Capacitor warfare

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This page should be updated due to game changes.
Reason: Nos module names and statistics need to be updated according to the Dec 2015 Neut/Nos tiericide.
Text should be reviewed. Neuts and Nos stats have been updated (Jan, 2017).
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Capacitor warfare describes the use of various offensive modules or drones to disable hostile player ships by draining their capacitor, thereby rendering them unable to use modules which rely on capacitor to function. Modules that drain capacitor are known as "energy weapons" (not to be confused with energy turrets, the Amarr racial turret weapon) and are affected by Icon skillbook2.png Capacitor Emission Systems.

Many players have probably heard the phrase "cap is life" during their time in New Eden. There are many reasons why this is true, and each one is also a reason why capacitor warfare can be effective. Capacitor is necessary for maintaining active tanks, directly feeds energy and hybrid turrets, and fully powers offensive mid slot modules, including all electronic warfare modules and propulsion systems. Thus, an enemy without capacitor is an enemy with few options, which means ships with capacitor warfare capabilities often dictate the flow of the battle.

While capacitor warfare is technically a type of electronic warfare, it is generally discussed separately due to how much it differs from the more well-known forms. Capacitor warfare has bee rebalanced several times in the history of EVE, and has experienced periods of being extremely powerful and comparatively weak. Regardless of its relative power, however, it is a viable tactic that can be used to great effect when used properly.

Overview

Capacitor warfare can be accomplished in a few ways:

  • Energy Neutralizers ("neuts") - Drains large amounts of enemy capacitor and consumes user capacitor. High slot modules of various sizes and meta levels.
  • Energy Nosferatu ("vampires", "nos") - Drains small amounts of enemy capacitor and restores user capacitor (with restrictions). High slot modules of various sizes and meta levels.
  • Energy Neutralizer Drones - Light, medium, and heavy drones based on Amarr combat drones.

All capacitor warfare systems affect the target's capacitor in the same way, removing a given amount of capacitor each cycle, "damaging" the capacitor in much the same way that conventional weapons damage hit points. This effect can be mitigated by neutralizer resistance granted by some modules.

Capacitor warfare modules are very different from the more well-known EWAR modules. Energy Neutralizers and Nosferatu are high slot modules with a very short range compared to conventional weaponry. When used on ships with bonuses to energy weapon range or strength, they can even serve as the ship's primary weapon system, often taking the place of turrets or missiles that could otherwise be fitted. They are also often fitted in utility high slots (high slots beyond the number of allowed turrets or launchers) to supplement combat effectiveness or aid capacitor stability. Because they do not deal any damage to hit points, ships using energy weapons often utilize drones to deal damage.

Capacitor warfare drones are substantially weaker than all but the smallest Energy Neutralizers, and operate in the same manner as other drones. They are rarely used do to their limited effectiveness, but are sometimes deployed by ships heavily specialized in capacitor warfare as part of a fleet, when the neutralizing ship has backup to deal damage.

Like most systems in EVE, capacitor warfare has setups against which it is inherently limited. Projectile turrets do not require capacitor to operate, and passive shield tanks continue to function without capacitor expenditure. When capacitor warfare is anticipated, pilots will often place more emphasis on heavy buffer tanks, which increases their survival time enough to possibly either destroy the neutralizer or call for reinforcements. With that said, capacitor is involved in every engagement – PvE or PvP – and thus capacitor warfare can threaten the capabilities of every ship in the game, whether through disabling weapons, support modules, or even warping to escape.

General Principles

Understanding capacitor warfare requires an understanding of capacitor mechanics. Capacitors are a self-recharging resource measured in gigajoules (GJ), with a capacitor recharge rate determined both by the specific ship and the percentage level of the capacitor, measured in gigajoules per second (GJ/sec). The 'peak' recharge rate occurs at 25% capacity, with the recharge rate sharply decreasing below this amount, and more gradually decreasing above it. Therefore, the rate of recharge is lowest when the capacitor is full (100%) or empty (0%). This is the same principle that governs the recharge rate of shields, though the values are slightly different.

