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If you are within range of a target, and your cap is | If you are within range of a target, and your opponent's cap amount (not percentage) is higher than your cap amount, then an activated nos acts like a neut. The difference is that the 'activation cost' is a negative amount subtracted from your capacitor (so the cap is added on) equivalent to the amount removed from the opponent. A nos will stay activated as long as you are in range and pull cap when the cap level condition is met, so keep it running every time a target is in range as there is no downside. | ||
The caveat on only actively nosing when your own cap is lower | The caveat on only actively nosing when your own cap is lower than your opponent's mean that a NOS is highly likely to be effective when fighting bigger ships than yours, but not likely to work when fighting smaller ships. | ||
A Nos is easier to effectively employ in a gang situation with multiple targets. While neuting your main target you nos an alternative target (ideally a bigger ship than you) and they spend the fight donating cap which is helping to destroy their fleet mate! Properly employed this synergy between neuts and nos is extremely important. | |||
A Nos is easier to effectively employ in a gang situation with multiple targets. While neuting your main target you nos an alternative target and they spend the fight donating cap which is helping to destroy their fleet mate! Properly employed this synergy between neuts and nos is extremely important. | |||
Nos are extremely useful modules in certain circumstances but they require a little more planning and their tactical employment is a little trickier than that of neuts. | Nos are extremely useful modules in certain circumstances but they require a little more planning and their tactical employment is a little trickier than that of neuts. | ||
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