Difference between revisions of "Capacitor warfare"

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[[image:Cuesnosnneut.JPG|650px]] <br>
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{{Weapon Systems Links}}[[image:Cuesnosnneut.JPG|650px|thumb|400px|Visual effects for Energy Neutralizers (left) and Energy Nosferatus (right)]]
or '''''Why These Pictures are Some of the Prettiest Things You Will See in EVE'''''.
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'''Capacitor warfare''' is the attack strategy of using equipment to drain a target ship's [[capacitor]], its available energy for powered modules. A ship without sufficient capacitor energy can lose the ability to fire certain [[weapons]], actively [[tanking|repair]] itself, use [[propulsion equipment]] or other powered modules, or even [[warp]] to another location.
<br>
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<br>
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== Overview ==
<br>
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[[image:Heavyneut.jpg|thumb|Heavy Energy Neutralizer I stats]]
This is an ongoing project. Any changes or help will be appreciated and then mutilated, hacked, revised and generally forced into the authors grand vision (ha ha ha).  Once an intial draft is completed (yes this will take months) a thread on the forums will be established for discussion and corrections. Thanks!
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Capacitor warfare (or "cap warfare") equipment drains capacitor energy from the target ship. Both modules and drones are available and come in multiple types:
<br>
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* [[#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]
<br>
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* [[#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]
<br>
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* [[Drones#Combat Utility Drones|Energy Neutralizer Drones]] - Light, medium, and heavy drones, and a wing of support fighters, based on Amarr combat drones.
{| align="right"
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| __TOC__
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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.
|}
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 +
Ships can resist capacitor warfare by fitting modules with Neutralizer Resistance, such as the [[Cap Battery]]. Also, one ship may transfer capacitor energy to another by using a [[Remote Capacitor Transmitter]].
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 +
== Limitations ==
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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 ==
 +
Understanding capacitor warfare requires an understanding of capacitor mechanics. Capacitors are a self-recharging resource measured in gigajoules (GJ), with a [[capacitor recharge rate]] determined both by the specific ship and the percentage level of the capacitor, measured in gigajoules per second (GJ/sec).  The 'peak' recharge rate occurs at 25% capacity, with the recharge rate sharply decreasing below this amount, and more gradually decreasing above it. Therefore, the rate of recharge is lowest when the capacitor is full (100%) or empty (0%). This is the same principle that governs the recharge rate of shields, though the values are slightly different.
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The goal of capacitor warfare is to use enough neutralization to overcome the peak recharge rate of the target's capacitor, and while capacitors recharge continuously over time, Neutralizers remove capacitor in single large chunks with every module cycle. As a result, the effectiveness of Neutralizers is often expressed in effective GJ/sec to facilitate easier comparison to the target's recharge rate. Capacitor warfare will have the smallest relative effects at around peak recharge, as the amount of capacitor removed will be countered by the highest recharge rate the target's capacitor is capable of. As a result, it is much more difficult to "break" a target by bringing its capacitor below 25% than it is to keep it at 0% once it gets there. (i.e. it may take 3 Neutralizer modules to bring a target below 25%, but only one Neutralizer module to keep it at close to 0.) As such, the common rule of thumb for Neutralizer-focused ships or fleets is to have ''much'' higher neutralization potential than the enemy's conceivable recharge rate.
  
==Capacitor Warfare Overview==
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This being said, even without sufficient neutralizers to break a target, neutralizers can still have a meaningful effect on them. A pilot whose ship is hovering at around 30% capacitor needs to start making choices about which capacitor-consuming modules to use or not use, or may need to start using a Cap Booster to keep themselves up. Being forced to choose which modules not to run opens room for mistakes, and may force the target pilot to choose between not performing their role in the fleet, or dying; and Cap Booster charges will eventually run out in a longer fight and result in a slow death by attrition.
  
You have probably heard the phrase 'cap is life' during your time in EVE.  There are many good reasons why this is true, and each one is also a reason why Capacitor Warfare can be extremely effective.  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 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.
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Like many other Electronic Warfare modules, Capacitor Warfare modules have both Optimal and Falloff ranges. Using modules outside their Optimal range results in reduced effectiveness. The formula for effectiveness loss is the same as Turret falloff:
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* at 100% Optimal + 0% Falloff = 100% Effectiveness
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* at 100% Optimal + 100% Falloff = ~50% Effectiveness
Cap Warfare is a bit mysterious for some.  Rarely will you see EWAR guides include Cap Warfare even though that is where it rightfully belongs, much like warp jamming.  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 the pendulum will continue to swing back and forth over the impossible 'balanced' ideal, but knowing what and how is extremely important even if you never plan to employ cap warfare yourself.
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* at 100% Optimal + 200% Falloff = ~6% Effectiveness
<br>
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* at 100% Optimal + 300% Falloff, the module shuts down as the target is considered 'out of range'.
<br>
 
Capacitor Warfare, as in direct action taken to reduce or elminate the capacitor of a target, can be accomplished a few ways:
 
<br>
 
*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
 
<br>
 
(as an aside if you have ever been curious where the word nosferatu comes from check out this link to [http://en.wikipedia.org/wiki/Nosferatu Nosferatu])
 
<br>
 
<br>
 
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. Keep reading for how they work, what ships they work best on and how to make them work for you.
 
  
==How Destabilizers, Vampires, and Neutralizer Drones Work==
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Like weapons, capacitor warfare modules benefit from [[overheating]]; as an overheated weapon deals more damage-per-second, an overheated capacitor warfare module sucks the opponent dry faster.
  
===Energy Destabilizers===
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== Energy Neutralizers ==
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[[File:Icon energy neutralizer i.png|left]]'''Energy Neutralizers''' ("'''Neuts'''", also formerly called '''Energy Destabilizers''') are the heavy hitters of capacitor warfare, able to remove large amounts of capacitor and leave an enemy capped out faster than any other capacitor warfare system. However, they also require a large amount of capacitor to activate and have a long cycle time. Energy Neutralizers have relatively short ranges, though this range scales with module size to retain effectiveness on larger hulls.
  
Energy Destabilizers - ie the assortment of Neutralizers (Neuts)
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All neutralizers have a similar set of attributes. The different sizes of neutralizer differ significantly, but for each size tier they are fairly consistent across meta levels.  Aside from 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.
*Strengths
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* Module activation cost is consistent ({{Co|lightblue|45 GJ}} for small, {{co|lightblue|150 GJ}} for medium, and {{Co|lightblue|500 GJ}} for heavy).  Therefore, at each size, higher meta modules are more efficient: meta 0 modules destabilize as much as their activation cost (100% efficiency), and this efficiency trends up to meta 5 (tech II) and higher modules at 120% efficiency. Module activation costs are reduced by the {{sk|Capacitor Emission Systems|icon=yes}} skill, which provides 33% increased efficiency at level V.
**Neutralizes large portions of the enemies capacitor every cycle
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* Cycle time is also consistent ({{Co|lightblue|6 seconds}} for small neuts, {{Co|lightblue|12 seconds}} for medium, and {{Co|lightblue|24 seconds}} seconds for heavy).
*Weaknesses
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* Optimal range for modules from meta 0 to the highest are: small from {{Co|lightgreen|4,000m - 9,000m}}; medium from {{Co|lightgreen|8,000m - 16,500m}}; heavy from {{Co|lightgreen|16,000m - 32,000m}}; and capital from {{Co|lightgreen|30,000m - 40,000m}}.
**Requires large amounts of your capacitor
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* Faction and Deadspace Neutralizers have increased range, but the same drain amount as T2 variants. Faction Neutralizers have reduced CPU and Powergrid costs; Deadspace Neutralizers have increased Powergrid costs.
**Long cycle time
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* Overheating a neutralizer shortens its cycle time, which means it will drain its target's capacitor faster but (users should remember) also that it will put an increased load on its user's capacitor.
**Short ranges though increasing with module size
 
  
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.
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{{#CSS:
 +
<!-- CSS for stats tables -->
  
Here is screenshot of the attributes of the meta 0 heavy neut:
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.neut-stats td:nth-child(2),
 +
.nos-stats td:nth-child(2)
 +
{
 +
  text-align: center;
 +
}
  
[[image:Heavyneut.jpg]]
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.neut-stats td:nth-last-child(-n+9),
 +
.nos-stats td:nth-last-child(-n+7)
 +
{
 +
  text-align: right
 +
}
  
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 GJ for small, 150 GJ for medium, and 500 GJ for heavy). Therefore, at each size higher meta modules are more efficient: meta 0 modules destabilize as much as their activation cost (100% efficiency), and it trends 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.
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.neut-stats td:nth-child(4),
 +
.neut-stats td:nth-child(7),
 +
.nos-stats td:nth-child(4)
 +
  {
 +
  color: lightblue;
 +
}
  
So with these capabilities in mind, 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?
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.neut-stats td:nth-child(5),
 +
.neut-stats td:nth-child(6),
 +
.nos-stats td:nth-child(5),
 +
.nos-stats td:nth-child(6)
 +
  {
 +
  color: lightgreen;
 +
  }
  
The important thing to remember is that your goal is to 'cap out' your opponent and that their capacitor will [[Capacitor Recharge Rate|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 [http://www.eve-ivy.com/wiki/index.php?title=Capacitor_Management_101#What_is_.22cap_stable.22.3F_Do_I_want_it.3F 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.
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.neut-stats td:nth-child(8),
 +
.nos-stats td:nth-child(7)
 +
{
 +
  color: red;
 +
}
  
So you want: Neutralization Rate > opponent recharge rate in GJ/S
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}}
  
