More actions
→Rigs: Removed mention of defunct module. |
→Capacitor Warfare and PvE: Revised section. |
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The Egress Port Maximizer rigs decrease the capacitor use of all energy weapon modules. The Tech I rig reduces activation cost by 15%, and the Tech II by 20%. More than one rig can be used, but because of stacking penalties, the effects get lower as more rigs are added. | The Egress Port Maximizer rigs decrease the capacitor use of all energy weapon modules. The Tech I rig reduces activation cost by 15%, and the Tech II by 20%. More than one rig can be used, but because of stacking penalties, the effects get lower as more rigs are added. | ||
=Capacitor | ==Capacitor warfare and PvE== | ||
NPCs | Energy Neutralizers have no effect on NPCs, and they never run out of capacitor, so ships fit for PvE should never be fit with Energy Neutralizers. It is possible to drain capacitor from NPCs using an Energy Nosferatu, but there are reports that there is a limit to the total amount of capacitor that can be drained from a single NPC. Energy Nosferatu will always successfully drain capacitor when used against an NPC, no matter what its size. | ||
The use of | The use of capacitor warfare in PvE is not common, and not much has been published on the matter. It has been reported that the use of Neutralizers, neutralizing drones, or nos on NPCs will result in a chance of disrupting both shield or armor repairing by the NPC. The chance of disrupting repairs seem to increase with the size of the modules and decrease with the size of the NPC ship. So using a heavy neut on a frigate NPC should have a very high chance of stopping any repairs. Likewise using a small nos on a battleship NPC will have little to no effect on stopping repairs. | ||
=Capacitor Warfare and PvP= | =Capacitor Warfare and PvP= | ||