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==Energy Neutralizers== | ==Energy Neutralizers== | ||
Energy Neutralizers ("Neuts", also formerly called Energy Destabilizers) are the heavy hitters of capacitor 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. | ||
[[image:Heavyneut.jpg|center]] | |||
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. | * 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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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 | *at 100% Optimal + 100% Falloff = ~50% Effectiveness | ||
*at 100% Optimal + 200% Falloff = 6% Effectiveness | *at 100% Optimal + 200% Falloff = ~6% Effectiveness | ||
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)== | ||