And Neutralization Rate is defined as: ((Energy Neutralized in GJ)/(Activation Time in seconds))
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{| class="wikitable collapsible collapsed sortable neut-stats" style="font-size:90%; margin: 1em auto"
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|+ Stats for Small Neuts<small>{{Co|gray|'' - Last verified: January 2017''}}</small>
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|- style="background-color: #222222;"
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! scope="col" | {{Co|#bfbb7d|Meta<br>Group}} <!-- No, I did not forgot to change this one to use style. Doing so will also change the color of the show.hide toggle -->
 +
! scope="col" style="color: #bfbb7d;" | Meta<br>Level
 +
! scope="col" style="color: #bfbb7d;" | Name
 +
! scope="col" style="color: #bfbb7d;" | Cycle<br>Time
 +
! scope="col" style="color: #bfbb7d;" | Optimal<br>Range
 +
! scope="col" style="color: #bfbb7d;" | Effectiveness<br>Falloff
 +
! scope="col" style="color: #bfbb7d;" | Activation<br>Cost}}
 +
! scope="col" style="color: #bfbb7d;" | Neutralization<br>Amount
 +
! scope="col" style="color: #bfbb7d;" | Neut<br>Efficiency
 +
! scope="col" style="color: #bfbb7d;" | Neuting<br>per Sec (GJ)
 +
! scope="col" style="color: #bfbb7d;" | Powergrid<br>Usage
 +
! scope="col" style="color: #bfbb7d;" | CPU<br>usage
 +
|-
 +
| Tech I || 0 || Small Energy Neutralizer I || 6 sec || 4000 m || 2000 m || 45 GJ || 45 GJ || 100% || 7.5 GJ/s || 8 MW  || 10 tf
 +
|-
 +
| Tech I || 1 || Small Gremlin Compact Energy Neutralizer || 6 sec || 4000 m || 2000 m || 45 GJ || 50 GJ || 111% || 8.3 GJ/s || 7 MW  || 8 tf
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|-
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| Tech I || 1 || Small Infectious Scoped Energy Neutralizer || 6 sec || 4500 m || 2250 m || 45 GJ || 50 GJ || 111% || 8.3 GJ/s || 8 MW  || 10 tf
 +
|-
 +
| Tech II || 5 || Small Energy Neutralizer II || 6 sec || 5000 m  || 2500 m || 45 GJ || 55 GJ || 122% || 9.2 GJ/s || 10 MW || 10 tf
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|-
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| Storyline || 6  || Small 'Caltrop' Energy Neutralizer || 6 sec || 5000 m || 2500 m || 45 GJ || 55 GJ || 122% || 9.2 GJ/s || 7 MW  || 8 tf
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|-
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| Faction || 8 || Ammatar Navy Small Energy Neutralizer || 6 sec || 6000 m || 3000 m || 45 GJ || 55 GJ || 122% || 9.2 GJ/s || 8 MW  || 10 tf
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|-
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| Faction || 8 || Dark Blood Small Energy Neutralizer || 6 sec || 6000 m || 3000 m || 45 GJ || 55 GJ || 122% || 9.2 GJ/s || 8 MW  || 10 tf
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|-
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| Faction || 8 || Imperial Navy Small Energy Neutralizer || 6 sec || 6000 m || 3000 m || 45 GJ || 55 GJ || 122% || 9.2 GJ/s || 8 MW  || 10 tf
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|-
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| Faction || 8 || True Sansha Small Energy Neutralizer || 6 sec || 6000 m || 3000 m || 45 GJ || 55 GJ || 122% || 9.2 GJ/s || 8 MW  || 10 tf
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|-
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| Deadspace || 10 || Corpii C-Type Small Energy Neutralizer || 6 sec || 7000 m || 3500 m || 45 GJ || 55 GJ || 122% || 9.2 GJ/s || 9 MW  || 10 tf
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|-
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| Deadspace || 12 || Corpii B-Type Small Energy Neutralizer || 6 sec || 8000 m || 4000 m || 45 GJ || 55 GJ || 122% || 9.2 GJ/s || 10 MW || 10 tf
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|-
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| Deadspace || 14 || Corpii A-Type Small Energy Neutralizer || 6 sec || 9000 m || 4500 m || 45 GJ || 55 GJ || 122% || 9.2 GJ/s || 11 MW || 10 tf
 +
|}
  
The delta is the rate at which you will cap out your targetRemember 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 placeThis is an important factor in the fighting and fitting section of this guide. But the basic rule of thumb is that a good Cap Warfare setup has a neutralization rate MUCH higher than any concievable recharge rateYou want to cap out your opponent quickly and then have an easy way to keep the other pilot running on empty.
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{| class="wikitable collapsible collapsed sortable neut-stats" style="font-size:90%; margin: 1em auto;"
<br>
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|+ Stats for Medium Neuts<small>{{Co|gray|'' - Last verified: January 2017''}}</small>
<br>
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|- style="background-color:#222222;"
 +
! scope="col" | {{Co|#bfbb7d"|Meta<br>Group}}
 +
! scope="col" style="color: #bfbb7d;" | Meta<br>Level
 +
! scope="col" style="color: #bfbb7d;" | Name
 +
! scope="col" style="color: #bfbb7d;" | Cycle<br>Time
 +
! scope="col" style="color: #bfbb7d;" | Optimal<br>Range
 +
! scope="col" style="color: #bfbb7d;" | Effectiveness<br>Falloff
 +
! scope="col" style="color: #bfbb7d;" | Activation<br>Cost
 +
! scope="col" style="color: #bfbb7d;" | Neutralization<br>Amount
 +
! scope="col" style="color: #bfbb7d;" | Neut<br>Efficiency
 +
! scope="col" style="color: #bfbb7d;" | Neuting<br>per Sec (GJ)
 +
! scope="col" style="color: #bfbb7d;" | Powergrid<br>Usage
 +
! scope="col" style="color: #bfbb7d;" | CPU<br>usage
 +
|-
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| Tech I || 0 || Medium Energy Neutralizer || 12 sec || 8000 m || 4000 m || 150 GJ || 150 GJ || 100% || 12.5 GJ/s || 175 MW  || 20 tf
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|-
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| Tech I || 1 || Medium Gremlin Compact Energy Neutralizer || 12 sec || 8000 m || 4000 m  || 150 GJ || 165 GJ || 110% || 13.8 GJ/s || 160 MW  || 16 tf
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|-
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| Tech I || 1 || Medium Infectious Scoped Energy Neutralizer || 12 sec || 9000 m || 4500 m || 150 GJ || 165 GJ || 110% || 13.8 GJ/s || 175 MW || 20 tf
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|-
 +
| Tech II || 5 || Medium Energy Neutralizer II || 12 sec || 10 km || 5000 m || 150 GJ || 180 GJ || 120% || 15.0 GJ/s || 200 MW || 20 tf
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|-
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| Storyline || 6 || Medium 'Ditch' Energy Neutralizer || 12 sec || 10 km || 5000 m || 150 GJ || 180 GJ || 120% || 15.0 GJ/s || 160 MW  || 16 tf
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|-
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| Faction || 8 || Ammatar Navy Medium Energy Neutralizer || 12 sec || 12 km || 6000 m || 150 GJ || 180 GJ || 120% || 15.0 GJ/s || 175 MW  || 20 tf
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|-
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| Faction || 8 || Dark Blood Medium Energy Neutralizer || 12 sec || 12 km || 6000 m || 150 GJ || 180 GJ || 120% || 15.0 GJ/s || 175 MW || 20 tf
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|-
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| Faction || 8 || Imperial Navy Medium Energy Neutralizer || 12 sec || 12 km || 6000 m || 150 GJ || 180 GJ || 120% || 15.0 GJ/s || 175 MW || 20 tf
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|-
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| Faction || 8 || True Sansha Medium Energy Neutralizer || 12 sec || 12 km || 6000 m || 150 GJ || 180 GJ || 120% || 15.0 GJ/s || 175 MW || 20 tf
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|-
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| Deadspace || 10 || Corpum C-Type Medium Energy Neutralizer || 12 sec || 13.5 km || 6750 m || 150 GJ || 180 GJ || 120% || 15.0 GJ/s || 193 MW || 20 tf
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|-
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| Deadspace || 12 || Corpum B-Type Medium Energy Neutralizer || 12 sec || 15 km || 7500 m || 150 GJ || 180 GJ || 120% || 15.0 GJ/s || 210 MW || 20 tf
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|-
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| Deadspace || 14 || Corpum A-Type Medium Energy Neutralizer || 12 sec || 16.5 km || 8250 m  || 150 GJ || 180 GJ || 120% || 15.0 GJ/s || 228 MW || 20 tf
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|}
  
===Energy Vampires===
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{| class="wikitable collapsible collapsed sortable neut-stats" style="font-size:90%; margin: 1em auto;"
 +
|+ Stats for Heavy Neuts<small> (excluding Officer modules){{Co|gray|'' - Last verified: January 2017''}}</small>
 +
|- style="background-color:#222222;"
 +
! scope="col" | {{Co|#bfbb7d|Meta<br>Group}}
 +
! scope="col" style="color: #bfbb7d;" | Meta<br>Level
 +
! scope="col" style="color: #bfbb7d;" | Name
 +
! scope="col" style="color: #bfbb7d;" | Cycle<br>Time
 +
! scope="col" style="color: #bfbb7d;" | Optimal<br>Range
 +
! scope="col" style="color: #bfbb7d;" | Effectiveness<br>Falloff
 +
! scope="col" style="color: #bfbb7d;" | Activation<br>Cost
 +
! scope="col" style="color: #bfbb7d;" | Neutralization<br>Amount
 +
! scope="col" style="color: #bfbb7d;" | Neut<br>Efficiency
 +
! scope="col" style="color: #bfbb7d;" | Neuting<br>per Sec (GJ)
 +
! scope="col" style="color: #bfbb7d;" | Powergrid<br>Usage
 +
! scope="col" style="color: #bfbb7d;" | CPU<br>usage
 +
|-
 +
| Tech I || 0 || Heavy Energy Neutralizer I || 24 sec || 16 km || 8000 m || 500 GJ || 500 GJ || 100% || 20.8 GJ/s || 2000 MW || 40 tf
 +
|-
 +
| Tech I || 1 || Heavy Gremlin Compact Energy Neutralizer || 24 sec || 16 km || 8000 m || 500 GJ || 550 GJ || 110% || 22.9 GJ/s || 1800 MW || 32 tf
 +
|-
 +
| Tech I || 1 || Heavy Infectious Scoped Energy Neutralizer || 24 sec || 18 km || 9000 m || 500 GJ || 550 GJ || 110% || 22.9 GJ/s || 2000 MW || 40 tf
 +
|-
 +
| Tech II || 5 || Heavy Energy Neutralizer II || 24 sec || 20 km || 10 km || 500 GJ || 600 GJ || 120% || 25.0 GJ/s || 2250 MW || 40 tf
 +
|-
 +
| Storyline || 6 || Heavy 'Moat' Energy Neutralizer || 24 sec || 20 km || 10 km || 500 GJ || 600 GJ || 120% || 25.0 GJ/s || 1800 MW || 32 tf
 +
|-
 +
| Faction || 8 || Ammatar Navy Heavy Energy Neutralizer || 24 sec || 24 km || 12 km || 500 GJ || 600 GJ || 120% || 25.0 GJ/s || 2000 MW || 40 tf
 +
|-
 +
| Faction || 8 || Dark Blood Heavy Energy Neutralizer || 24 sec || <24 km || 12 km || 500 GJ || 600 GJ || 120% || 25.0 GJ/s || 2000 MW || 40 tf
 +
|-
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| Faction || 8 || Imperial Navy Heavy Energy Neutralizer || 24 sec || 24 km || 12 km || 500 GJ || 600 GJ || 120% || 25.0 GJ/s || 2000 MW || 40 tf
 +
|-
 +
| Faction || 8 || True Sansha Heavy Energy Neutralizer  || 24 sec || 24 km || 12 km || 500 GJ || 600 GJ || 120% || 25.0 GJ/s || 2000 MW || 40 tf
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|-
 +
| Deadspace || 10 || Corpus C-Type Heavy Energy Neutralizer || 24 sec || 26 km || 13 km || 500 GJ || 600 GJ || 120% || 25.0 GJ/s || 2200 MW || 40 tf
 +
|-
 +
| Deadspace || 12 || Corpus B-Type Heavy Energy Neutralizer || 24 sec || 28 km || 14 km  || 500 GJ || 600 GJ || 120% || 25.0 GJ/s || 2400 MW || 40 tf
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|-
 +
| Deadspace || 14 || Corpus A-Type Heavy Energy Neutralizer || 24 sec || 30 km || 15 km || 500 GJ|| 600 GJ || 120% || 25.0 GJ/s || 2600 MW || 40 tf
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|-
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| Deadspace || 16 || Corpus X-Type Heavy Energy Neutralizer || 24 sec || 32 km || 16 km || 500 GJ || 600 GJ || 120% || 25.0 GJ/s || 2800 MW || 40 tf
 +
|}
  
