Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Capacitor warfare: Difference between revisions

From EVE University Wiki
Rynnik (talk | contribs)
Rynnik (talk | contribs)
Line 152: Line 152:
There is no falloff and unless you are within the max neut range you will not be able to activate the module.  If you are within range of a target and activate the neut the activation cost will immediately be deducted from your capacitor and the destabilized amount will be instantly deducted from the target's capacitor.  Each cycle time if still within range this will be repeated for as long as you have capacitor to run it.  Pretty simple, right?
There is no falloff and unless you are within the max neut range you will not be able to activate the module.  If you are within range of a target and activate the neut the activation cost will immediately be deducted from your capacitor and the destabilized amount will be instantly deducted from the target's capacitor.  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 you need to use a large enough neutralizer to overcome the peak recharge rate of their capacitor in order not to be more or less wasting your time.  Yes, you will make it harder for them to run [http://www.eve-ivy.com/wiki/index.php?title=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.
The important thing to remember is that your goal is to 'cap out' your opponent and that you need to use a enough neutralization to overcome the peak recharge rate of their capacitor.  Yes, you will make it harder for them to run [http://www.eve-ivy.com/wiki/index.php?title=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. The basic rule of thumb is that a good Cap Warfare setup has a neutralization rate MUCH higher than any concievable recharge rate.  You want to cap out your opponent quickly and then have an easy way to keep the other pilot running on empty.
 
So you want: Neutralization Rate > opponent recharge rate in GJ/S
 
And Neutralization Rate is defined as: ((Energy Neutralized in GJ)/(Activation Time in seconds))
 
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. But the basic rule of thumb is that a good Cap Warfare setup has a neutralization rate MUCH higher than any concievable recharge rate.  You want to cap out your opponent quickly and then have an easy way to keep the other pilot running on empty.
<br>
<br>
<br>
<br>