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 relative effect at these levels. Capacitors recharge continuously over time, while energy weapons remove capacitor in chunks at the end of the weapon cycle. Energy weapons removed a base amount of capacitor per cycle, but their effectiveness is often also expressed in GJ/sec to facilitate easier comparison to the target's recharge rate. Capacitor warfare will have the smallest relative effect at peak recharge, as the amount of capacitor removed will be countered by the highest recharge rate the target's capacitor is capable of. Thus, it is often more difficult to "cap out" a target than it is to keep them capped out, i.e. it may require three neuts on a target to drain their capacitor as quickly as possible, but once fully depleted only one may be required to keep their capacitor empty. Because of this, it is recommended that ships utilizing cap boosters us charges that will bring their capacitor to 25%, so that maximum recharge is reached after each booster cycle.

Energy Neutralizers

Energy Neutralizers ("Neuts", also formerly called Energy Destabilizers) are the heavy hitters of capacitor warfare. They can remove large amounts of cap and leave an enemy capped out faster than any other form of cap warfare.

  • Strengths
    • Neutralizes large portions of the enemies capacitor every cycle
  • Weaknesses
    • Requires large amounts of capacitor to activate
    • Long cycle time
    • Relatively short ranges (improves with module size)

Here is screenshot of the attributes of the meta 0 heavy neut:

Heavyneut.jpg

All neutralizers have a similar set of attributes. The different sizes of neutralizer differ significantly, but for each size tier they are fairly consistent across meta levels. Aside from fitting considerations, the only attributes that change from meta 0 all the way to commander modules is the range and the amount of energy neutralized. The energy 'cost' to neutralize is consistent (45 GJ for small, 150 GJ for medium, and 500 GJ for heavy). Therefore, at each size higher meta modules are more efficient: meta 0 modules destabilize as much as their activation cost (100% efficiency), and it trends up to meta 5 (tech II) and higher modules at 120% efficiency. Using the heavy neut example, a Tech II neut would neutralize 600 GJ with its 500 GJ activation cost. The cycle time is also consistent (6 seconds for small neuts, 12 seconds for medium, and 24 seconds seconds for heavy) and the optimal range for modules from meta 0 to the highest are: small from 4,000m - 9,000m; medium from 8,000m - 16,500m; heavy from 16,000m - 32,000m; and capital from 30,000m - 40,000m.

