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Capacitor warfare: Difference between revisions

From EVE University Wiki
Energy Vampires: updated Nosferatu tables with current specs; text still needs to be updated
m Energy Nosferatu (Energy Vampires): updated ranges in text; added falloff information
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[[image:Heavynos.jpg]]
[[image:Heavynos.jpg]]


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 you.  The cycle time is consistent (<font color=lightblue>3 seconds</font> for small nos, <font color=lightblue>6 seconds</font> for medium, and <font color=lightblue>12 seconds</font> for heavy).  Small nos will transfer from <font color=red>8 - 10 GJ</font> across the meta levels, medium from <font color=red>30 - 36 GJ</font>, and heavy from <font color=red>100 - 135 GJ</font>.  The ranges for all the modules from meta 0 to the highest are between: small from <font color=green>5,500m - 10,214m</font>; medium from <font color=green>10,500m - 19,500m</font>; and heavy from <font color=green>21,000m - 43,000m</font>.
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 you.  The cycle time is consistent (<font color=lightblue>3 seconds</font> for small nos, <font color=lightblue>6 seconds</font> for medium, and <font color=lightblue>12 seconds</font> for heavy).  Small nos will transfer from <font color=red>8 - 10 GJ</font> across the meta levels, medium from <font color=red>30 - 36 GJ</font>, and heavy from <font color=red>100 - 120 GJ</font>.  The optimal ranges for all the modules from meta 0 to the highest are between: small from <font color=lightgreen>4,000m - 8,000m</font>; medium from <font color=lightgreen>8,000m - 16,500m</font>; and heavy from <font color=lightgreen>16,000m - 32,000m</font>.
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If you are within range of a target, and your opponent's cap amount (not percentage) is higher than your cap amount, then an activated nos acts like a neut.  The difference is that the 'activation cost' is a negative amount subtracted from your capacitor (so the cap is added on) equivalent to the amount removed from the opponent.  A nos will stay activated as long as you are in range and pull cap when the cap level condition is met, so keep it running every time a target is in range as there is no downside.
Effectiveness Falloff works by reducing the effectiveness of the module when in falloff range. The formula is the same as gun and neut falloff:
*at 100% Optimal + 0% Falloff = 100% Effectiveness
*at 100% Optimal + 100% Falloff = 50% Effectiveness (approximately)
*at 100% Optimal + 200% Falloff = 6% Effectiveness (approximately)
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If you are within range of a target, and your opponent's cap amount (not percentage) is higher than your cap amount, then an activated Nos acts much like a neut.  The difference is that the 'activation cost' is a negative amount subtracted from your capacitor (so the cap is added on) equivalent to the amount removed from the opponent.  A nos will stay activated as long as you are in range and pull cap when the cap level condition is met, so keep it running every time a target is in range as there is no downside.


The caveat on only actively nosing when your own cap is lower than your opponent's mean that a NOS is highly likely to be effective when fighting bigger ships than yours, but not likely to work when fighting smaller ships.  
The caveat on only actively nosing when your own cap is lower than your opponent's mean that a Nos is highly likely to be effective when fighting bigger ships than yours, but not likely to work when fighting smaller ships.  


A Nos is easier to effectively employ in a gang situation with multiple targets.  While neuting your main target you nos an alternative target (ideally a bigger ship than you) and they spend the fight donating cap which is helping to destroy their fleet mate!  Properly employed this synergy between neuts and nos is extremely important.
A Nos is easier to effectively employ in a gang situation with multiple targets.  While neuting your main target, you Nos an alternative target (ideally a bigger ship than yours) and they spend the fight donating cap which is helping to destroy their fleet mate!  Properly employed, this synergy between neuts and Nos is extremely important.


Nos are extremely useful modules in certain circumstances but they require a little more planning and their tactical employment is a little trickier than that of neuts.
Nos are extremely useful modules in certain circumstances but they require a little more planning and their tactical employment is a little trickier than that of neuts.