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 yourself there are several rather severe limitations on these modules.
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When activating an Energy Neutralizer on a target, the activation cost will immediately be deducted from the neutralizer's capacitor and the neutralization amount (modified, if in falloff range or if the target has some form of resistance) will be immediately deducted from the target's capacitor.  This will be repeated each cycle time for as long as the neut is activated.
<br>
 
*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
 
  
Here is screenshot of the attributes of the meta 0 heavy nos:
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== Energy Nosferatu ==
 +
[[File:Vamp.png|left]]'Energy Nosferatu (also called "'''NOS'''" or "'''Energy Vampires'''") remove small amounts of capacitor from their target and use it to recharge the user's capacitor, and cycle more quickly than Energy Neutralizers. However, Energy Nosferatu are far more restricted in their effectiveness due to the double upside inherent in their use. Energy Nosferatu share the limited range of Energy Neutralizers, and drain much less capacitor. Most importantly, Energy Nosferatu only transfer capacitor when '''the user's capacitor is less than the target's capacitor.''' This is measured in terms of absolute capacitor amount, ''not'' capacitor percentage, e.g. a capacitor with 120 GJ of capacitor will always be able to transfer capacitor from a ship with 2000 GJ, regardless of what percentage of each ship's capacitor those amounts represent.
  
[[image:Heavynos.jpg]]
+
[[Pirate Faction Ship Overview#Blood Raiders|Blood Raider]] ships have a unique interaction with Energy Nosferatus: Nosferatus used by Blood Raider ships ''ignore'' the target's capacitor level, and ''always'' transfer energy. This means that, for a Blood Raider ship, a Nosferatu is functionally both an indefinitely sustainable Neutralizer with a lower strength but a much shorter cycle time, and a Cap Booster that does not consume cap charges. This also means that a Blood Raider-run Nosferatu can be used to test whether or not a target ship's capacitor is dry: that NOS will only start draining 0GJ/cycle if the target ''has'' 0GJ available.
  
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 CPUThe 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.
+
All Nosferatus have a similar set of attributes.  The different sizes of Nosteratus differ significantly, but for each size tier they are fairly consistent across meta levelsAside from fitting consideration, the only attributes that change from meta 0 all the way to commander modules is the range and the amount of energy transferred to the user.
 +
* Cycle time is consistent ({{Co|lightblue|2.5 seconds}} for small NOS, {{Co|lightblue|5 seconds}} for medium, and {{Co|lightblue|10 seconds}} for heavy).
 +
* Small Nosferatu will transfer from {{Co|red|8 - 10 GJ}} across the meta levels, medium from {{Co|red|30 - 36 GJ}}, and heavy from {{Co|red|100 - 120 GJ}}.
 +
* Optimal ranges for all the modules from meta 0 to the highest are between: small from {{Co|lightgreen|4,000m - 9,000m}}; medium from {{Co|lightgreen|8,000m - 16,500m}}; and heavy from {{Co|lightgreen|16,000m - 32,000m}}.
 +
* As with neutralizers, overheating a Nosferatu module decreases its cycle time. Unlike overheating a neutralizer, this will result in both more energy drained from the target's capacitor, ''and'' more energy deposited in the user's capacitor.
  
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.
+
{| class="wikitable collapsible collapsed sortable nos-stats" style="font-size:90%; margin: 1em auto;"
 +
|+ Stats for Small Nosferatu<small>{{Co|gray|'' - Last verified: January 2017''}}</small>
 +
|- style="background-color:#222222;"
 +
! scope="col" | {{Co|#bfbb7d|Meta<br>Group}}
 +
! scope="col" style="color: #bfbb7d;" | Meta<br>Level
 +
! scope="col" style="color: #bfbb7d;" | Name
 +
! scope="col" style="color: #bfbb7d;" | Cycle<br>Time
 +
! scope="col" style="color: #bfbb7d;" | Optimal<br>Range
 +
! scope="col" style="color: #bfbb7d;" | Effectiveness<br>Falloff
 +
! scope="col" style="color: #bfbb7d;" | Neutralization<br>Amount
 +
! scope="col" style="color: #bfbb7d;" | Transfer<br>Rate
 +
! scope="col" style="color: #bfbb7d;" | Powergrid<br>Usage
 +
! scope="col" style="color: #bfbb7d;" | CPU<br>usage
 +
|-
 +
| Tech I || 0 || Small Energy Nosferatu I  || 2.5 sec || 4000 m || 2000 m || 8 GJ || 3.2 GJ/s || 8 MW  || 15 tf
 +
|-
 +
| Tech I || 1 || Small Ghoul Compact Energy Nosferatu || 2.5 sec || 4000 m || 2000 m || 9 GJ || 3.6 GJ/s || 7 MW || 12 tf
 +
|-
 +
| Tech I || 1 || Small Knave Scoped Energy Nosferatu || 2.5 sec || 4500 m || 2250 m || 9 GJ || 3.6 GJ/s || 8 MW || 15 tf
 +
|-
 +
| Tech II || 5 || Small Energy Nosferatu II || 2.5 sec || 5000 m || 2500 m || 10 GJ || 4 GJ/s || 10 MW || 15 tf
 +
|-
 +
| Storyline || 6 || Small 'Upir' Energy Nosferatu || 2.5 sec || 5000 m || 2500 m || 10 GJ || 4 GJ/s || 7 MW || 12 tf
 +
|-
 +
| Faction || 8 || Ammatar Navy Small Energy Nosferatu || 2.5 sec || 6000 m || 3000 m || 10 GJ || 4 GJ/s || 8 MW || 15 tf
 +
|-
 +
| Faction || 8 || Dark Blood Small Energy Nosferatu || 2.5 sec || 6000 m || 3000 m ||  10 GJ || 4 GJ/s || 8 MW || 15 tf
 +
|-
 +
| Faction || 8 || Imperial Navy Small Energy Nosferatu || 2.5 sec || 6000 m || 3000 m ||  10 GJ || 4 GJ/s || 8 MW || 15 tf
 +
|-
 +
| Faction || 8 || True Sansha Small Energy Nosferatu || 2.5 sec || 6000 m || 3000 m || 10 GJ || 4 GJ/s || 8 MW || 15 tf
 +
|-
 +
| Deadspace || 10 || Corpii C-Type Small Energy Nosferatu || 2.5 sec || 7000 m || 3500 m ||  10 GJ || 4 GJ/s || 9 MW || 15 tf
 +
|-
 +
| Deadspace || 12 || Corpii B-Type Small Energy Nosferatu || 2.5 sec || 8000 m || 4000 m || 10 GJ || 4 GJ/s || 10 MW || 15 tf
 +
|-
 +
| Deadspace || 14 || Corpii A-Type Small Energy Nosferatu ||2.5 sec || 9000 m || 4500 m || 10 GJ || 4 GJ/s || 11 MW || 15 tf
 +
|}
  
