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Capacitor warfare: Difference between revisions

From EVE University Wiki
Rynnik (talk | contribs)
Rynnik (talk | contribs)
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Balmer Series Targeting Inhibitor I, Tracking Speed Disruption<br>
Balmer Series Targeting Inhibitor I, Tracking Speed Disruption<br>
Warp Scrambler II<br>
Warp Scrambler II<br>
Small Capacitor Booster II, Cap Booster 200<br>
Small Capacitor Booster II, Navy Cap Booster 400<br>
<br>
<br>
Small Unstable Power Fluctuator I<br>
Small Unstable Power Fluctuator I<br>
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</div>
</div>
{{High Slots 3|hs1=Small Unstable Power Fluctuator I|hs2=Small Energy Neutralizer II|hs3=Small Energy Neutralizer II}}
{{High Slots 3|hs1=Small Unstable Power Fluctuator I|hs2=Small Energy Neutralizer II|hs3=Small Energy Neutralizer II}}
{{Mid Slots 4|ms1=Coreli C-Type 1MN Afterburner|ms2=Balmer Series Targeting Inhibitor I, Tracking Speed Disruption|ms3=Warp Scrambler II|ms4=Small Capacitor Booster II, Cap Booster 200}}
{{Mid Slots 4|ms1=Coreli C-Type 1MN Afterburner|ms2=Balmer Series Targeting Inhibitor I, Tracking Speed Disruption|ms3=Warp Scrambler II|ms4=Small Capacitor Booster II, Navy Cap Booster 400}}
{{Low Slots 3|ls1=Damage Control II|ls2=Energized Adaptive Nano Membrane II|ls3=Centii C-Type Small Armor Repairer}}
{{Low Slots 3|ls1=Damage Control II|ls2=Energized Adaptive Nano Membrane II|ls3=Centii C-Type Small Armor Repairer}}
{{Rig Slots 2|rs1=Egress Port Maximizer I|rs2=Egress Port Maximizer I}}
{{Rig Slots 2|rs1=Egress Port Maximizer I|rs2=Egress Port Maximizer I}}
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*Can go with 2 nuets and a nos for engaging larger turret based targets.  For anything else 3 neuts is better.
*Can go with 2 nuets and a nos for engaging larger turret based targets.  For anything else 3 neuts is better.
*Warp disruptor requires fitting room to be found and more cap management, but neuting to break an MWD can also work.
*Warp disruptor requires fitting room to be found and more cap management, but neuting to break an MWD can also work.
*MWD is certainly possible but in my opinion it requires too many sacrifices for too little benefit.
*MWD is certainly possible but requires too many sacrifices for too little benefit.
*Double Egress Port Maximizers have the best result on cap stability with a 3 neut setup.  If a rig is required for fitting a single Small Semiconductor Memory Cell I will give a better result.
*EFT Stats: (all skills V)
**EHP: 3047
**Tank: 65 DPS
**Cap: 27 sec without booster (stable with repairer and 2 neuts turned off)
**DPS: 79 with Hobgoblin II
**Speed: 1112 m/s without heat
**Align: 6.7 sec
<br>
<br>
<br>
<br>
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<table class="collapsible collapsed">
<table class="collapsible collapsed">
<tr>
<tr>
<th>Sample Gang Sentinel</th>
<th>Sample Solo Sentinel</th>
</tr>
</tr>
<tr>
<tr>
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Damage Control II<br>
Damage Control II<br>
Energized Adaptive Nano Membrane II<br>
Energized Adaptive Nano Membrane II<br>
400mm Reinforced Rolled Tungsten Plate<br>
200mm Reinforced Rolled Tungsten Plates<br> I
<br>
<br>
Coreli C-Type 1MN Afterburner<br>
Coreli C-Type 1MN Afterburner<br>
Balmer Series Targeting Inhibitor I, Tracking Speed Disruption<br>
Balmer Series Tracking Disruptor I<br>
Warp Scrambler II<br>
Small Capacitor Booster II, Navy Cap Booster 400<br>
Small Capacitor Booster II, Cap Booster 200<br>
Balmer Series Tracking Disruptor I<br>
<br>
<br>
Small Unstable Power Fluctuator I<br>
Small Energy Neutralizer II<br>
Small Energy Neutralizer II<br>
Small Energy Neutralizer II<br>
Small Energy Neutralizer II<br>
Small Unstable Power Fluctuator I<br>
<br>
<br>
Egress Port Maximizer I<br>
Small Ancillary Current Router I<br>
Egress Port Maximizer I<br>
Small Semiconductor Memory Cell I<br>
<br>
<br>
Hobgoblin II x4<br>
Hobgoblin II x4<br>
Warrior II x4<br>
Warrior II x4<br>
Hornet EC-300 x4<br>
Hornet EC-300 x4
</font></td></tr></table>
</font></td></tr></table>
</div>
</div>
{{High Slots 3|hs1=Small Unstable Power Fluctuator I|hs2=Small Energy Neutralizer II|hs3=Small Energy Neutralizer II}}
{{High Slots 3|hs1=Small Unstable Power Fluctuator I|hs2=Small Energy Neutralizer II|hs3=Small Energy Neutralizer II}}
{{Mid Slots 4|ms1=Coreli C-Type 1MN Afterburner|ms2=Balmer Series Targeting Inhibitor I, Tracking Speed Disruption|ms3=Warp Scrambler II|ms4=Small Capacitor Booster II, Cap Booster 200}}
{{Mid Slots 4|ms1=Coreli C-Type 1MN Afterburner|ms2=Balmer Series Targeting Inhibitor I, Tracking Speed Disruption|ms3=Small Capacitor Booster II, Navy Cap Booster 400|ms4=Balmer Series Targeting Inhibitor I, Tracking Speed Disruption}}
{{Low Slots 3|ls1=Damage Control II|ls2=Energized Adaptive Nano Membrane II|ls3=Centii C-Type Small Armor Repairer}}
{{Low Slots 3|ls1=Damage Control II|ls2=Energized Adaptive Nano Membrane II|ls3=200mm Reinforced Rolled Tungsten Plates}}
{{Rig Slots 2|rs1=Egress Port Maximizer I|rs2=Egress Port Maximizer I}}
{{Rig Slots 2|rs1=Small Ancillary Current Router I|rs2=Small Semiconductor Memory Cell I}}
{{Drone Bay|ds1=Hobgoblin II x4<br>Warrior II x4<br>Hornet EC-300 x4}}
{{Drone Bay|ds1=Hobgoblin II x4<br>Warrior II x4<br>Hornet EC-300 x4}}
*Coreli C-Type 1MN Afterburner and Centii C-Type Small Armor Repairer are both relatively cheap
*There are no advantages to flying this fit over a T1 Arbitrator in a gang.  So unless frigates are the fleet requirement take an Arbitrator and provide the same capabilities together with way more tank and way more damage.
