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=How Destabilizers, Vampires, and Neutralizer Drones Work= | =How Destabilizers, Vampires, and Neutralizer Drones Work= | ||
TL;DR skip this section if you don't care about the fine print | 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== | ||
Capacitor warfare can only be understood if you first understand capacitors. Capacitors are a self recharging resource with a [[Capacitor Recharge Rate]] that changes relative to the level of the capacitor. The 'peak' recharge takes place at 25% with the recharge rate decreasing from either side of this peak. Therefore, the rate of recharge is lowest when the capacitor is full (100%) or empty (0%). Shield tankers should inherrently understand this principle as it is the same recharge mechanism as shields use. EVE university folks are lucky to have access to the [[Capacitor Management 101]] class that Neville Smit teaches. | |||
Since capacitor warfare deals in the removal of capacitor it works in opposition to the recharge rate. | Since capacitor warfare deals in the removal of capacitor it works in opposition to the recharge rate. Since the recharge rate is lowest at 100% and 0%, capacitor warfare will have the greatest effect (defined as amount of cap removed over the time of a cycle) at these levels. The cap will be removed in a 'chunk' each cycle and will start being refilled by the recharge rate until the next chunk is removed. Capacitor warfare will have the least effect at peak recharge as the amount of cap removed will be countered by the highest recharge the capacitor is capable of. Therefore, we know that it is more difficult to cap out an enemy than it is to keep them capped out - ie. you may have three neuts on them to drain their cap as quickly as possible but only need 1 to keep them capped out. (Incidentally when selecting cap booster charges you always want to select a charge at least 25% of the size of your capacitor to push you instantly to the 'good' side of your peak recharge rate.) | ||
Understanding this information we can discuss the particulars of how the individual capacitor warfare systems work. | |||
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==Energy Destabilizers== | ==Energy Destabilizers== | ||
Energy Destabilizers - ie the assortment of Neutralizers (Neuts) are the heavy hitters of cap warfare. They can remove | Energy Destabilizers - ie. the assortment of Neutralizers (Neuts) are the heavy hitters of cap warfare. They can remove large amounts of cap and leave an enemy capped out faster than any other form of cap warfare. | ||
*Strengths | *Strengths | ||
**Neutralizes large portions of the enemies capacitor every cycle | **Neutralizes large portions of the enemies capacitor every cycle | ||
*Weaknesses | *Weaknesses | ||
**Requires large amounts of | **Requires large amounts of capacitor to activate | ||
**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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Stats for | Stats for Heavy Neuts 0 - 6 meta level, meta 8 (faction) and meta 14 (commander) example | ||
{| border="1" | {| border="1" | ||
! Meta Level !! Name !! Cycle Time !! Range !! Energy Cost !! Energy Neuted !! Neut Efficiency !! Neuting per Sec | ! Meta Level !! Name !! Cycle Time !! Range !! Energy Cost !! Energy Neuted !! Neut Efficiency !! Neuting per Sec | ||
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With these capabilities in mind | With these capabilities in mind and a victi... er... target located, the neut can be put into action. | ||
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 | 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 the activation cost will immediately be deducted from your capacitor and the destabilized amount will be immediately deducted from the target's capacitor. Each cycle time if still within range this will be repeated 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, 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 | 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 Vampires== | ==Energy Vampires== | ||
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 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. | ||
*Strengths | *Strengths | ||
**Amount of cap removed from the target is transferred to you | **Amount of cap removed from the target is transferred to you | ||
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**Relatively short ranges (improves with module size) | **Relatively short ranges (improves with module size) | ||
**Removes much less cap than neutralizers and require more CPU to fit | **Removes much less cap than neutralizers and require more CPU to fit | ||
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Here is screenshot of the attributes of the meta 0 heavy nos: | Here is screenshot of the attributes of the meta 0 heavy nos: | ||
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If you are within range of a target, and your cap is lower as a percentage than the cap of that target then an activated nos acts 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 as a percentage means that the key offensive element of capping out your opponent specifically requires you to be capped out as well. Even if this was not the case the low amounts of energy actually removed from a target while using a nosferatu makes it too slow to practically cap out an opponent using these modules. These severe limitations mean nos require a different methodology than neuts and should be considered as a more defensive form of | The caveat on only actively nosing when your own cap is lower as a percentage means that the key offensive element of capping out your opponent specifically requires you to be capped out as well. Even if this was not the case the low amounts of energy actually removed from a target while using a nosferatu makes it too slow to practically cap out an opponent using these modules. These severe limitations mean nos require a different methodology than neuts and should be considered as a more defensive form of capacitor warfare. | ||
Employment as a highslot cap recharger can be very useful for high cap usage fits (often multiple shield booster / armour repping fits will include a nos). They can also be employed in combination with neuts which are obviously cap intensive to run. If you are using a meta 0 medium neut on a cruiser against a BS, and 150 GJ is 25% percent of your capacitor but only 10% of your targets capacitor, a nos will run since your neut is hurting your cap as a percentage more than it is the targets for as long as that situation lasts. So it has the double effect of helping to directly cap out this target with a much larger capacitor by removing those additional small amounts of cap while also helping to keep your neut running. Alternatively, a highly bonused ship like a max skilled Curse will remove a much greater amount of cap then it will cost, so that percentage wise | Employment as a highslot cap recharger can be very useful for high cap usage fits (often multiple shield booster / armour repping fits will include a nos). They can also be employed in combination with neuts which are obviously cap intensive to run. If you are using a meta 0 medium neut on a cruiser against a BS, and 150 GJ is 25% percent of your capacitor but only 10% of your targets capacitor, a nos will run since your neut is hurting your cap as a percentage more than it is the targets for as long as that situation lasts. So it has the double effect of helping to directly cap out this target with a much larger capacitor by removing those additional small amounts of cap while also helping to keep your neut running. Alternatively, a highly bonused ship like a max skilled Curse will remove a much greater amount of cap then it will cost, so that percentage wise a nos will not be able to run on that same target. | ||
A Nos is | A Nos is easier to effectively employ in a gang situation with multiple targets. While neuting your main target you nos an alternative target 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. | ||
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. | ||