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Capacitor warfare: Difference between revisions

From EVE University Wiki
Capacitor Warfare and PvP Ships: moved Blood Raider Nos bonus up to make it more visible. Added Triglavian ships and Blood Raider capital ships.
Overview: emphasized the gap between neuts and traditional EWAR
Line 15: Line 15:
All capacitor warfare systems affect the target's capacitor in the same way, removing a given amount of capacitor each cycle, "damaging" the capacitor in much the same way that conventional weapons damage hit points. This effect can be mitigated by neutralizer resistance granted by some modules.
All capacitor warfare systems affect the target's capacitor in the same way, removing a given amount of capacitor each cycle, "damaging" the capacitor in much the same way that conventional weapons damage hit points. This effect can be mitigated by neutralizer resistance granted by some modules.


Capacitor warfare modules are very different from the more well-known EWAR modules. Energy Neutralizers and Nosferatu are high slot modules with a very short range compared to conventional weaponry. When used on ships with bonuses to energy weapon range or strength, they can even serve as the ship's primary weapon system, often taking the place of turrets or missiles that could otherwise be fitted. They are also often fitted in utility high slots (high slots beyond the number of allowed turrets or launchers) to supplement combat effectiveness or aid capacitor stability. Because they do not deal any damage to hit points, ships using energy weapons often utilize drones to deal damage.
Capacitor warfare modules are very different from the more well-known EWAR modules. Energy Neutralizers and Nosferatu are ''High'' slot modules with fairly short range, as opposed to most other EWAR modules which are ''Mid'' slot modules with very long range. Furthermore, Neutralizers come in multiple different sizes, while most EWAR modules are one-size-fits all. The dangerous potential of energy neutralizers means that when used on ships with bonuses to neutralizer range or strength, they can even serve as the ship's primary weapon system, often taking the place of turrets or missiles that could otherwise be fitted. In addition to this, they are also often fitted in utility high slots (high slots beyond the number of allowed turrets or launchers) to supplement combat effectiveness or aid capacitor stability. Because they do not deal any damage to hit points, ships using neutralizers often utilize drones to deal damage.


Capacitor warfare drones are substantially weaker than all but the smallest Energy Neutralizers, and operate in the same manner as other drones. They are rarely used due to their limited effectiveness, but are sometimes deployed by ships heavily specialized in capacitor warfare as part of a fleet, when the neutralizing ship has backup to deal damage.
Capacitor warfare drones are substantially weaker than all but the smallest Neutralizers, and operate in the same manner as other drones. They are rarely used due to their limited effectiveness, but are sometimes deployed by ships heavily specialized in capacitor warfare as part of a fleet, when the neutralizing ship has backup to deal damage.


Like most systems in EVE, capacitor warfare has setups against which it is inherently limited. Projectile turrets and Missile Launchers do not require capacitor to operate, passive shield tanks continue to function without capacitor expenditure, and passive armor buffers are not weakened by empty capacitors. When capacitor warfare is anticipated, pilots will often place more emphasis on heavy buffer tanks, which increases their survival time enough to possibly either destroy the neutralizing ship or call for reinforcements. With that said, capacitor is involved in every engagement – PvE or PvP – and thus capacitor warfare can threaten the capabilities of every ship in the game, whether through disabling weapons, support modules, or even warping to escape.
Like most systems in EVE, capacitor warfare has setups against which it is inherently limited. Projectile turrets and Missile Launchers do not require capacitor to operate, passive shield tanks continue to function without capacitor expenditure, and passive armor buffers are not weakened by empty capacitors. When capacitor warfare is anticipated, pilots will often place more emphasis on heavy buffer tanks, which increases their survival time enough to possibly either destroy the neutralizing ship or call for reinforcements. With that said, capacitor is involved in every engagement – PvE or PvP – and thus capacitor warfare can threaten the capabilities of every ship in the game, whether through disabling weapons, support modules, or even warping to escape.