More actions
→Cruisers: +Stratios, because JSpace hunters love that thing |
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. | |||
{| 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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* 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 | ||