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Capacitor warfare: Difference between revisions

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[[image:Cuesnosnneut.JPG|650px|thumb|400px|Visual effects for Energy Neutralizers (left) and Energy Nosferatus (right)]]
{{Weapon Systems Links}}[[image:Cuesnosnneut.JPG|650px|thumb|400px|Visual effects for Energy Neutralizers (left) and Energy Nosferatus (right)]]
'''Capacitor warfare''' describes the use of various offensive modules or drones to disable hostile player ships by draining their [[capacitor]], thereby rendering them unable to use modules that rely on capacitor to function.
'''Capacitor warfare''' is the attack strategy of using equipment to drain a target ship's [[capacitor]], its available energy for powered modules. 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.
 
Many players have probably heard the phrase "cap is life" during their time in New Eden. There are many reasons why this is true, and each one is also a reason why capacitor warfare can be effective.  Capacitor is necessary for maintaining active tanks, directly feeds energy and hybrid turrets, and fully powers offensive mid slot modules, including all electronic warfare modules and propulsion systems. Thus, an enemy without capacitor is an enemy with few options, which means ships with capacitor warfare capabilities often dictate the flow of the battle.
 
While capacitor warfare is technically a type of [[electronic warfare]], it is generally discussed separately due to how much it differs from the more well-known forms. Capacitor warfare has been rebalanced several times in the history of EVE, and has experienced periods of being extremely powerful and comparatively weak. Regardless of its relative power, however, it is a viable tactic that can be used to great effect when used properly.


== Overview ==
== Overview ==
[[image:Heavyneut.jpg|thumb|Heavy Energy Neutralizer I stats]]
[[image:Heavyneut.jpg|thumb|Heavy Energy Neutralizer I stats]]
Capacitor warfare can be accomplished in a few ways:
Capacitor warfare (or "cap warfare") equipment drains capacitor energy from the target ship. Both modules and drones are available and come in multiple types:
* '''Energy Neutralizers''' ("'''neuts'''") - Drains large amounts of enemy capacitor and consumes user capacitor. High slot modules of various sizes and meta levels.
* [[#Energy Neutralizers|Energy Neutralziers]] ("'''neuts'''") destroy capacitor energy, consuming a large amount from the attacker to nullify a similar amount from the target ship. [''High'' slot, short range]
* '''Energy Nosferatu''' ("'''vampires'''", "'''NOS'''") - Drains small amounts of enemy capacitor and restores user capacitor (with restrictions). High slot modules of various sizes and meta levels.
* [[#Energy Nosferatu|Energy Nosferatu]] ("'''vampires'''", "'''NOS'''") siphon a small amount of energy, transferring it from the target to the attacker (with restrictions). [''High'' slot, short range]
* '''[[Drones#Combat Utility Drones|Energy Neutralizer Drones]]''' - Light, medium, and heavy drones, and a wing of support fighters, based on Amarr combat drones.
* [[Drones#Combat Utility Drones|Energy Neutralizer Drones]] - Light, medium, and heavy drones, and a wing of support fighters, based on Amarr combat drones.  


All capacitor warfare systems affect the target's capacitor in the same way, removing a given amount of capacitor each cycle, "damaging" the capacitor in much the same way that conventional weapons damage hit points. This effect can be mitigated by neutralizer resistance granted by some modules.
Cap warfare modules are fitted into a ship's ''High'' slot, and both types, Neutralizers and Nosferatu, operate at short range. (By contrast, most [[electronic warfare]] modules are ''Mid'' slot modules and operate at mid-range or long-range.) While conventional weapons require a turret or missile launcher ''High'' slot, a capacitor warfare module has no such requirement and can fit into any ''High'' slot.