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 limitationsHowever, nosferatus are still extremely useful modules in certain circumstances and using them effectively will be discuss more in the fitting and fighting section.
+
{| class="wikitable collapsible collapsed sortable nos-stats" style="font-size:90%; margin: 1em auto;"
<br>
+
|+ Stats for Medium Nosferatu<small>{{Co|gray|'' - Last verified: January 2017''}}</small>
<br>
+
|- style="background-color:#222222;"
 +
! scope="col" | {{Co|#bfbb7d|Meta<br>Group}}
 +
! scope="col" style="color: #bfbb7d;" | Meta<br>Level
 +
! scope="col" style="color: #bfbb7d;" | Name
 +
! scope="col" style="color: #bfbb7d;" | Cycle<br>Time
 +
! scope="col" style="color: #bfbb7d;" | Optimal<br>Range
 +
! scope="col" style="color: #bfbb7d;" | Effectiveness<br>Falloff
 +
! scope="col" style="color: #bfbb7d;" | Neutralization<br>Amount
 +
! scope="col" style="color: #bfbb7d;" | Transfer<br>Rate
 +
! scope="col" style="color: #bfbb7d;" | Powergrid<br>Usage
 +
! scope="col" style="color: #bfbb7d;" | CPU<br>usage
 +
|-
 +
| Tech I || 0 || Medium Energy Nosferatu I || 5 sec || 8000 m || 4000 m || 30 GJ || 6.0 GJ/s || 175 MW || 25 tf
 +
|-
 +
| Tech I || 1 || Medium Ghoul Compact Energy Nosferatu || 5 sec || 8000 m || 4000 m || 33 GJ || 6.6 GJ/s || 160 MW || 20 tf
 +
|-
 +
| Tech I || 1 || Medium Knave Scoped Energy Nosferatu || 5 sec || 9000 m || 4500 m || 33 GJ</font> || 6.6 GJ/s || 175 MW || 25 tf
 +
|-
 +
| Tech II || 5 || Medium Energy Nosferatu II || 5 sec || 10 km || 5000 m || 36 GJ || 7.2 GJ/s || 200 MW || 25 tf
 +
|-
 +
| Storyline || 6 || Medium 'Strigoi' Energy Nosferatu || 5 sec || 10 km< || 5000 m || 36 GJ || 7.2 GJ/s || 160 MW || 20 tf
 +
|-
 +
| Faction || 8 || Ammatar Navy Medium Energy Nosferatu || 5 sec || 12 km || 6000 m || 36 GJ || 7.2 GJ/s || 175 MW || 25 tf
 +
|-
 +
| Faction || 8 || Dark Blood Medium Energy Nosferatu || 5 sec || 12 km || 6000 m || 36 GJ || 7.2 GJ/s || 175 MW || 25 tf
 +
|-
 +
| Faction || 8 || Imperial Navy Medium Energy Nosferatu || 5 sec || 12 km || 6000 m || 36 GJ || 7.2 GJ/s || 175 MW || 25 tf
 +
|-
 +
| Faction || 8 || True Sansha Medium Energy Nosferatu || 5 sec || 12 km || 6000 m || 36 GJ || 7.2 GJ/s || 175 MW || 25 tf
 +
|-
 +
| Deadspace || 10 || Corpum C-Type Medium Energy Nosferatu || 5 sec || 13.5 km || 6750 m || 36 GJ || 7.2 GJ/s || 193 MW || 25 tf
 +
|-
 +
| Deadspace || 12 || Corpum B-Type Medium Energy Nosferatu || 5 sec || 15 km || 7500 m || 36 GJ || 7.2 GJ/s || 210 MW || 25 tf
 +
|-
 +
| Deadspace || 14 || Corpum A-Type Medium Energy Nosferatu || 5 sec || 16.5 km || 8250 m || 36 GJ || 7.2 GJ/s || 228 MW || 25 tf
 +
|}
  
===Energy Neutralizing Drones===
+
{| class="wikitable collapsible collapsed sortable nos-stats" style="font-size:90%; margin: 1em auto;"
 +
|+ Stats for Heavy Nosferatu<small> (excluding Officer modules){{Co|gray|'' - Last verified: January 2017''}}</small>
 +
|- style="background-color:#222222;"
 +
! scope="col" | {{Co|#bfbb7d|Meta<br>Group}}
 +
! scope="col" style="color: #bfbb7d;" | Meta<br>Level
 +
! scope="col" style="color: #bfbb7d;" | Name
 +
! scope="col" style="color: #bfbb7d;" | Cycle<br>Time
 +
! scope="col" style="color: #bfbb7d;" | Optimal<br>Range
 +
! scope="col" style="color: #bfbb7d;" | Effectiveness<br>Falloff
 +
! scope="col" style="color: #bfbb7d;" | Energy Transfer<br>Amount
 +
! scope="col" style="color: #bfbb7d;" | Transfer<br>Rate
 +
! scope="col" style="color: #bfbb7d;" | Powergrid<br>Usage
 +
! scope="col" style="color: #bfbb7d;" | CPU<br>usage
 +
|-
 +
| Tech I || 0 || Heavy Energy Nosferatu I || 10 sec || 16 km || 8000 m || 100 GJ || 10 GJ/s || 2000 MW || 50 tf
 +
|-
 +
| Tech I || 1 || Heavy Ghoul Compact Energy Nosferatu || 10 sec || 16 km || 8000 m || 110 GJ || 11 GJ/s || 1800 MW || 40 tf
 +
|-
 +
| Tech I || 1 || Heavy Knave Scoped Energy Nosferatu || 10 sec || 18 km || 9000 m || 110 GJ || 11 GJ/s || 2000 MW || 50 tf
 +
|-
 +
| Tech II || 5 || Heavy Energy Nosferatu II || 10 sec || 20 km || 10 km || 120 GJ || 12 GJ/s || 2250 MW || 50 tf
 +
|-
 +
| Storyline || 6 || Heavy 'Vrykolakas' Energy Nosferatu || 10 sec || 20 km || 10 km || 120 GJ || 12 GJ/s || 1800 MW || 40 tf
 +
|-
 +
| Faction || 8 || Ammatar Navy Heavy Energy Nosferatu || 10 sec || 24 km || 12 km || 120 GJ || 12 GJ/s || 2000 MW || 50 tf
 +
|-
 +
| Faction || 8 || Dark Blood Heavy Energy Nosferatu || 10 sec || 24 km || 12 km || 120 GJ || 12 GJ/s || 2000 MW || 50 tf
 +
|-
 +
| Faction || 8 || Imperial Navy Heavy Energy Nosferatu || 10 sec || 24 km || 12 km || 120 GJ || 12 GJ/s || 2000 MW || 50 tf
 +
|-
 +
| Faction || 8 || True Sansha Heavy Energy Nosferatu || 10 sec || 24 km || 12 km || 120 GJ || 12 GJ/s || 2000 MW || 50 tf
 +
|-
 +
| Deadspace || 10 || Corpus C-Type Heavy Energy Nosferatu || 10 sec || 26 km || 13 km || 120 GJ || 12 GJ/s || 2200 MW || 50 tf
 +
|-
 +
| Deadspace || 12 || Corpus B-Type Heavy Energy Nosferatu || 10 sec || 28 km || 14 km || 120 GJ || 12 GJ/s || 2400 MW || 50 tf
 +
|-
 +
| Deadspace || 14 || Corpus A-Type Heavy Energy Nosferatu || 10 sec || 30 km> || 15 km || 120 GJ || 12 GJ/s || 2600 MW || 50 tf
 +
|-
 +
| Deadspace || 16 || Corpus X-Type Heavy Energy Nosferatu || 10 sec || 32 km || 16 km || 120 GJ || 12 GJ/s || 2800 MW || 50 tf
 +
|}
  
Light, medium and heavy neutralizing drones have the same general characteristics as other drones. General infomation can be found [[Drones|here]] and will not be discussed in this guide.
+
When within range of a target, and the target's capacitor amount (not percentage) is higher than your cap amount, then an activated Nosferatu acts similarly to a neut. However, the capacitor drain occurs at the ''end'' of the cycle rather than the beginning, and rather than consuming the user's capacitor to reduce the target's, the energy which is removed from the target's capacitor is added to the user's. A NOS will stay activated as long as the target is in range and pull cap when the cap level condition is met, so there is no downside to keeping a Nosferatu activated at all times. The primary caveat to using Nosferatu is that a NOS is highly likely to be effective when fighting bigger targets, but not likely to work when fighting smaller targets.
<br>
 
*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
 
  
Here is a screenshot of the attributes with the information on neutralization for each of the drones:
+
A NOS is easier to effectively employ in a gang situation with multiple targets.  While neuting the main target, a pilot can NOS an alternative target (ideally a bigger ship) to maintain the Nosferatu's effectiveness. Properly employed, this synergy between neuts and NOS is extremely effective.
  
[[image:lightneutdrone.jpg|249px]][[image:medneutdrone.jpg|240px]][[image:heavyneutdrone.jpg|250px]]
+
== Energy Neutralizing Drones ==
 +
{{main|Drones#Combat utility drones}}
 +
[[image:lightneutdrone.jpg|thumb|200px|Acolyte EV-300 stats]]
 +
Light, medium and heavy neutralizing drones employ the same general principles as other drones.
  
As you can see cycle times are identical for all 3 sizes of drones at 6 seconds.  The amount neutralized is easy to remember as well as it is identical to the drone bandwidth: 5 GJ for light, 10 GJ for medium, and 25 GJ for Heavy drones.  Like all other drone based EWAR, pilot ewar skills have no effect on the drones and there is no stacking or usage concerns between drones.
+
* Strengths
 +
** Normal drone range mechanics
 +
** Neutralizer drones have no impact on your cap
 +
** Quick 6 sec cycle time for all sizes
 +
* Weaknesses
 +
** Normal drone weaknesses of vulnerability, flight times, inability to overheat, etc.
 +
** Relatively small portions of cap neutralized
  
Accordingly a full flight (5) of light drones will neutralize 25 GJ every 6 secondsThis is roughly 1/2 as effective as 1 small neut.
+
Cycle times are identical (6 seconds) for all three sizes of drones.  The amount neutralized is easy to remember, as it is identical to the drone bandwidth: {{Co|lightblue|5 GJ}} for Light, {{Co|lightblue|10 GJ}} for Medium, and {{Co|lightblue|25 GJ}} for Heavy dronesLike all other drone-based EWAR, pilot EWAR skills have no effect on the drones. There are no stacking penalties when using Neutralizer Drones.
  
A full flight (5) medium drones will neutralize 50 GJ every 6 seconds.  This is roughly 2/3 as effective as 1 medium neut.
+
Accordingly:
 +
* A full flight (5) light drones will neutralize 25 GJ every 6 seconds.  This is roughly 1/2 as effective as 1 small neut.
 +
* A full flight (5) medium drones will neutralize 50 GJ every 6 seconds.  This is roughly 2/3 as effective as 1 medium neut.
 +
* A full flight (5) heavy drones will neutralize 125 GJ every 6 seconds.  This is exactly as effective as 1 meta 0 heavy neut.
  
A full flight (5) heavy drones will neutralize 125 GJ every 6 seconds. This is exactly as effective as 1 meta 0 heavy neut.
+
== 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 {{Co|lightblue|8000m}} 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.
  
