|
|
| Line 1: |
Line 1: |
| [[image:Cuesnosnneut.JPG|650px|thumb|400px|Visual effects for Energy Neutralizers (left) and Energy Nosferatus (right)]] | | [[image:Cuesnosnneut.JPG|650px|thumb|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 that rely on capacitor to function. | | '''Capacitor warfare''' is the attack strategy of using equipment to drain a target ship's [[capacitor]], its available energy for powered modules and maneuvers. A ship without enough capacitor energy can lose the ability to fire [[weapons]], use any powered module, or even [[warp]] to another location. |
| | |
| 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.
| |
| | |
| While capacitor warfare is technically a type of [[electronic warfare]], it is generally discussed separately due to how much it differs from the more well-known forms. Capacitor warfare has been rebalanced several times in the history of EVE, and has experienced periods of being extremely powerful and comparatively weak. Regardless of its relative power, however, it is a viable tactic that can be used to great effect when used properly.
| |
|
| |
|
| == Overview == | | == Overview == |
| [[image:Heavyneut.jpg|thumb|Heavy Energy Neutralizer I stats]] | | [[image:Heavyneut.jpg|thumb|Heavy Energy Neutralizer I stats]] |
| Capacitor warfare can be accomplished in a few ways: | | Capacitor warfare (or "cap warfare") equipment drains capacitor energy from the target ship. Both modules and drones are available and come in multiple types: |
| * '''Energy Neutralizers''' ("'''neuts'''") - Drains large amounts of enemy capacitor and consumes user capacitor. High slot modules of various sizes and meta levels. | | * [[Capacitor warfare#Energy Neutralizers|Energy Neutralziers]] ("'''neuts'''") destroy capacitor energy, consuming a large amount from the attacker to nullify a similar amount from the target ship. [''High'' slot, short range] |
| * '''Energy Nosferatu''' ("'''vampires'''", "'''NOS'''") - Drains small amounts of enemy capacitor and restores user capacitor (with restrictions). High slot modules of various sizes and meta levels. | | * [[Capacitor warfare#Energy Nosferatu|Energy Nosferatu]] ("'''vampires'''", "'''NOS'''") siphon a small amount of energy, transferring it from the target to the attacker (with restrictions). [''High'' slot, short range] |
| * '''[[Drones#Combat Utility Drones|Energy Neutralizer Drones]]''' - Light, medium, and heavy drones, and a wing of support fighters, based on Amarr combat drones. | | * [[Drones#Combat Utility Drones|Energy Neutralizer Drones]] - Light, medium, and heavy drones, and a wing of support fighters, based on Amarr combat drones. |
|
| |
|
| All capacitor warfare systems affect the target's capacitor in the same way, removing a given amount of capacitor each cycle, "damaging" the capacitor in much the same way that conventional weapons damage hit points. This effect can be mitigated by neutralizer resistance granted by some modules.
| | Cap warfare modules are fitted into a ship's ''High'' slot, and both types, Neutralizers and Nosferatu, operate at short range. (By contrast, most [[electronic warfare]] modules are ''Mid'' slot modules and operate at mid-range or long-range.) While conventional weapons require a turret or missile launcher ''High'' slot, a capacitor warfare module has no such requirement and can fit into any ''High'' slot. |
|
| |
|
| Capacitor warfare modules are very different from the more well-known EWAR modules. Energy Neutralizers and Nosferatu are ''High'' slot modules with fairly short range, as opposed to most other EWAR modules which are ''Mid'' slot modules with very long range. Furthermore, Neutralizers come in multiple different sizes, while most EWAR modules are one-size-fits all. The dangerous potential of energy neutralizers means that when used on ships with bonuses to neutralizer range or strength, they can even serve as the ship's primary weapon system, often taking the place of turrets or missiles that could otherwise be fitted. In addition to this, they are also often fitted in utility high slots (high slots beyond the number of allowed turrets or launchers) to supplement combat effectiveness or aid capacitor stability. Because they do not deal any damage to hit points, ships using neutralizers often utilize drones to deal damage.
| | Ships can resist capacitor warfare by fitting modules with Neutralizer Resistance, such as the [[Cap Battery]]. |
|
| |
|
| Capacitor warfare drones are substantially weaker than all but the smallest Neutralizers, and operate in the same manner as other drones. They are rarely used due to their limited effectiveness, but are sometimes deployed by ships heavily specialized in capacitor warfare as part of a fleet, when the neutralizing ship has backup to deal damage.
| | == Limitations == |
|
| |
|
| Like most systems in EVE, capacitor warfare has setups against which it is inherently limited. Projectile turrets and Missile Launchers do not require capacitor to operate, passive shield tanks continue to function without capacitor expenditure, and passive armor buffers are not weakened by empty capacitors. When capacitor warfare is anticipated, pilots will often place more emphasis on heavy buffer tanks, which increases their survival time enough to possibly either destroy the neutralizing ship or call for reinforcements. With that said, capacitor is involved in every engagement – PvE or PvP – and thus capacitor warfare can threaten the capabilities of every ship in the game, whether through disabling weapons, support modules, or even warping to escape.
| | Some systems are unaffected by capacitor warfare. Projectile turrets and Missile Launchers do not require capacitor energy to operate. [[Shields]] continue to function and regenerate without capacitor needs, and subspace engines still function. However, a ship with a fully drained capacitor cannot [[warp]] or activate [[propulsion equipment]], severely limiting range control and escape options. |
|
| |
|
| == General principles == | | == General principles == |