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Capacitor warfare: Difference between revisions

From EVE University Wiki
Overview: Missiles don't care either
General Principles: Rewrote most of the section, mostly a change in tone
Line 25: Line 25:
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.


Since capacitor warfare deals in the removal of capacitor it works in opposition to the recharge rate. Since the recharge rate is lowest at 100% and 0%, capacitor warfare will have the greatest relative effect at these levels. Capacitors recharge continuously over time, while energy weapons remove capacitor in chunks at the end of the weapon cycle. Energy weapons removed a base amount of capacitor per cycle, but their effectiveness is often also expressed in GJ/sec to facilitate easier comparison to the target's recharge rate. Capacitor warfare will have the smallest relative effect at peak recharge, as the amount of capacitor removed will be countered by the highest recharge rate the target's capacitor is capable of. Thus, it is often more difficult to "cap out" a target than it is to keep them capped out, i.e. it may require three neuts on a target to drain their capacitor as quickly as possible, but once fully depleted only one may be required to keep their capacitor empty. Because of this, it is recommended that ships utilizing cap boosters us charges that will bring their capacitor to 25%, so that maximum recharge is reached after each booster cycle.
The goal of capacitor warfare is to use enough neutralization to overcome the peak recharge rate of the target's capacitor, and while capacitors recharge continuously over time, Neutralizers remove capacitor in single large chunks with every module cycle. As a result, the effectiveness of Neutralizers is often expressed in effective GJ/sec to facilitate easier comparison to the target's recharge rate. Capacitor warfare will have the smallest relative effects at around peak recharge, as the amount of capacitor removed will be countered by the highest recharge rate the target's capacitor is capable of. As a result, it is much more difficult to "break" a target by bringing its capacitor below 25% than it is to keep it at 0% once it gets there. (I.e. it may take 3 Neutralizer modules to bring a target below 25%, but only one Neutralizer module to keep it at close to 0. As such, the common rule of thumb for Neutralizer-focused ships or fleets is to have ''much'' higher neutralization potential than the enemy's conceivable recharge rate.


The goal of capacitor warfare is to use enough neutralization to overcome the peak recharge rate of the target's capacitor. If a ship removes less then that amount, it will make it more difficult for the target ship to be [[Capacitor_Management_101#What_is_.22cap_stable.22.3F_Do_I_want_it.3F|cap stable]], but if this is the case then it may be more effective to switch the energy weapon(s) for a different module.  The basic rule of thumb is that a good capacitor warfare setup has a neutralization rate ''much'' higher than any conceivable recharge rate.
This being said, even without sufficient neutralizers to break a target, neutralizers can still have a meaningful effect on them. A pilot whose ship is hovering at around 30% capacitor needs to start making choices about which capacitor-consuming modules to use or not use, or may need to start using a Cap Booster to keep themselves up. Being forced to choose which modules not to run opens room for mistakes, and may force the target pilot to choose between not performing their role in the fleet, or dying; and Cap Booster charges will eventually run out in a longer fight and result in a slow death by attrition.


Like many other Electronic Warfare modules, Capacitor Warfare modules have both Optimal and Falloff ranges. Using modules outside their Optimal range results in reduced effectiveness. The formula for effectiveness loss is the same as Turret falloff:
Like many other Electronic Warfare modules, Capacitor Warfare modules have both Optimal and Falloff ranges. Using modules outside their Optimal range results in reduced effectiveness. The formula for effectiveness loss is the same as Turret falloff: