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[[image:Heavyneut.jpg]] | [[image:Heavyneut.jpg]] | ||
Generally all neutralizers will have a similar set of attributes. The different sizes of neutralizer differ significantly, but they all fairly consistent across meta levels. Besides fitting considerations, the only attributes that change from meta 0 all the way to | Generally all neutralizers will have a similar set of attributes. The different sizes of neutralizer differ significantly, but they all fairly consistent across meta levels. Besides fitting considerations, the only attributes that change from meta 0 all the way to commander modules is the range and the amount of energy neutralized. The cycle time is consistent (6 seconds for small neuts, 12 seconds for medium, and 24 seconds for heavy) as well as the energy 'cost' to neutralize (45 for small, 150 for medium, and 500 for heavy). Accordingly, at each size higher meta modules are more efficient with meta 0 modules destabilizing as much as their activation cost (100% efficiency) up to meta 5 (tech II) and higher modules at 120% efficiency. The range for modules from meta 0 to the highest are: small from 5,250m - 7,350m; medium from 10,500m - 14,000m; and heavy from 21,000m - 39,200m. | ||
So if you are within range of a target and activate an energy neutralizer the activation cost will immediately be deducted from your capacitor and the neutralization amount will be deducted from the targets capacitor (test and verify). Each cycle time if still within range this will be repeated for as long as you have | So if you are within range of a target and activate an energy neutralizer the activation cost will immediately be deducted from your capacitor and the neutralization amount will be deducted from the targets capacitor (test and verify). Each cycle time if still within range this will be repeated for as long as you have capacitor to run it. Pretty simple, right? | ||
The important thing to remember is that your goal is to 'cap out' your opponent and that their capacitor will [[Capacitor Recharge Rate|continuously be recharging]]. So if you are not using a large enough neutralizer to overcome the peak recharge rate of their capacitor you are more or less wasting your time. Yes, you will make it harder for them to run cap stable, but likely you would be more | The important thing to remember is that your goal is to 'cap out' your opponent and that their capacitor will [[Capacitor Recharge Rate|continuously be recharging]]. So if you are not using a large enough neutralizer to overcome the peak recharge rate of their capacitor you are more or less wasting your time. Yes, you will make it harder for them to run cap stable, but likely you would be more efficient using that high slot for something else if that is all you are accomplishing. | ||
So you want: Neutralization Rate which is ((Energy Neutralized in GJ)/(Activation Time in seconds)) > | So you want: Neutralization Rate which is ((Energy Neutralized in GJ)/(Activation Time in seconds)) > opponent recharge rate in GJ/S | ||
The delta is the rate at which you will cap out your target. Remember however, that the recharge rate varies with the percentage of remaining cap so that in fact your neutralizing effectiveness will be highest when the | The delta is the rate at which you will cap out your target. Remember however, that the recharge rate varies with the percentage of remaining cap so that in fact your neutralizing effectiveness will be highest when the opponents capacitor is closest to 0% and 100%. (I will leave the math and actual formula out of this guide) This means that it is easier to keep someone cap drained than it is to drain them in the first place. This is an important factor in the fighting and fitting section of this guide. | ||
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===Energy Vampires=== | |||
==Capacitor Warfare and PvE== | ==Capacitor Warfare and PvE== | ||