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Capacitor warfare: Difference between revisions

From EVE University Wiki
Djavin novienta (talk | contribs)
General Principles: Revised section.
Djavin novienta (talk | contribs)
Energy Neutralizers: Revised section.
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==Energy Neutralizers==
==Energy Neutralizers==


Energy Neutralizers ("Neuts", also formerly called Energy Destabilizers) are the heavy hitters of capacitor warfare.  They can remove large amounts of cap and leave an enemy capped out faster than any other form of cap warfare.
'''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.
*Strengths
**Neutralizes large portions of the enemies capacitor every cycle
*Weaknesses
**Requires large amounts of capacitor to activate
**Long cycle time
**Relatively short ranges (improves with module size)


Here is screenshot of the attributes of the meta 0 heavy neut:
[[image:Heavyneut.jpg|center]]


[[image:Heavyneut.jpg]]
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 (<font color=lightblue>45 GJ</font> for small, <font color=lightblue>150 GJ</font> for medium, and <font color=lightblue>500 GJ</font> 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.
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. The energy 'cost' to neutralize is consistent (<font color=lightblue>45 GJ</font> for small, <font color=lightblue>150 GJ</font> for medium, and <font color=lightblue>500 GJ</font> 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 600 GJ with its 500 GJ activation cost.  The cycle time is also consistent (<font color=lightblue>6 seconds</font> for small neuts, <font color=lightblue>12 seconds</font> for medium, and <font color=lightblue>24 seconds</font> seconds for heavy) and the optimal range for modules from meta 0 to the highest are: small from <font color=lightgreen>4,000m - 9,000m</font>; medium from <font color=lightgreen>8,000m - 16,500m</font>; heavy from <font color=lightgreen>16,000m - 32,000m</font>; and capital from <font color=lightgreen>30,000m - 40,000m</font>.
* Cycle time is also consistent (<font color=lightblue>6 seconds</font> for small neuts, <font color=lightblue>12 seconds</font> for medium, and <font color=lightblue>24 seconds</font> seconds for heavy).
* Optimal range for modules from meta 0 to the highest are: small from <font color=lightgreen>4,000m - 9,000m</font>; medium from <font color=lightgreen>8,000m - 16,500m</font>; heavy from <font color=lightgreen>16,000m - 32,000m</font>; and capital from <font color=lightgreen>30,000m - 40,000m</font>.


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Effectiveness Falloff works by reducing the effectiveness of the module when in falloff range. The formula is the same as gun falloff:
Falloff works by reducing the effectiveness of the module when in falloff range. The formula is the same as gun falloff:
*at 100% Optimal + 0% Falloff = 100% Effectiveness
*at 100% Optimal + 0% Falloff = 100% Effectiveness
*at 100% Optimal + 100% Falloff = 50% Effectiveness (approximately)
*at 100% Optimal + 100% Falloff = ~50% Effectiveness
*at 100% Optimal + 200% Falloff = 6% Effectiveness (approximately)
*at 100% Optimal + 200% Falloff = ~6% Effectiveness
 
With these capabilities in mind and a victi... er... target located, the neut can be put into action.
 
If you activate the module on a target, the '''Activation Cost''' will immediately be deducted from your capacitor and the '''Neutralization Amount''' (modified, if in falloff range) will be immediately deducted from the target's capacitor.  This will be repeated each cycle time for as long as you have the neut activated.  Pretty simple, right?


The important thing to remember is that your goal is to cap out your opponent and that you need to use enough neutralization to overcome the peak recharge rate of their capacitor.  Yes, if you neut less then that amount you will make it harder for them to run [[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.  What this boils down to is that you don't use a small neut on an Apoc and expect to accomplish anything.  The basic rule of thumb is that a good capacitor warfare setup has a neutralization rate MUCH higher than any conceivable recharge rate.  You want to cap out your opponent quickly and then have an easy way to keep the other pilot running on empty.
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) 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 (Energy Vampires)==
==Energy Nosferatu (Energy Vampires)==