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Capacitor warfare: Difference between revisions

From EVE University Wiki
Djavin novienta (talk | contribs)
Overview: Revised section.
Djavin novienta (talk | contribs)
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Like most systems in EVE, capacitor warfare has setups against which it is inherently limited. Projectile turrets do not require capacitor to operate, and passive shield tanks continue to function without capacitor expenditure. When capacitor warfare is anticipated, pilots will often place more emphasis on heavy buffer tanks, which increases their survival time enough to possibly either destroy the neutralizer or call for reinforcements. With that said, capacitor is involved in every engagement – PvE or PvP – and thus capacitor warfare can threaten the capabilities of every ship in the game, whether through disabling weapons, support modules, or even warping to escape.
Like most systems in EVE, capacitor warfare has setups against which it is inherently limited. Projectile turrets do not require capacitor to operate, and passive shield tanks continue to function without capacitor expenditure. When capacitor warfare is anticipated, pilots will often place more emphasis on heavy buffer tanks, which increases their survival time enough to possibly either destroy the neutralizer or call for reinforcements. With that said, capacitor is involved in every engagement – PvE or PvP – and thus capacitor warfare can threaten the capabilities of every ship in the game, whether through disabling weapons, support modules, or even warping to escape.


=How Destabilizers, Vampires, and Neutralizer Drones Work=
TL;DR this is the boring numbers part; skip this section if you don't care about the fine print.
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==General Principles==
==General Principles==


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Understanding this information we can discuss the particulars of how the individual capacitor warfare systems work.   
Understanding this information we can discuss the particulars of how the individual capacitor warfare systems work.   
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==Energy Neutralizers==
==Energy Neutralizers==
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**Long cycle time
**Long cycle time
**Relatively short ranges (improves with module size)
**Relatively short ranges (improves with module size)
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Here is screenshot of the attributes of the meta 0 heavy neut:
Here is screenshot of the attributes of the meta 0 heavy neut:


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All neutralizers have a similar set of attributes.  The different sizes of neutralizer differ significantly, but for each size tier they are fairly consistent across meta levels.  Aside from 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 energy 'cost' to neutralize is consistent (<font color=lightblue>45 GJ</font> for small, <font color=lightblue>150 GJ</font> for medium, and <font color=lightblue>500 GJ</font> for heavy).  Therefore, at each size higher meta modules are more efficient: meta 0 modules destabilize as much as their activation cost (100% efficiency), and it trends up to meta 5 (tech II) and higher modules at 120% efficiency.  Using the heavy neut example, a Tech II neut would neutralize 600 GJ with its 500 GJ activation cost.  The cycle time is also consistent (<font color=lightblue>6 seconds</font> for small neuts, <font color=lightblue>12 seconds</font> for medium, and <font color=lightblue>24 seconds</font> seconds for heavy) and the 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>.
All neutralizers have a similar set of attributes.  The different sizes of neutralizer differ significantly, but for each size tier they are fairly consistent across meta levels.  Aside from 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 energy 'cost' to neutralize is consistent (<font color=lightblue>45 GJ</font> for small, <font color=lightblue>150 GJ</font> for medium, and <font color=lightblue>500 GJ</font> for heavy).  Therefore, at each size higher meta modules are more efficient: meta 0 modules destabilize as much as their activation cost (100% efficiency), and it trends up to meta 5 (tech II) and higher modules at 120% efficiency.  Using the heavy neut example, a Tech II neut would neutralize 600 GJ with its 500 GJ activation cost.  The cycle time is also consistent (<font color=lightblue>6 seconds</font> for small neuts, <font color=lightblue>12 seconds</font> for medium, and <font color=lightblue>24 seconds</font> seconds for heavy) and the 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>.
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{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
|+ Stats for Small Neuts<small><font color=gray>'' - Last verified: January 2017''</font></small>
|+ Stats for Small Neuts<small><font color=gray>'' - Last verified: January 2017''</font></small>
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|| Deadspace || 14 || Corpii A-Type Small Energy Neutralizer    || <font color=lightblue>6 sec</font> || <font color=lightgreen>9000 m</font>  || <font color=lightgreen>4500 m</font>  || <font color=lightblue>45 GJ</font> || <font color=red>55 GJ</font> || 122% || 9.2 GJ/s || 11 MW || 10 tf
|| Deadspace || 14 || Corpii A-Type Small Energy Neutralizer    || <font color=lightblue>6 sec</font> || <font color=lightgreen>9000 m</font>  || <font color=lightgreen>4500 m</font>  || <font color=lightblue>45 GJ</font> || <font color=red>55 GJ</font> || 122% || 9.2 GJ/s || 11 MW || 10 tf
|}
|}
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{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
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|| Deadspace || 16 || Corpus X-Type Heavy Energy Neutralizer    || <font color=lightblue>24 sec</font> || <font color=lightgreen>32 km</font> || <font color=lightgreen>16 km</font>  || <font color=lightblue>500 GJ</font> || <font color=red>600 GJ</font> || 120% || 25.0 GJ/s || 2800 MW || 40 tf
|| Deadspace || 16 || Corpus X-Type Heavy Energy Neutralizer    || <font color=lightblue>24 sec</font> || <font color=lightgreen>32 km</font> || <font color=lightgreen>16 km</font>  || <font color=lightblue>500 GJ</font> || <font color=red>600 GJ</font> || 120% || 25.0 GJ/s || 2800 MW || 40 tf
|}
|}
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Effectiveness Falloff works by reducing the effectiveness of the module when in falloff range. The formula is the same as gun falloff:
Effectiveness Falloff works by reducing the effectiveness of the module when in falloff range. The formula is the same as gun falloff:
*at 100% Optimal + 0% Falloff = 100% Effectiveness
*at 100% Optimal + 0% Falloff = 100% Effectiveness
*at 100% Optimal + 100% Falloff = 50% Effectiveness (approximately)
*at 100% Optimal + 100% Falloff = 50% Effectiveness (approximately)
*at 100% Optimal + 200% Falloff = 6% Effectiveness (approximately)
*at 100% Optimal + 200% Falloff = 6% Effectiveness (approximately)
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With these capabilities in mind and a victi... er... target located, the neut can be put into action.
With these capabilities in mind and a victi... er... target located, the neut can be put into action.
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If you activate the module on a target, the '''Activation Cost''' will immediately be deducted from your capacitor and the '''Neutralization Amount''' (modified, if in falloff range) will be immediately deducted from the target's capacitor.  This will be repeated each cycle time for as long as you have the neut activated.  Pretty simple, right?
If you activate the module on a target, the '''Activation Cost''' will immediately be deducted from your capacitor and the '''Neutralization Amount''' (modified, if in falloff range) will be immediately deducted from the target's capacitor.  This will be repeated each cycle time for as long as you have the neut activated.  Pretty simple, right?


