture}} is often flown with a utility cap warfare module.
*The {{sh|Stratios}}, when used as a covert hunting ship (usually in [[Wormhole space]]), is often fit with 3 Neutralizers (alongside its probe launcher, cloak, and large Drone bay).
*The {{sh|Stratios}}, when used as a covert hunting ship (usually in [[Wormhole space]]), is often fit with 3 Neutralizers (alongside its probe launcher, cloak, and large Drone bay).