*This has fit has very low EHP and accordingly is susceptible to any ship with significant Alpha strike.
*Coreli C-Type 1MN Afterburner is relatively cheap and makes a significant difference.
*Tank can be directly downgraded to a 100mm plate if the powergrid rig is undesireable.
*Cap booster can be sacrificed for a point which removes the need for the power grid rig, but acceptable cap is difficult to accomplish and it becomes highly susceptable to any cap warfare itself.  Consider 2 neuts and a nos in that situation.
*Meta 7+ Neuts/Nos make a very nice addition to these capabilities but they are extremely expensive.
*Meta 7+ Neuts/Nos make a very nice addition to these capabilities but they are extremely expensive.
*MWD is certainly possible but requires too many sacrifices for too little benefit.
*EFT Stats: (all skills V)
**EHP: 4996
**Cap: 46 sec without booster (stable with 2 neuts turned off)
**DPS: 79 with Hobgoblin II
**Speed: 1056 m/s without heat
**Align: 7.3 sec
<br>
<br>
<br>
<br>
''Flying Manual'':   
''Flying Manual'':   
Provide gang TD support from range and support with drones.  Depending on target close to neut range or defensively if someone comes after you.
</td>
</td>
</tr>
</tr>
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<tr><td><font size='-2'>
<tr><td><font size='-2'>


[Sentinel, Sample Gang Sentinel]<br>
[Sentinel, Sample Solo Sentinel]<br>
Damage Control II<br>
Damage Control II<br>
Energized Adaptive Nano Membrane II<br>
Energized Adaptive Nano Membrane II<br>
400mm Reinforced Rolled Tungsten Plate<br>
Centii C-Type Small Armor Repairer<br>
<br>
<br>
Coreli C-Type 1MN Afterburner<br>
Coreli C-Type 1MN Afterburner<br>
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{{Rig Slots 2|rs1=Egress Port Maximizer I|rs2=Egress Port Maximizer I}}
{{Rig Slots 2|rs1=Egress Port Maximizer I|rs2=Egress Port Maximizer I}}
{{Drone Bay|ds1=Hobgoblin II x4<br>Warrior II x4<br>Hornet EC-300 x4}}
{{Drone Bay|ds1=Hobgoblin II x4<br>Warrior II x4<br>Hornet EC-300 x4}}
*Coreli C-Type 1MN Afterburner and Centii C-Type Small Armor Repairer are both relatively cheap
*Coreli C-Type 1MN Afterburner and Centii C-Type Small Armor Repairer are both relatively cheap and make a significant difference.
*This has fit has very low EHP and accordingly is susceptible to any ship with significant Alpha strike.
*This has fit has very low EHP and accordingly is susceptible to any ship with significant Alpha strike.
*Meta 7+ Neuts/Nos make a very nice addition to these capabilities but they are extremely expensive.
*Meta 7+ Neuts/Nos make a very nice addition to these capabilities but they are extremely expensive.
*Can go with 2 nuets and a nos for engaging larger turret based targets.  For anything else 3 neuts is better.
*Warp disruptor requires fitting room to be found and more cap management, but neuting to break an MWD can also work.
*MWD is certainly possible but in my opinion it requires too many sacrifices for too little benefit.
<br>
<br>
<br>
<br>
''Flying Manual'':   
''Flying Manual'':   
*vs. turret ships - Neut, TD and laugh while your drones slowly, slowly chip away.
*vs. drone frigates - Neut, TD and duel those drones.  Your larger drone bay should allow you to win the drone fight by attrition although the lack of drone damage bonus may make it painful.  Once drones are dead see above.
*vs. missile frigates - Neut until their point drops and run, there are not many setups you can out tank/gank as both are low on this setup.
This is a close range fit where controling that range is entirely dependant on the neuts to break cap and therefore turn off webs and ABs.  Excellent TD management with scripts is essential, to destroy range during the approach and tracking once the target's cap is broken.  The booster is for keeping the repairer in cap, and once damage is mitigated you need to be able to keep the target capped and finish the fight cap stable with cycling/reducing neut usage.
</td>
</td>
</tr>
</tr>