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 947: Line 947:
|info=The Curse is the undisputed king of cap warfare.  Its range bonuses allow its hefty neuting capacity to reach out to an obscene range.  This synergizes well with the standard Amarr TD bonus allowing excellent mitigation of any turret boat DPS, and the standard drone bonus gives cap free, high slot free, selectable and flexible DPS/utility.
|info=The Curse is the undisputed king of cap warfare.  Its range bonuses allow its hefty neuting capacity to reach out to an obscene range.  This synergizes well with the standard Amarr TD bonus allowing excellent mitigation of any turret boat DPS, and the standard drone bonus gives cap free, high slot free, selectable and flexible DPS/utility.


Expect to be called primary in this ship, as it is universally recognized as a huge force multiplier.  No one wants to fight a curse solo as the various advantages allow control of the fights to always stay within the grasp of a decent Curse pilot, and no one likes feeling useless and impotent for the duration of a fight.
Expect to be called primary in this ship when flying in gangs; this ship is universally recognized as a huge force multiplier.  No one wants to fight a  
Curse solo as the various advantages allows control of the fight to stay within grasp of a decent Curse pilot, and no one likes feeling useless and impotent for the duration of a fight.


The most common flavour is a shield tanked curse due to the six mid slots and the desire to be able to have flexibilty with speed and therefore control range.  Armour Curses are ridiculed by some but in gangs, as support, backed up with Guardian logistics they are incredible additions to the capabilities of the fleet. Curses are a great counter to logistics chains, both for RRBS and logistics ships themselves, and the added pressure of curses neuts can mitigate or neutralize any practical cap transfer to keep those RR setups running.
The most common flavour is a shield tanked curse due to the six mid slots and the desire to be able to have the flexibilty of speed and the ability to range.  Armour Curses are ridiculed by some but as gang support, backed up with Guardian logistics, they are incredible additions to the capabilities of the fleet. Curses are a great counter to logistics chains, both for RRBS and logistics ships themselves, and the added pressure of their neuts can mitigate or neutralize any practical cap transfer setup.


This is a ship that really needs its applicable command skill to V to be fully functional. The effectiveness of various small and medium neuts and nos on this hull with all skills V are in the tables below.
This is a ship that really needs its applicable command skill to V to be fully functional. The effectiveness of various small and medium neuts and nos on this hull with all skills V are in the tables below.