The important thing to remember is that your goal is to cap out your opponent and that you need to use enough neutralization to overcome the peak recharge rate of their capacitor.  Yes, if you neut less then that amount you will make it harder for them to run [[Capacitor_Management_101#What_is_.22cap_stable.22.3F_Do_I_want_it.3F|cap stable]], but likely you would be a more efficient killing machine using that high slot for something else if that is all you are accomplishing.  What this boils down to is that you don't use a small neut on an Apoc and expect to accomplish anything.  The basic rule of thumb is that a good capacitor warfare setup has a neutralization rate MUCH higher than any conceivable recharge rate.  You want to cap out your opponent quickly and then have an easy way to keep the other pilot running on empty.
The important thing to remember is that your goal is to cap out your opponent and that you need to use enough neutralization to overcome the peak recharge rate of their capacitor.  Yes, if you neut less then that amount you will make it harder for them to run [[Capacitor_Management_101#What_is_.22cap_stable.22.3F_Do_I_want_it.3F|cap stable]], but likely you would be a more efficient killing machine using that high slot for something else if that is all you are accomplishing.  What this boils down to is that you don't use a small neut on an Apoc and expect to accomplish anything.  The basic rule of thumb is that a good capacitor warfare setup has a neutralization rate MUCH higher than any conceivable recharge rate.  You want to cap out your opponent quickly and then have an easy way to keep the other pilot running on empty.
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==Energy Nosferatu (Energy Vampires)==
==Energy Nosferatu (Energy Vampires)==
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All nosferatus have a similar set of attributes.  The different sizes of nosteratus differ significantly, but for each size tier they are fairly consistent across meta levels.  Aside from fitting consideration, the only attributes that change from meta 0 all the way to commander modules is the range and the amount of energy transferred to you.  The cycle time is consistent (<font color=lightblue>3 seconds</font> for small nos, <font color=lightblue>6 seconds</font> for medium, and <font color=lightblue>12 seconds</font> for heavy).  Small nos 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>.  The optimal ranges for all the modules from meta 0 to the highest are between: small from <font color=lightgreen>4,000m - 8,000m</font>; medium from <font color=lightgreen>8,000m - 16,500m</font>; and heavy from <font color=lightgreen>16,000m - 32,000m</font>.
All nosferatus have a similar set of attributes.  The different sizes of nosteratus differ significantly, but for each size tier they are fairly consistent across meta levels.  Aside from fitting consideration, the only attributes that change from meta 0 all the way to commander modules is the range and the amount of energy transferred to you.  The cycle time is consistent (<font color=lightblue>3 seconds</font> for small nos, <font color=lightblue>6 seconds</font> for medium, and <font color=lightblue>12 seconds</font> for heavy).  Small nos 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>.  The optimal ranges for all the modules from meta 0 to the highest are between: small from <font color=lightgreen>4,000m - 8,000m</font>; medium from <font color=lightgreen>8,000m - 16,500m</font>; and heavy from <font color=lightgreen>16,000m - 32,000m</font>.
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<br>
{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
|+ Stats for Small Nosferatu<small><font color=gray>'' - Last verified: January 2017''</font></small>
|+ Stats for Small Nosferatu<small><font color=gray>'' - Last verified: January 2017''</font></small>
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|| Deadspace || 14 || Corpii A-Type Small Energy Nosferatu || <font color=lightblue>2.5 sec</font> || <font color=lightgreen>9000 m</font>  || <font color=lightgreen>4500 m</font>  || <font color=red> 10 GJ</font> || 4 GJ/s  || 11 MW || 15 tf
