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Capacitor warfare: Difference between revisions

From EVE University Wiki
Cruisers: +Stratios, because JSpace hunters love that thing
Uryence (talk | contribs)
Added a few notes on the value of overheating cap warfare modules, based on recent PvP experience.
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*at 100% Optimal + 200% Falloff = ~6% Effectiveness
*at 100% Optimal + 200% Falloff = ~6% Effectiveness
*at 100% Optimal + 300% Falloff, the module shuts down as the target is considered 'out of range'.
*at 100% Optimal + 300% Falloff, the module shuts down as the target is considered 'out of range'.
Like weapons, capacitor warfare modules benefit from [[Overheating|overheating]]; as an overheated weapon deals more damage-per-second, an overheated capacitor warfare module sucks the opponent dry faster.


==Energy Neutralizers==
==Energy Neutralizers==
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* 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>.
* 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>.
* Faction and Deadspace Neutralizers have increased range, but the same drain amount as T2 variants. Faction Neutralizers have reduced CPU and Powergrid costs; Deadspace Neutralizers have increased Powergrid costs.
* Faction and Deadspace Neutralizers have increased range, but the same drain amount as T2 variants. Faction Neutralizers have reduced CPU and Powergrid costs; Deadspace Neutralizers have increased Powergrid costs.
* Overheating a neutralizer shortens its cycle time, which means it will drain its target's capacitor faster but (users should remember) also that it will put an increased load on its user's capacitor.


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{| class="wikitable collapsible collapsed sortable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
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* Small nosferatu will transfer from <font color=red>8 - 10 GJ</font> across the meta levels, medium from <font color=red>30 - 36 GJ</font>, and heavy from <font color=red>100 - 120 GJ</font>.
* Small nosferatu will transfer from <font color=red>8 - 10 GJ</font> across the meta levels, medium from <font color=red>30 - 36 GJ</font>, and heavy from <font color=red>100 - 120 GJ</font>.
* Optimal ranges for all the modules from meta 0 to the highest are between: small from <font color=lightgreen>4,000m - 9,000m</font>; medium from <font color=lightgreen>8,000m - 16,500m</font>; and heavy from <font color=lightgreen>16,000m - 32,000m</font>.
* Optimal ranges for all the modules from meta 0 to the highest are between: small from <font color=lightgreen>4,000m - 9,000m</font>; medium from <font color=lightgreen>8,000m - 16,500m</font>; and heavy from <font color=lightgreen>16,000m - 32,000m</font>.
* As with neutralizers, overheating a nosferatu module decreases its cycle time. Unlike overheating a neutralizer, this will result in both more energy drained from the target's capacitor, ''and'' more energy deposited in the user's capacitor.


{| class="wikitable collapsible collapsed sortable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
{| class="wikitable collapsible collapsed sortable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
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**Quick 6 sec cycle time for all sizes
**Quick 6 sec cycle time for all sizes
*Weaknesses
*Weaknesses
**Normal drone weaknesses of vulnerability, flight times, etc.
**Normal drone weaknesses of vulnerability, flight times, inability to overheat, etc.
**Relatively small portions of cap neutralized
**Relatively small portions of cap neutralized