So knowing this approximate effectiveness together with the strengths, such as great range, and weaknesses, such as targetability, of drones we will discuss their use in the fitting and fighting section.
+
== Protection from capacitor warfare ==
<br>
+
There are four main ways to protect a ship from capacitor warfare:
<br>
+
# Increase Capacitor capacity and regeneration
 +
# Fit a Capacitor Booster to use as an emergency source of cap
 +
# 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)
 +
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 {{Co|lightblue|20-28%}} 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 Power Relays increase capacitor regeneration rate, but reduce the strength of fitted (local) Shield Boosters. This makes them a bad choice for Active Shield Tanked ships, but useful in other cases.
 +
* Power Diagnostic Systems give a modest increase to capacitor regeneration rate and capacity (and several other attributes). The individual bonuses they give are small, but they can sometimes be useful on Shield-tanked ships because they give so many different small bonuses.
 +
* Capacitor Control Circuit Rigs increase capacitor regeneration rate; Semiconductor Memory Cell rigs increase capacitor capacity. CCC Rigs are generally preferred, as their bonus to regeneration is usually more effective than SMC Rigs' bonus to capacity.
 +
* [[Strategic Cruisers]]' Augmented Reactor subsystems give significant bonuses to either capacitor capacity or regeneration, and up to {{Co|lightblue|15%}} resistance (based on Core Systems skill levels) to incoming Neutralizers and Nosferatus.
 +
* Capacitor Flux Coils should '''{{co|red|not}}''' be used for capacitor warfare resistance, as while they significantly increase regeneration speed they also significantly ''reduce'' capacitor capacity, thus making you more vulnerable to having your capacitor quickly dropped to 0.
  
==Skills==
+
== Skills ==
 +
Prerequisite skills:
 +
* {{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 prerequisite skill for Neutralizer Drones (and all other electronic warfare drones).
  
The only skill that directly impacts the effectiveness of your Capacitor Warfare modules, and then only neutralizers, is [http://wiki.eveonline.com/en/wiki/Energy_Emission_Systems Energy Emission Systems].  This skill will reduce the activation cost of all neuts by 5% per level with excellent results on efficiency.  At level 5 a Tech II heavy neut will only require 375 GJ per cycle to neutralize 600 GJ.  This is 160% efficiency.  Unfortunately this has no positive effect on nos or drones as they do not require any capacitor to activate.
+
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.
  
As is readily apparent, the better your capacitor is the better you can conduct effective cap warfare.  Therefore both [http://wiki.eveonline.com/en/wiki/Energy_Management Energy Management] and [http://wiki.eveonline.com/en/wiki/Energy_Systems_Operation Energy Systems Operation] are extremely important skills together with all the supporting capacitor management skills as listed in [http://www.eve-ivy.com/wiki/index.php?title=Capacitor_Management_101#Capacitor_Enhancing_Skills Capacitor Management 101].
+
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.
<br>
 
<br>
 
  
==Capacitor Warfare and PvE==
+
== Implants ==
 +
Talisman [[implants]], the Blood Raider pirate set, directly enhance capacitor warfare by reducing the duration of modules requiring {{sk|Capacitor Emission Systems|icon=yes}}.  The complete high-grade set (slots 1-6) will have an overall effect of -38.12% cycle time.  This is of course a huge increase in the amount of GJ/sec drained.  A max skill Curse with a full Talisman set will neutralize 40.4 GJ per sec with a single meta 4+ medium neut.
  
The NPCs you fight in EVE 'cheat'. One of the ways they do this is by having infinite capacitors.  It is impossible to 'cap out' a rat as there is no way to reach the bottom of their cap.
+
Low-Grade: total effect -26.94%
 +
{| class="wikitable"
 +
! Name !! Effect !! Set Effect !! Attribute
 +
|-
 +
| Alpha || 1% reduction of duration || 10% effect on bonus of the set || +2 Perception
 +
|-
 +
| Bravo || 2% reduction of duration || 10% effect on bonus of the set || +2 Memory
 +
|-
 +
| Gamma || 3% reduction of duration || 10% effect on bonus of the set || +2 Willpower
 +
|-
 +
| Delta || 4% reduction of duration || 10% effect on bonus of the set || +2 Intelligence
 +
|-
 +
| Epsilon || 5% reduction of duration || 10% effect on bonus of the set || +2 Charisma
 +
|-
 +
| Omega || || 25% effect on bonus of the set
 +
|}
  
Under the player to NPC behaviour for EWAR, is the caveat that use of neutralizers (including drones) or nos on NPCs will result in a chance of disrupting both shield or armour repairing by the NPC.  I don't know the numbers but the chance of disrupting repairs increases with the size of the modules and decreases with the size of the NPC ship.  So using a heavy neut on a frigate NPC should have a very high chance of stopping any repairs.  Likewise using a small nos on a BS NPC will have little to no effect on stopping repairs.
+
High-Grade: total effect -38.12%
 +
{| class="wikitable"
 +
! Name !! Effect !! Set Effect !! Attribute
 +
|-
 +
| Alpha || 1% reduction of duration || 15% effect on bonus of the set || +3 Perception
 +
|-
 +
| Bravo || 2% reduction of duration || 15% effect on bonus of the set || +3 Memory
 +
|-
 +
| Gamma || 3% reduction of duration || 15% effect on bonus of the set || +3 Willpower
 +
|-
 +
| Delta || 4% reduction of duration || 15% effect on bonus of the set || +3 Intelligence
 +
|-
 +
| Epsilon || 5% reduction of duration || 15% effect on bonus of the set || +3 Charisma
 +
|-
 +
| Omega || || 50% effect on bonus of the set
 +
|}
  
Additionally because they have infinite cap a nos can be counted on to provide infinite power to the user.  As soon as you are below 100% capacitor you can always steadily draw cap from an NPC with a nos.  Yes, this can be used in mission running quite effectively with certain setups, range likely being the prime limitation.  Yes, this means that if you are ever in the situation of sitting on a low sec gate tanking gate guns (not in the Uni of course) you can sit beside the billboard and pull as much cap from it as your nos will handle to keep your repairers running smoothly.
 
<br>
 
<br>
 
  
==Ships==
+
In addition, the following hardwirings are worth considering in addition to or in place of the Talisman set:
  
Any empty utility high slot or spare drone capacity is a reason to consider using capacitor warfare on any ship. However, certain ships excel at using this form of EWAR.
+
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 becomes a minor factor in cap warfare.
 +
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.
 +
Slot 8
 +
* Engineering - 'Squire' Energy Management EM-8##: +(1-6)% capacitor size. This implant is more useful than the EO-6##, but less than the ES-7##. A bigger capacitor is always useful.
  
Things you need for cap warfare? A strong capacitor yourself if neuts are planned.  However, nos will actually help bolster a weak capacitor and drones will have no effect either way.  A setup already dependent on close range lends itself to use of neuts or nos, or a long range ship looking for options against close range aggressors.  Spare high slots or drone capacity are of course essential.
+
== Boosters ==
 +
When approaching [[Medical boosters|boosters]] from a capacitor warfare perspective, Mindflood is the drug of choice. This booster increases capacitor by a percentage that stacks on top of all other modifiers without stacking penalty.
  
Prime examples of 'casual' capacitor warfare usage would be a blaster boat with a Nos in a utility high, or an EWAR boat like an [http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] with 'defensive' neuts in case a fast tackler gets too close.  Many solo fits for frigates with a utility high include a nos to keep the frigate's tackle, guns and tank running if it attacks a larger ship which has a neut fitted.  Solo/small gang fits for several Minmatar ships (commonly the [http://wiki.eveonline.com/en/wiki/Rupture Rupture], [http://wiki.eveonline.com/en/wiki/Hurricane Hurricane], [http://wiki.eveonline.com/en/wiki/Typhoon Typhoon] and [http://wiki.eveonline.com/en/wiki/Tempest Tempest]) often include at least one medium or large neut in their utility highs as part of their defence against smaller targets, especially since the disadvantage of generally small capacitors is rendered irrelevant by using neuts against ships a class size smaller.
+
{| class="wikitable"
<br>
+
! Type !! Increases Cap by !! Side Effect Chance !! Side Effect Strength
<br>
+
|-
===T1 Usage===
+
| Synth || 6% || 0% || 0%
 +
|-
 +
| Standard || 10% || 20% || 20%
 +
|-
 +
| Improved || 15% || 30% || 25%
 +
|-
 +
| Strong || 20% || 40% || 30%
 +
|}
  
There are no T1 hulls in the game with a direct bonus to capacitor warfare, but some ships are better suited for it than others.
+
The potential side effects are:
 +
* Shield Boost Amount
 +
* Armor Repair Amount
 +
* Turret Optimal Range Penalty
 +
* Missile Explosion Cloud Penalty
  
Since the strength of capacitor is the number 1 consideration on a non-bonused hull, Amarr ships are generally the best non bonused cap warfare ships.  The general race capacitor strengths are Amarr > Gallente ~ Caldari > Minmatar.  Minmatar ships and Gallente droneboats are often particularly well supplied with utility highs. Any ship which doesn't use capacitor to run its weapons (Minmatar projectile ships, Gallente drone ships, Caldari missile ships and Amarr ships fitted with [[Turrets#Projectile_Turrets|projectile turrets]]) or to maintain its tank (buffer armour tanks and passive shield tanks without active hardeners) has more capacitor to spare for capacitor warfare.
+
On drone boats like the {{sh|Sentinel}}, {{sh|Curse}}, and {{sh|Pilgrim}}, the impact of these possible effects is usually minimal, as DPS usually comes from drones and many popular fits are buffer tanked only.  The worst penalty is potentially the armor repair amount for a solo fit Sentinel or Pilgrim, although there are Curse fits that use missile launchers to up DPS.
<br>
 
<br>
 
=====[http://wiki.eveonline.com/en/wiki/Punisher Punisher]=====
 
  
The Punisher has an inordinately large capacitor for a T1 frigateIn fact, at 425 GJ without skills, it is larger than its runners up by 75 GJ (the Caldari Merlin and Gallente Tristan at 350 GJ - the Minmatar Rifter only has a 250 GJ capacitor), it is also has a larger one than all T2 frigates other than the Retribution (Amarr Assault Ship), and most of the faction frigates.  It also has a utility high slot unuseable for DPS due to the number of turrent and lack of missile slots.  Finally it is particularly well suited to a negligable (DCU) capacitor armour tank due to its inherrent armour resist bonuses, four low slots, and very nice amount of shield and armour HP.  Taken together the Punisher is the undisputed King of T1 frigate cap warfare platforms.
+
Blood Raider ships using lasers and cap warfare mods may have more of a trade-off to considerIndividual pilots will have different risk assessments, but once the applicable skills have been trained ({{sk|Neurotoxin Control|icon=yes}} and {{sk|Neurotoxin Recovery|icon=yes}}), the risk and impact of side effects can be greatly reduced.
  