|| Deadspace || 14 || Corpii A-Type Small Energy Nosferatu || <font color=lightblue>2.5 sec</font> || <font color=lightgreen>9000 m</font>  || <font color=lightgreen>4500 m</font>  || <font color=red> 10 GJ</font> || 4 GJ/s  || 11 MW || 15 tf
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|}
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{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
|+ Stats for Medium Nosferatu<small><font color=gray>'' - Last verified: January 2017''</font></small>
|+ Stats for Medium Nosferatu<small><font color=gray>'' - Last verified: January 2017''</font></small>
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|| Deadspace || 14 || Corpum A-Type Medium Energy Nosferatu || <font color=lightblue>5 sec</font> || <font color=lightgreen>16.5 km</font> || <font color=lightgreen>8250 m</font>  || <font color=red> 36 GJ</font> || 7.2 GJ/s || 228 MW || 25 tf
|| Deadspace || 14 || Corpum A-Type Medium Energy Nosferatu || <font color=lightblue>5 sec</font> || <font color=lightgreen>16.5 km</font> || <font color=lightgreen>8250 m</font>  || <font color=red> 36 GJ</font> || 7.2 GJ/s || 228 MW || 25 tf
|}
|}
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{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
{| class="wikitable" style="text-align:left; font-size:90%; margin: 1em auto 1em auto;"
|+ Stats for Heavy Nosferatu<small> (excluding Officer modules)<font color=gray>'' - Last verified: January 2017''</font></small>
|+ Stats for Heavy Nosferatu<small> (excluding Officer modules)<font color=gray>'' - Last verified: January 2017''</font></small>
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|| Deadspace || 16 || Corpus X-Type Heavy Energy Nosferatu || <font color=lightblue>10 sec</font> || <font color=lightgreen>32 km</font> || <font color=lightgreen>16 km</font>  || <font color=red> 120 GJ</font> || 12 GJ/s || 2800 MW || 50 tf
|| Deadspace || 16 || Corpus X-Type Heavy Energy Nosferatu || <font color=lightblue>10 sec</font> || <font color=lightgreen>32 km</font> || <font color=lightgreen>16 km</font>  || <font color=red> 120 GJ</font> || 12 GJ/s || 2800 MW || 50 tf
|}
|}
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Effectiveness Falloff works by reducing the effectiveness of the module when in falloff range. The formula is the same as gun and neut falloff:
Effectiveness Falloff works by reducing the effectiveness of the module when in falloff range. The formula is the same as gun and neut falloff:
*at 100% Optimal + 0% Falloff = 100% Effectiveness
*at 100% Optimal + 0% Falloff = 100% Effectiveness
*at 100% Optimal + 100% Falloff = 50% Effectiveness (approximately)
*at 100% Optimal + 100% Falloff = 50% Effectiveness (approximately)
*at 100% Optimal + 200% Falloff = 6% Effectiveness (approximately)
*at 100% Optimal + 200% Falloff = 6% Effectiveness (approximately)
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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 much 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.
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 much 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.


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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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==Energy Neutralizing Drones==
==Energy Neutralizing Drones==
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So knowing this approximate effectiveness together with the strengths, such as great range, and weaknesses, such as vulnerability, neuting drones are comparable to TD or RSD drones.
So knowing this approximate effectiveness together with the strengths, such as great range, and weaknesses, such as vulnerability, neuting drones are comparable to TD or RSD drones.
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=Support to Capacitor Warfare=
=Support to Capacitor Warfare=