More actions
| Line 41: | Line 41: | ||
==How Destabilizers, Vampires, and Neutralizer Drones Work== | ==How Destabilizers, Vampires, and Neutralizer Drones Work== | ||
TL;DR skip this section if you don't care about the details | TL;DR skip this section if you don't care about the why or the details | ||
===General Principles=== | ===General Principles=== | ||
Capacitor Warfare can only be understood if you first understand capacitors. Shield tankers | Capacitor Warfare can only be understood if you first understand capacitors. Capacitors are a self recharging reasource with a [[Capacitor Recharge Rate]] that changes relative to the level of the capacitor. Accordingly, there is a 'peak' recharge at 25% with the recharge rate decreasing from either side of this peak. Therefore, the rate of recharge is lowest when the capacitor is full (100%) or empty (0%). Shield tankers should inherrently understand this principle as it is identical to the recharge mechanism on shields, and EVE university folks are very lucky to have access to the [[Capacitor Management 101]] class that Neville Smit teaches. | ||
Since cap warfare deals in the removal of capacitor it opposes the recharge rate. And since the recharge rate is lowest at 100% and 0%, cap warfare will have the greatest effect (defined as amount of cap removed) at these levels. Cap warfare will have the least effect at 25% (peak recharge) as the amount of cap removed will be countered by the highest recharge the capacitor is capable of. Therefore, we know that it is more difficult to cap out an enemy than it is to keep them there - ie. you may have three neuts on them to drain their cap as quickly as possible but only need 1 to keep them capped out. (It is also easy to see when selecting the cap booster charge that you obviously always want to select a charge at least 25% of the size of your capacitor to push you instantly to the 'good' side of your peak recharge rate.) | |||
With this simple information tucked away we can discuss the particulars of how the individual cap warfare systems work. | |||
===Energy Destabilizers=== | ===Energy Destabilizers=== | ||
| Line 55: | Line 59: | ||
**Requires large amounts of your capacitor | **Requires large amounts of your capacitor | ||
**Long cycle time | **Long cycle time | ||
** | **Relatively short ranges (improves with module size) | ||
Here is screenshot of the attributes of the meta 0 heavy neut: | Here is screenshot of the attributes of the meta 0 heavy neut: | ||
<br> | |||
<br> | |||
[[image:Heavyneut.jpg]] | [[image:Heavyneut.jpg]] | ||
All neutralizers have a similar set of attributes. The different sizes of neutralizer differ significantly, but they are 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. | |||
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? | 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? | ||
The important thing to remember is that your goal is to 'cap out' your opponent and that | The important thing to remember is that your goal is to 'cap out' your opponent and that you need to use a large enough neutralizer to overcome the peak recharge rate of their capacitor in order not to be 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. | ||
So you want: Neutralization Rate > opponent recharge rate in GJ/S | So you want: Neutralization Rate > opponent recharge rate in GJ/S | ||
| Line 84: | Line 89: | ||
*Weaknesses | *Weaknesses | ||
**Only transfers cap when your PERCENTAGE of capacitor is below the percentage of the targets capacitor | **Only transfers cap when your PERCENTAGE of capacitor is below the percentage of the targets capacitor | ||
** | **Relatively short ranges (improves with module size) | ||
**Short ranges though increasing with module sizeHere is screenshot of the attributes of the meta 0 heavy nos: | |||
[[image:Heavynos.jpg]] | [[image:Heavynos.jpg]] | ||