** The Punisher is the T1 frigate with the most robust capacitor and at least one (venerable) [http://www.eveonline.com/ingameboard.asp?a=topic&threadID=289086 strategy] for fitting it relies on a nos in precisely this way.
+
== Rigs ==
<br>
+
The Egress Port Maximizer rigs decrease the capacitor use of all energy weapon modules. The Tech I rig reduces activation cost by 15%, and the Tech II by 20%. More than one rig can be used, but because of stacking penalties, the effects get lower as more rigs are added.
<br>
 
=====Imperial Navy Slicer=====
 
  
This faction frigate shares many of the Punishers advantages for Capacitor Warfare. It has a very large capacitor for its class size: 500 GJ without skills.  It has a utility high slot due to the number of turret and lack of missle slots.  It has a very good tank with 5 low slots, lending itself to a negligable (DCU) armour buffer tank if desired.
+
== Capacitor warfare and PvE ==
 +
Certain [[NPC damage types|NPC Factions]] use Energy Neutralizers as their choice in electronic warfare. This means that capacitor warfare resistance is often not important in PvE, however for fighting certain factions (Blood Raiders, Sleepers, Triglavians, and the Amarr Empire in particular) it can become ''very'' important.
  
If used for cap warfare the optimal range bonus with Imperial Navy Mutifrequency (s) ties in rather well with the short range of small neuts or noses, and the effectiveness of a Multifrequency Pulse, Neut, AB, Scram, buffer tanked slicer is undeniable.
+
The use of Energy Neutralizers have an odd history in PvE. Traditionally, Neutralizers have had no effect on NPC ships, as most NPC ships do not use Capacitor to function; and Nosferatus have been of questionable use at best as NPCs had small capacitors and poor regeneration so using a Nosferatu as a backup energy source was generally ineffective. This applies to most common NPC ships found throughout all levels of K-Space and J-Space.
<br>
 
<br>
 
=====cruisers tbi=====
 
  
 +
However, in the years since the Into The Abyss expansion (May, 2018), that story has changed. All NPC ships which have been introduced since the creation of [[Abyssal Deadspace]], including the ships which are found inside the Abyss and all ships involved in the [[Triglavian Invasion]], '''''do''''' use their Capacitors to power their electronic warfare and local and remote repair abilities, and thus are vulnerable to having energy neutralizers shut them down. (It is not known whether or not they also use capacitor to power their weapons or high-speed 'chase' mode.) These ships can also be used as Nosferatu targets for emergency capacitor sustain, as they themselves frequently bring neutralizers to drain players who would fight them.
  
=====bcs tbi=====
+
== Capacitor Warfare and PvP Ships ==
 +
The following ships have some bonus related to Energy Neutralizers and Energy Nosferatu for range, drain amount, or efficiency:
  
 +
=== Frigates ===
 +
* {{sh|Cruor}} (Pirate faction frigate)
 +
** 15% bonus to Energy Nosferatu and Energy Neutralizer drain amount per level of {{sk|Amarr Frigate|icon=yes}}
 +
** Energy Nosferatus will drain energy from targets regardless of capacitor level
 +
* {{sh|Sentinel}} ([[Electronic Attack Ship]])
 +
** 20% bonus to Energy Nosferatu and Energy Neutralizer drain amount per level of {{sk|Amarr Frigate|icon=yes}}
 +
** 80% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level of {{sk|Electronic Attack Ships|icon=yes}}
 +
** 40% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level of {{sk|Electronic Attack Ships|icon=yes}}
 +
* {{sh|Damavik}}, {{sh|Nergal}}
 +
** 50% reduction to Energy Neutralizer capacitor cost
  
=====[http://wiki.eveonline.com/en/wiki/Dominix Dominix]=====
+
=== Destroyers ===
 +
* {{sh|Dragoon}} (Destroyer)
 +
** 20% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level of {{sk|Amarr Destroyer|icon=yes}}
 +
** 10% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level of {{sk|Amarr Destroyer|icon=yes}}
 +
* {{sh|Kikimora}}, {{sh|Draugur}}
 +
** 50% reduction to Energy Neutralizer capacitor cost
  
* Gallente drone boats rely on drones for much of their DPS and sometimes fit their high slots for capacitor warfare -- neuts are particularly common on the [http://wiki.eveonline.com/en/wiki/Dominix Dominix].
+
=== Cruisers ===
* The Amarr [http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] is also a drone boat, and so sometimes fits neuts and/or noses for the same reason.
+
* {{sh|Ashimmu}} (Pirate faction cruiser)
 +
** 15% bonus to Energy Nosferatu and Energy Neutralizer drain amount per level of {{sk|Amarr Cruiser|icon=yes}}
 +
** Energy Nosferatus will drain energy from targets regardless of capacitor level
 +
* {{sh|Pilgrim}} ([[Recon Ship]])
 +
** 10% bonus to Energy Nosferatu and Energy Neutralizer drain amount per level of {{sk|Recon Ships|icon=yes}}
 +
** 20% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level of {{sk|Recon Ships|icon=yes}}
 +
** 10% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level of {{sk|Recon Ships|icon=yes}}
 +
* {{sh|Curse}} ([[Recon Ship]])
 +
** 40% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level of {{sk|Recon Ships|icon=yes}}
 +
** 20% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level of {{sk|Recon Ships|icon=yes}}
 +
** 20% bonus to Energy Nosferatu and Energy Neutralizer drain amount per level of {{sk|Recon Ships|icon=yes}}
 +
* {{sh|Legion}} ([[Strategic Cruiser]], equipped with Energy Parasitic Complex Electronic Subsystem)
 +
** 10% bonus to Energy Nosferatu and Energy Neutralizer drain amount per level of {{sk|Amarr Core Systems|icon=yes}}
 +
** 10% bonus to the benefits of overheating Energy Nosferatu and Energy Neutralizer modules per level of {{sk|Amarr Core Systems|icon=yes}}
 +
* {{sh|Vedmak}}, {{sh|Rodiva}}, {{sh|Ikitursa}}, {{sh|Zarmazd}}
 +
** 50% reduction to Energy Neutralizer capacitor cost
  
===Ships with Capacitor Warfare Bonuses===
+
=== Battlecruisers ===
 +
* {{sh|Drekavac}}
 +
** 50% reduction to Energy Neutralizer capacitor cost
  
====Amarr Ships====
+
=== Battleships ===
 +
* {{sh|Armageddon}} (Battleship)
 +
** 10% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level of {{sk|Amarr Battleship|icon=yes}}
 +
** 5% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level of {{sk|Amarr Battleship|icon=yes}}
 +
* {{sh|Bhaalgorn}} (Pirate faction battleship)
 +
** 15% bonus to Energy Nosferatu and Energy Neutralizer drain amount per level of {{sk|Amarr Battleship|icon=yes}}
 +
** Energy Nosferatus will drain energy from targets regardless of capacitor level
 +
* {{sh|Leshak}}
 +
** 50% reduction to Energy Neutralizer capacitor cost
  
Sentinel
+
=== Capital Ships ===
 +
* {{sh|Chemosh}}
 +
** 15% bonus to Energy Nosferatu and Energy Neutralizer drain amount per level of {{sk|Amarr Dreadnought|icon=yes}}
 +
** Energy Nosferatus will drain energy from targets regardless of capacitor level
 +
* {{sh|Zirnitra}}
 +
** 50% reduction to Energy Neutralizer capacitor cost
 +
* {{sh|Dagon}}
 +
** 20% bonus to Energy Nosferatu drain amount, optimal range, and falloff range, per level of {{sk|Amarr Carrier|icon=yes}}
 +
** Energy Nosferatus will drain energy from targets regardless of capacitor level
 +
* {{sh|Molok}}
 +
** 15% bonus to Energy Nosferatu and Energy Neutralizer drain amount per level of {{sk|Amarr Titan|icon=yes}}
 +
** Energy Nosferatus will drain energy from targets regardless of capacitor level
  
Pilgrim
+
== Unbonused ships ==
 +
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.
 +
* 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.
 +
* Capacitor size. Neuts cost a lot of cap to run, and a ship with a big capacitor will be easier to fight with.
 +
* Tank. Neutralizers and Nosferatus have short ranges, so pilots will need to be close to their target, and will thus be more vulnerable to damage.
 +
* Range. In an unbonused ship, you need to be be close to your target to use cap warfare modules. Don't mix cap warfare modules with long range modules such as ewar.
  
Curse
+
=== Frigates ===
 +
* The {{sh|Punisher}} is often flown with a utility cap warfare module.
 +
* Many solo fits for frigates use a small cap wafare module.
  
Legion - with Electronics Subsystem (Electronic Parasytic Complex)
+
=== Destroyers ===
 +
* Except for the {{sh|Dragoon}} (see above), destroyers are not usually used for cap warfare.
  
====Blood Raider Ships====
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=== Cruisers ===
 +
* 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|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).
  
Cruor
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=== Battlecruisers ===
 +
* The {{sh|Prophecy}} can be effectively fitted with capacitor warfare modules in its high slots. It has a good tank, capacitor and with good drone skills a reasonable amount of dps.
 +
* Brawling [[image:isis_minmatar.png|22px|link=|Minmatar]][[Hurricane]]s are often flown with a utility cap warfare module.
  
Ashimmu
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=== Battleships ===
 +
* The {{sh|Dominix}} is often used a cap warfare ship. Its great drone bonus makes it ideal as a close range cap warfare ship.
 +
* Brawling [[image:isis_minmatar.png|22px|link=|Minmatar]][[Typhoon]]s are often flown with a utility cap warfare module.
 +
* [[image:isis_minmatar.png|22px|link=|Minmatar]][[Tempest]]s are often flown with a utility cap warfare module.
  
Bhaalgorn
 
  
==Fitting and Fighting for Cap Warfare==
 
  
Credits
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[[Category:Game mechanics]]
  
[[Category:Guides]]
 
[[Category:PvE]]
 
 
[[Category:PvP]]
 
[[Category:PvP]]

Latest revision as of 11:50, 16 March 2024

Visual effects for Energy Neutralizers (left) and Energy Nosferatus (right)

Capacitor warfare is the attack strategy of using equipment to drain a target ship's capacitor, its available energy for powered modules. A ship without sufficient capacitor energy can lose the ability to fire certain weapons, actively repair itself, use propulsion equipment or other powered modules, or even warp to another location.

Overview

Heavy Energy Neutralizer I stats

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 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") siphon a small amount of energy, transferring it from the target to the attacker (with restrictions). [High slot, short range]
  • Energy Neutralizer Drones - Light, medium, and heavy drones, and a wing of support fighters, based on Amarr combat drones.

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.

