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Capacitor warfare: Difference between revisions

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Djavin novienta (talk | contribs)
Djavin novienta (talk | contribs)
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When activating an Energy Neutralizer on a target, the activation cost will immediately be deducted from the neutralizer's 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 the neut is activated.
When activating an Energy Neutralizer on a target, the activation cost will immediately be deducted from the neutralizer's 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 the neut is activated.


==Energy Nosferatu (Energy Vampires)==
==Energy Nosferatu==


Energy Vampires - ie. the assortment of Nosferatus (Nos) remove small amounts of cap, but instead of costing your own cap to do this they will actually give you the cap your opponent lost. Because of the huge potential of being able to hurt a target while only aiding yourself there are several rather severe limitations on these modules.
Energy Nosferatu (also called "'''nos'''" or "'''Energy Vampires'''") remove small amounts of capacitor from their target and use it to recharge the user's capacitor, and cycle more quickly than Energy Neutralizers. However, Energy Nosferatu are far more restricted in their effectiveness due to the double upside inherent in their use. Energy Nosferatu share the limited range of Energy Neutralizers, and drain much less capacitor. Most importantly, Energy Nosferatu only transfer capacitor when the user's capacitor is less than the target's capacitor. This is measured in terms of absolute capacitor amount, ''not'' capacitor percentage, e.g. a capacitor with 120 GJ of capacitor will always be able to transfer capacitor from a ship with 2000 GJ, regardless of what percentage of each ship's capacitor those amounts represent.
*Strengths
**Amount of cap removed from the target is transferred to you
**Quick cycle time
*Weaknesses
**Only transfers cap when your capacitor charge is below that of the target.
**Relatively short ranges (improves with module size)
**Removes much less cap than neutralizers and require more CPU to fit
<br>
Here is screenshot of the attributes of the meta 0 heavy nos:


[[image:Heavynos.jpg]]
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 the user.
 
* 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).
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>.
* 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 - 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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Effectiveness Falloff works by reducing the effectiveness of the module when in falloff range. The formula is the same as gun and neut falloff:
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
*at 100% Optimal + 200% Falloff = 6% Effectiveness (approximately)
*at 100% Optimal + 200% Falloff = ~6% effectiveness
 
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.
 
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 targetsWhile neuting your main target, you Nos an alternative target (ideally a bigger ship than yours) 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.
When within range of a target, and the target's capacitor amount (not percentage) is higher than your cap amount, then an activated Nosferatu acts much like a neutThe difference is that the transfer amount is added to the user's capacitor and removed from the target's capacitor.  A nos will stay activated as long as the target is in range and pull cap when the cap level condition is met, so there is no downside to keeping a Nosferatu activated at all times. The primary caveat to using Nosferatu is that a nos is highly likely to be effective when fighting bigger targets, but not likely to work when fighting smaller targets.  


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.
A Nos is easier to effectively employ in a gang situation with multiple targets.  While neuting the main target, a pilot can nos an alternative target (ideally a bigger ship) to maintain the Nosferatu's effectiveness. Properly employed, this synergy between neuts and nos is extremely effective.


==Energy Neutralizing Drones==
==Energy Neutralizing Drones==