Capacitor warfare modules are very different from the more well-known EWAR modules. Energy Neutralizers and Nosferatu are ''High'' slot modules with fairly short range, as opposed to most other EWAR modules which are ''Mid'' slot modules with very long range. Furthermore, Neutralizers come in multiple different sizes, while most EWAR modules are one-size-fits all. The dangerous potential of energy neutralizers means that when used on ships with bonuses to neutralizer range or strength, they can even serve as the ship's primary weapon system, often taking the place of turrets or missiles that could otherwise be fitted. In addition to this, they are also often fitted in utility high slots (high slots beyond the number of allowed turrets or launchers) to supplement combat effectiveness or aid capacitor stability. Because they do not deal any damage to hit points, ships using neutralizers often utilize drones to deal damage.
Ships can resist capacitor warfare by fitting modules with Neutralizer Resistance, such as the [[Cap Battery]]. Also, one ship may transfer capacitor energy to another by using a [[Remote Capacitor Transmitter]].


Capacitor warfare drones are substantially weaker than all but the smallest Neutralizers, and operate in the same manner as other drones. They are rarely used due to their limited effectiveness, but are sometimes deployed by ships heavily specialized in capacitor warfare as part of a fleet, when the neutralizing ship has backup to deal damage.
== Limitations ==
 
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.
Like most systems in EVE, capacitor warfare has setups against which it is inherently limited. Projectile turrets and Missile Launchers do not require capacitor to operate, passive shield tanks continue to function without capacitor expenditure, and passive armor buffers are not weakened by empty capacitors. When capacitor warfare is anticipated, pilots will often place more emphasis on heavy buffer tanks, which increases their survival time enough to possibly either destroy the neutralizing ship or call for reinforcements. With that said, capacitor is involved in every engagement &ndash; PvE or PvP &ndash; and thus capacitor warfare can threaten the capabilities of every ship in the game, whether through disabling weapons, support modules, or even warping to escape.


== General principles ==
== 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.
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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* at 100% Optimal + 300% Falloff, the module shuts down as the target is considered 'out of range'.
* 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|overheating]]; as an overheated weapon deals more damage-per-second, an overheated capacitor warfare module sucks the opponent dry faster.
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 ==
== Energy Neutralizers ==
[[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.
[[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.


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.
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 ({{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}}, which provides 33% increased efficiency at level 5.
* 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.
* 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).  
* 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).  
* 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}}.
* 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}}.
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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.
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==
== Energy Neutralizing Drones ==
{{main|Drones#Combat utility drones}}
{{main|Drones#Combat utility drones}}
[[image:lightneutdrone.jpg|thumb|200px|Acolyte EV-300 stats]]
[[image:lightneutdrone.jpg|thumb|200px|Acolyte EV-300 stats]]
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! Type !! Increases Cap by !! Side Effect Chance !! Side Effect Strength
! Type !! Increases Cap by !! Side Effect Chance !! Side Effect Strength
|-
|-
| Synth || 3% || 0% || 0%
| Synth || 6% || 0% || 0%
|-
|-
| Standard || 10% || 20% || 20%
| Standard || 10% || 20% || 20%
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== Capacitor warfare and PvE ==
== Capacitor warfare and PvE ==
Certain [[NPC Damage Types#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.
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.


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


===Destroyers===
=== Destroyers ===
* Except for the {{sh|Dragoon}} (see above), destroyers are not usually used for cap warfare.
* Except for the {{sh|Dragoon}} (see above), destroyers are not usually used for cap warfare.


===Cruisers===
=== 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|Arbitrator}} is usually flown with cap warfare modules. Its tank is not that great but it has a nice drone damage bonus.
* The {{sh|Maller}} can be used as a surprise neuting cruiser. It won't have any dps to speak of, but can fit a point, a scram or a web while being cap stable and have more than 50K EHP.
* The {{sh|Maller}} can be used as a surprise neuting cruiser. It won't have any dps to speak of, but can fit a point, a scram or a web while being cap stable and have more than 50K EHP.
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* Brawling [[image:isis_minmatar.png|22px|link=|Minmatar]][[Hurricane]]s are often flown with a utility cap warfare module.
* Brawling [[image:isis_minmatar.png|22px|link=|Minmatar]][[Hurricane]]s are often flown with a utility cap warfare module.


===Battleships===
=== 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.
* 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.
* Brawling [[image:isis_minmatar.png|22px|link=|Minmatar]][[Typhoon]]s are often flown with a utility cap warfare module.
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[[Category:Game mechanics]]
[[Category:Game mechanics]]
[[Category:PvP]]
[[Category:PvP]]