Ships can resist capacitor warfare by fitting modules with Neutralizer Resistance, such as the Cap Battery. Also, one ship may transfer capacitor energy to another by using a Remote Capacitor Transmitter.

Limitations

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

Understanding capacitor warfare requires an understanding of capacitor mechanics. Capacitors are a self-recharging resource measured in gigajoules (GJ), with a capacitor recharge rate determined both by the specific ship and the percentage level of the capacitor, measured in gigajoules per second (GJ/sec). The 'peak' recharge rate occurs at 25% capacity, with the recharge rate sharply decreasing below this amount, and more gradually decreasing above it. Therefore, the rate of recharge is lowest when the capacitor is full (100%) or empty (0%). This is the same principle that governs the recharge rate of shields, though the values are slightly different.

The goal of capacitor warfare is to use enough neutralization to overcome the peak recharge rate of the target's capacitor, and while capacitors recharge continuously over time, Neutralizers remove capacitor in single large chunks with every module cycle. As a result, the effectiveness of Neutralizers is often expressed in effective GJ/sec to facilitate easier comparison to the target's recharge rate. Capacitor warfare will have the smallest relative effects at around peak recharge, as the amount of capacitor removed will be countered by the highest recharge rate the target's capacitor is capable of. As a result, it is much more difficult to "break" a target by bringing its capacitor below 25% than it is to keep it at 0% once it gets there. (i.e. it may take 3 Neutralizer modules to bring a target below 25%, but only one Neutralizer module to keep it at close to 0.) As such, the common rule of thumb for Neutralizer-focused ships or fleets is to have much higher neutralization potential than the enemy's conceivable recharge rate.

This being said, even without sufficient neutralizers to break a target, neutralizers can still have a meaningful effect on them. A pilot whose ship is hovering at around 30% capacitor needs to start making choices about which capacitor-consuming modules to use or not use, or may need to start using a Cap Booster to keep themselves up. Being forced to choose which modules not to run opens room for mistakes, and may force the target pilot to choose between not performing their role in the fleet, or dying; and Cap Booster charges will eventually run out in a longer fight and result in a slow death by attrition.

Like many other Electronic Warfare modules, Capacitor Warfare modules have both Optimal and Falloff ranges. Using modules outside their Optimal range results in reduced effectiveness. The formula for effectiveness loss is the same as Turret falloff:

  • at 100% Optimal + 0% Falloff = 100% Effectiveness
  • at 100% Optimal + 100% Falloff = ~50% Effectiveness
  • at 100% Optimal + 200% Falloff = ~6% Effectiveness
  • at 100% Optimal + 300% Falloff, the module shuts down as the target is considered 'out of range'.

Like weapons, capacitor warfare modules benefit from overheating; as an overheated weapon deals more damage-per-second, an overheated capacitor warfare module sucks the opponent dry faster.

Energy Neutralizers

Icon energy neutralizer i.png

Energy Neutralizers ("Neuts", also formerly called Energy Destabilizers) are the heavy hitters of capacitor warfare, able to remove large amounts of capacitor and leave an enemy capped out faster than any other capacitor warfare system. However, they also require a large amount of capacitor to activate and have a long cycle time. Energy Neutralizers have relatively short ranges, though this range scales with module size to retain effectiveness on larger hulls.

All neutralizers have a similar set of attributes. The different sizes of neutralizer differ significantly, but for each size tier they are fairly consistent across meta levels. Aside from 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.

  • Module activation cost is consistent (45 GJ for small, 150 GJ for medium, and 500 GJ for heavy). Therefore, at each size, higher meta modules are more efficient: meta 0 modules destabilize as much as their activation cost (100% efficiency), and this efficiency trends up to meta 5 (tech II) and higher modules at 120% efficiency. Module activation costs are reduced by the Icon skillbook2.png Capacitor Emission Systems skill, which provides 33% increased efficiency at level V.
  • Cycle time is also consistent (6 seconds for small neuts, 12 seconds for medium, and 24 seconds seconds for heavy).
  • Optimal range for modules from meta 0 to the highest are: small from 4,000m - 9,000m; medium from 8,000m - 16,500m; heavy from 16,000m - 32,000m; and capital from 30,000m - 40,000m.
  • Faction and Deadspace Neutralizers have increased range, but the same drain amount as T2 variants. Faction Neutralizers have reduced CPU and Powergrid costs; Deadspace Neutralizers have increased Powergrid costs.
  • Overheating a neutralizer shortens its cycle time, which means it will drain its target's capacitor faster but (users should remember) also that it will put an increased load on its user's capacitor.


When activating an Energy Neutralizer on a target, the activation cost will immediately be deducted from the neutralizer's capacitor and the neutralization amount (modified, if in falloff range or if the target has some form of resistance) will be immediately deducted from the target's capacitor. This will be repeated each cycle time for as long as the neut is activated.

Energy Nosferatu

Vamp.png

'Energy Nosferatu (also called "NOS" or "Energy Vampires") remove small amounts of capacitor from their target and use it to recharge the user's capacitor, and cycle more quickly than Energy Neutralizers. However, Energy Nosferatu are far more restricted in their effectiveness due to the double upside inherent in their use. Energy Nosferatu share the limited range of Energy Neutralizers, and drain much less capacitor. Most importantly, Energy Nosferatu only transfer capacitor when the user's capacitor is less than the target's capacitor. This is measured in terms of absolute capacitor amount, not capacitor percentage, e.g. a capacitor with 120 GJ of capacitor will always be able to transfer capacitor from a ship with 2000 GJ, regardless of what percentage of each ship's capacitor those amounts represent.

Blood Raider ships have a unique interaction with Energy Nosferatus: Nosferatus used by Blood Raider ships ignore the target's capacitor level, and always transfer energy. This means that, for a Blood Raider ship, a Nosferatu is functionally both an indefinitely sustainable Neutralizer with a lower strength but a much shorter cycle time, and a Cap Booster that does not consume cap charges. This also means that a Blood Raider-run Nosferatu can be used to test whether or not a target ship's capacitor is dry: that NOS will only start draining 0GJ/cycle if the target has 0GJ available.

All Nosferatus have a similar set of attributes. The different sizes of Nosteratus differ significantly, but for each size tier they are fairly consistent across meta levels. Aside from fitting consideration, the only attributes that change from meta 0 all the way to commander modules is the range and the amount of energy transferred to the user.

  • Cycle time is consistent (2.5 seconds for small NOS, 5 seconds for medium, and 10 seconds for heavy).
  • Small Nosferatu will transfer from 8 - 10 GJ across the meta levels, medium from 30 - 36 GJ, and heavy from 100 - 120 GJ.
  • Optimal ranges for all the modules from meta 0 to the highest are between: small from 4,000m - 9,000m; medium from 8,000m - 16,500m; and heavy from 16,000m - 32,000m.
  • As with neutralizers, overheating a Nosferatu module decreases its cycle time. Unlike overheating a neutralizer, this will result in both more energy drained from the target's capacitor, and more energy deposited in the user's capacitor.

When within range of a target, and the target's capacitor amount (not percentage) is higher than your cap amount, then an activated Nosferatu acts similarly to a neut. However, the capacitor drain occurs at the end of the cycle rather than the beginning, and rather than consuming the user's capacitor to reduce the target's, the energy which is removed from the target's capacitor is added to the user's. A NOS will stay activated as long as the target is in range and pull cap when the cap level condition is met, so there is no downside to keeping a Nosferatu activated at all times. The primary caveat to using Nosferatu is that a NOS is highly likely to be effective when fighting bigger targets, but not likely to work when fighting smaller targets.

A NOS is easier to effectively employ in a gang situation with multiple targets. While neuting the main target, a pilot can NOS an alternative target (ideally a bigger ship) to maintain the Nosferatu's effectiveness. Properly employed, this synergy between neuts and NOS is extremely effective.

Energy Neutralizing Drones

Main article: Drones#Combat utility drones
Acolyte EV-300 stats

Light, medium and heavy neutralizing drones employ the same general principles as other drones.

  • Strengths
    • Normal drone range mechanics
    • Neutralizer drones have no impact on your cap
    • Quick 6 sec cycle time for all sizes
  • Weaknesses
    • Normal drone weaknesses of vulnerability, flight times, inability to overheat, etc.
    • Relatively small portions of cap neutralized

Cycle times are identical (6 seconds) for all three sizes of drones. The amount neutralized is easy to remember, as it is identical to the drone bandwidth: 5 GJ for Light, 10 GJ for Medium, and 25 GJ for Heavy drones. Like all other drone-based EWAR, pilot EWAR skills have no effect on the drones. There are no stacking penalties when using Neutralizer Drones.

Accordingly:

  • A full flight (5) light drones will neutralize 25 GJ every 6 seconds. This is roughly 1/2 as effective as 1 small neut.
  • A full flight (5) medium drones will neutralize 50 GJ every 6 seconds. This is roughly 2/3 as effective as 1 medium neut.
  • A full flight (5) heavy drones will neutralize 125 GJ every 6 seconds. This is exactly as effective as 1 meta 0 heavy neut.

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 8000m on all variants. This attribute works similarly to the 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

There are four main ways to protect a ship from capacitor warfare:

  1. Increase Capacitor capacity and regeneration
  2. Fit a Capacitor Booster to use as an emergency source of cap
  3. Fit a Nosferatu of your own, to drain back some of the cap you lose
  4. 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 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 20-28% 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 Power Relays increase capacitor regeneration rate, but reduce the strength of fitted (local) Shield Boosters. This makes them a bad choice for Active Shield Tanked ships, but useful in other cases.
  • Power Diagnostic Systems give a modest increase to capacitor regeneration rate and capacity (and several other attributes). The individual bonuses they give are small, but they can sometimes be useful on Shield-tanked ships because they give so many different small bonuses.
  • Capacitor Control Circuit Rigs increase capacitor regeneration rate; Semiconductor Memory Cell rigs increase capacitor capacity. CCC Rigs are generally preferred, as their bonus to regeneration is usually more effective than SMC Rigs' bonus to capacity.
  • Strategic Cruisers' Augmented Reactor subsystems give significant bonuses to either capacitor capacity or regeneration, and up to 15% resistance (based on Core Systems skill levels) to incoming Neutralizers and Nosferatus.
  • Capacitor Flux Coils should not be used for capacitor warfare resistance, as while they significantly increase regeneration speed they also significantly reduce capacitor capacity, thus making you more vulnerable to having your capacitor quickly dropped to 0.

Skills

Prerequisite skills:

  • 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.
  • 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 Capacitor Management and 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.

Implants

Talisman implants, the Blood Raider pirate set, directly enhance capacitor warfare by reducing the duration of modules requiring Icon skillbook2.png Capacitor Emission Systems. The complete high-grade set (slots 1-6) will have an overall effect of -38.12% cycle time. This is of course a huge increase in the amount of GJ/sec drained. A max skill Curse with a full Talisman set will neutralize 40.4 GJ per sec with a single meta 4+ medium neut.

Low-Grade: total effect -26.94%

Name Effect Set Effect Attribute
Alpha 1% reduction of duration 10% effect on bonus of the set +2 Perception
Bravo 2% reduction of duration 10% effect on bonus of the set +2 Memory
Gamma 3% reduction of duration 10% effect on bonus of the set +2 Willpower
Delta 4% reduction of duration 10% effect on bonus of the set +2 Intelligence
Epsilon 5% reduction of duration 10% effect on bonus of the set +2 Charisma
Omega 25% effect on bonus of the set

High-Grade: total effect -38.12%

Name Effect Set Effect Attribute
Alpha 1% reduction of duration 15% effect on bonus of the set +3 Perception
Bravo 2% reduction of duration 15% effect on bonus of the set +3 Memory
Gamma 3% reduction of duration 15% effect on bonus of the set +3 Willpower
Delta 4% reduction of duration 15% effect on bonus of the set +3 Intelligence
Epsilon 5% reduction of duration 15% effect on bonus of the set +3 Charisma
Omega 50% effect on bonus of the set


In addition, the following hardwirings are worth considering in addition to or in place of the Talisman set:

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 becomes a minor factor in cap warfare.

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.

Slot 8

  • Engineering - 'Squire' Energy Management EM-8##: +(1-6)% capacitor size. This implant is more useful than the EO-6##, but less than the ES-7##. A bigger capacitor is always useful.

Boosters

When approaching boosters from a capacitor warfare perspective, Mindflood is the drug of choice. This booster increases capacitor by a percentage that stacks on top of all other modifiers without stacking penalty.

Type Increases Cap by Side Effect Chance Side Effect Strength
Synth 6% 0% 0%
Standard 10% 20% 20%
Improved 15% 30% 25%
Strong 20% 40% 30%

The potential side effects are:

  • Shield Boost Amount
  • Armor Repair Amount
  • Turret Optimal Range Penalty
  • Missile Explosion Cloud Penalty

On drone boats like the AmarrSentinel, AmarrCurse, and AmarrPilgrim, the impact of these possible effects is usually minimal, as DPS usually comes from drones and many popular fits are buffer tanked only. The worst penalty is potentially the armor repair amount for a solo fit Sentinel or Pilgrim, although there are Curse fits that use missile launchers to up DPS.

Blood Raider ships using lasers and cap warfare mods may have more of a trade-off to consider. Individual pilots will have different risk assessments, but once the applicable skills have been trained (Icon skillbook2.png Neurotoxin Control and Icon skillbook2.png Neurotoxin Recovery), the risk and impact of side effects can be greatly reduced.

Rigs

The Egress Port Maximizer rigs decrease the capacitor use of all energy weapon modules. The Tech I rig reduces activation cost by 15%, and the Tech II by 20%. More than one rig can be used, but because of stacking penalties, the effects get lower as more rigs are added.

Capacitor warfare and PvE

Certain NPC Factions use Energy Neutralizers as their choice in electronic warfare. This means that capacitor warfare resistance is often not important in PvE, however for fighting certain factions (Blood Raiders, Sleepers, Triglavians, and the Amarr Empire in particular) it can become very important.

The use of Energy Neutralizers have an odd history in PvE. Traditionally, Neutralizers have had no effect on NPC ships, as most NPC ships do not use Capacitor to function; and Nosferatus have been of questionable use at best as NPCs had small capacitors and poor regeneration so using a Nosferatu as a backup energy source was generally ineffective. This applies to most common NPC ships found throughout all levels of K-Space and J-Space.

However, in the years since the Into The Abyss expansion (May, 2018), that story has changed. All NPC ships which have been introduced since the creation of Abyssal Deadspace, including the ships which are found inside the Abyss and all ships involved in the Triglavian Invasion, do use their Capacitors to power their electronic warfare and local and remote repair abilities, and thus are vulnerable to having energy neutralizers shut them down. (It is not known whether or not they also use capacitor to power their weapons or high-speed 'chase' mode.) These ships can also be used as Nosferatu targets for emergency capacitor sustain, as they themselves frequently bring neutralizers to drain players who would fight them.

Capacitor Warfare and PvP Ships

The following ships have some bonus related to Energy Neutralizers and Energy Nosferatu for range, drain amount, or efficiency:

Frigates

  • Blood RaiderCruor (Pirate faction frigate)
    • 15% bonus to Energy Nosferatu and Energy Neutralizer drain amount per level of Icon skillbook2.png Amarr Frigate
    • Energy Nosferatus will drain energy from targets regardless of capacitor level
  • AmarrSentinel (Electronic Attack Ship)
    • 20% bonus to Energy Nosferatu and Energy Neutralizer drain amount per level of Icon skillbook2.png Amarr Frigate
    • 80% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level of Icon skillbook2.png Electronic Attack Ships
    • 40% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level of Icon skillbook2.png Electronic Attack Ships
  • Triglavian CollectiveDamavik, Triglavian CollectiveNergal
    • 50% reduction to Energy Neutralizer capacitor cost

Destroyers

  • AmarrDragoon (Destroyer)
    • 20% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level of Icon skillbook2.png Amarr Destroyer
    • 10% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level of Icon skillbook2.png Amarr Destroyer
  • Triglavian CollectiveKikimora, Triglavian CollectiveDraugur
    • 50% reduction to Energy Neutralizer capacitor cost

Cruisers

  • Blood RaiderAshimmu (Pirate faction cruiser)
    • 15% bonus to Energy Nosferatu and Energy Neutralizer drain amount per level of Icon skillbook2.png Amarr Cruiser
    • Energy Nosferatus will drain energy from targets regardless of capacitor level
  • AmarrPilgrim (Recon Ship)
    • 10% bonus to Energy Nosferatu and Energy Neutralizer drain amount per level of Icon skillbook2.png Recon Ships
    • 20% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level of Icon skillbook2.png Recon Ships
    • 10% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level of Icon skillbook2.png Recon Ships
  • AmarrCurse (Recon Ship)
    • 40% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level of Icon skillbook2.png Recon Ships
    • 20% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level of Icon skillbook2.png Recon Ships
    • 20% bonus to Energy Nosferatu and Energy Neutralizer drain amount per level of Icon skillbook2.png Recon Ships
  • AmarrLegion (Strategic Cruiser, equipped with Energy Parasitic Complex Electronic Subsystem)
    • 10% bonus to Energy Nosferatu and Energy Neutralizer drain amount per level of Icon skillbook2.png Amarr Core Systems
    • 10% bonus to the benefits of overheating Energy Nosferatu and Energy Neutralizer modules per level of Icon skillbook2.png Amarr Core Systems
  • Triglavian CollectiveVedmak, Triglavian CollectiveRodiva, Triglavian CollectiveIkitursa, Triglavian CollectiveZarmazd
    • 50% reduction to Energy Neutralizer capacitor cost

Battlecruisers

  • Triglavian CollectiveDrekavac
    • 50% reduction to Energy Neutralizer capacitor cost

Battleships

  • AmarrArmageddon (Battleship)
    • 10% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level of Icon skillbook2.png Amarr Battleship
    • 5% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level of Icon skillbook2.png Amarr Battleship
  • Blood RaiderBhaalgorn (Pirate faction battleship)
    • 15% bonus to Energy Nosferatu and Energy Neutralizer drain amount per level of Icon skillbook2.png Amarr Battleship
    • Energy Nosferatus will drain energy from targets regardless of capacitor level
  • Triglavian CollectiveLeshak
    • 50% reduction to Energy Neutralizer capacitor cost

Capital Ships

  • Blood RaiderChemosh
    • 15% bonus to Energy Nosferatu and Energy Neutralizer drain amount per level of Icon skillbook2.png Amarr Dreadnought
    • Energy Nosferatus will drain energy from targets regardless of capacitor level
  • Triglavian CollectiveZirnitra
    • 50% reduction to Energy Neutralizer capacitor cost
  • Blood RaiderDagon
    • 20% bonus to Energy Nosferatu drain amount, optimal range, and falloff range, per level of Icon skillbook2.png Amarr Carrier
    • Energy Nosferatus will drain energy from targets regardless of capacitor level
  • Blood RaiderMolok
    • 15% bonus to Energy Nosferatu and Energy Neutralizer drain amount per level of Icon skillbook2.png Amarr Titan
    • Energy Nosferatus will drain energy from targets regardless of capacitor level

Unbonused ships

A number of ships fitted for cap warfare are not bonused for it. The GallenteDominix and the AmarrProphecy 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.
  • 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.
  • Capacitor size. Neuts cost a lot of cap to run, and a ship with a big capacitor will be easier to fight with.
  • Tank. Neutralizers and Nosferatus have short ranges, so pilots will need to be close to their target, and will thus be more vulnerable to damage.
  • Range. In an unbonused ship, you need to be be close to your target to use cap warfare modules. Don't mix cap warfare modules with long range modules such as ewar.

Frigates

  • The AmarrPunisher is often flown with a utility cap warfare module.
  • Many solo fits for frigates use a small cap wafare module.

Destroyers

  • Except for the AmarrDragoon (see above), destroyers are not usually used for cap warfare.

Cruisers

  • The AmarrArbitrator is usually flown with cap warfare modules. Its tank is not that great but it has a nice drone damage bonus.
  • The AmarrMaller 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 MinmatarRupture is often flown with a utility cap warfare module.
  • The Sisters of EVEStratios, 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).

Battlecruisers

  • The AmarrProphecy can be effectively fitted with capacitor warfare modules in its high slots. It has a good tank, capacitor and with good drone skills a reasonable amount of dps.
  • Brawling MinmatarHurricanes are often flown with a utility cap warfare module.

Battleships

  • The GallenteDominix is often used a cap warfare ship. Its great drone bonus makes it ideal as a close range cap warfare ship.
  • Brawling MinmatarTyphoons are often flown with a utility cap warfare module.
  • MinmatarTempests are often flown with a utility cap warfare module.