Stats for Small Neuts - Last verified: January 2017
Meta
Group
Meta
Level
Name Cycle
Time
Optimal
Range
Effectiveness
Falloff
Activation
Cost
Neutralization
Amount
Neut
Efficiency
Neuting
per Sec (GJ)
Powergrid
Usage
CPU
usage
Tech I 0 Small Energy Neutralizer I 6 sec 4000 m 2000 m 45 GJ 45 GJ 100% 7.5 GJ/s 8 MW 10 tf
Tech I 1 Small Gremlin Compact Energy Neutralizer 6 sec 4000 m 2000 m 45 GJ 50 GJ 111% 8.3 GJ/s 7 MW 8 tf
Tech I 1 Small Infectious Scoped Energy Neutralizer 6 sec 4500 m 2250 m 45 GJ 50 GJ 111% 8.3 GJ/s 8 MW 10 tf
Tech II 5 Small Energy Neutralizer II 6 sec 5000 m 2500 m 45 GJ 55 GJ 122% 9.2 GJ/s 10 MW 10 tf
Storyline 6 Small 'Caltrop' Energy Neutralizer 6 sec 5000 m 2500 m 45 GJ 55 GJ 122% 9.2 GJ/s 7 MW 8 tf
Faction 8 Ammatar Navy Small Energy Neutralizer 6 sec 6000 m 3000 m 45 GJ 55 GJ 122% 9.2 GJ/s 8 MW 10 tf
Faction 8 Dark Blood Small Energy Neutralizer 6 sec 6000 m 3000 m 45 GJ 55 GJ 122% 9.2 GJ/s 8 MW 10 tf
Faction 8 Imperial Navy Small Energy Neutralizer 6 sec 6000 m 3000 m 45 GJ 55 GJ 122% 9.2 GJ/s 8 MW 10 tf
Faction 8 True Sansha Small Energy Neutralizer 6 sec 6000 m 3000 m 45 GJ 55 GJ 122% 9.2 GJ/s 8 MW 10 tf
Deadspace 10 Corpii C-Type Small Energy Neutralizer 6 sec 7000 m 3500 m 45 GJ 55 GJ 122% 9.2 GJ/s 9 MW 10 tf
Deadspace 12 Corpii B-Type Small Energy Neutralizer 6 sec 8000 m 4000 m 45 GJ 55 GJ 122% 9.2 GJ/s 10 MW 10 tf
Deadspace 14 Corpii A-Type Small Energy Neutralizer 6 sec 9000 m 4500 m 45 GJ 55 GJ 122% 9.2 GJ/s 11 MW 10 tf
Stats for Medium Neuts - Last verified: January 2017
Meta
Group
Meta
Level
Name Cycle
Time
Optimal
Range
Effectiveness
Falloff
Activation
Cost
Neutralization
Amount
Neut
Efficiency
Neuting
per Sec (GJ)
Powergrid
Usage
CPU
usage
Tech I 0 Medium Energy Neutralizer I 12 sec 8000 m 4000 m 150 GJ 150 GJ 100% 12.5 GJ/s 175 MW 20 tf
Tech I 1 Medium Gremlin Compact Energy Neutralizer 12 sec 8000 m 4000 m 150 GJ 165 GJ 110% 13.8 GJ/s 160 MW 16 tf
Tech I 1 Medium Infectious Scoped Energy Neutralizer 12 sec 9000 m 4500 m 150 GJ 165 GJ 110% 13.8 GJ/s 175 MW 20 tf
Tech II 5 Medium Energy Neutralizer II 12 sec 10 km 5000 m 150 GJ 180 GJ 120% 15.0 GJ/s 200 MW 20 tf
Storyline 6 Medium 'Ditch' Energy Neutralizer 12 sec 10 km 5000 m 150 GJ 180 GJ 120% 15.0 GJ/s 160 MW 16 tf
Faction 8 Ammatar Navy Medium Energy Neutralizer 12 sec 12 km 6000 m 150 GJ 180 GJ 120% 15.0 GJ/s 175 MW 20 tf
Faction 8 Dark Blood Medium Energy Neutralizer 12 sec 12 km 6000 m 150 GJ 180 GJ 120% 15.0 GJ/s 175 MW 20 tf
Faction 8 Imperial Navy Medium Energy Neutralizer 12 sec 12 km 6000 m 150 GJ 180 GJ 120% 15.0 GJ/s 175 MW 20 tf
Faction 8 True Sansha Medium Energy Neutralizer 12 sec 12 km 6000 m 150 GJ 180 GJ 120% 15.0 GJ/s 175 MW 20 tf
Deadspace 10 Corpum C-Type Medium Energy Neutralizer 12 sec 13.5 km 6750 m 150 GJ 180 GJ 120% 15.0 GJ/s 193 MW 20 tf
Deadspace 12 Corpum B-Type Medium Energy Neutralizer 12 sec 15 km 7500 m 150 GJ 180 GJ 120% 15.0 GJ/s 210 MW 20 tf
Deadspace 14 Corpum A-Type Medium Energy Neutralizer 12 sec 16.5 km 8250 m 150 GJ 180 GJ 120% 15.0 GJ/s 228 MW 20 tf



Stats for Heavy Neuts (excluding Officer modules) - Last verified: January 2017
Meta
Group
Meta
Level
Name Cycle
Time
Optimal
Range
Effectiveness
Falloff
Activation
Cost
Neutralization
Amount
Neut
Efficiency
Neuting
per Sec (GJ)
Powergrid
Usage
CPU
usage
Tech I 0 Heavy Energy Neutralizer I 24 sec 16 km 8000 m 500 GJ 500 GJ 100% 20.8 GJ/s 2000 MW 40 tf
Tech I 1 Heavy Gremlin Compact Energy Neutralizer 24 sec 16 km 8000 m 500 GJ 550 GJ 110% 22.9 GJ/s 1800 MW 32 tf
Tech I 1 Heavy Infectious Scoped Energy Neutralizer 24 sec 18 km 9000 m 500 GJ 550 GJ 110% 22.9 GJ/s 2000 MW 40 tf
Tech II 5 Heavy Energy Neutralizer II 24 sec 20 km 10 km 500 GJ 600 GJ 120% 25.0 GJ/s 2250 MW 40 tf
Storyline 6 Heavy 'Moat' Energy Neutralizer 24 sec 20 km 10 km 500 GJ 600 GJ 120% 25.0 GJ/s 1800 MW 32 tf
Faction 8 Ammatar Navy Heavy Energy Neutralizer 24 sec 24 km 12 km 500 GJ 600 GJ 120% 25.0 GJ/s 2000 MW 40 tf
Faction 8 Dark Blood Heavy Energy Neutralizer 24 sec 24 km 12 km 500 GJ 600 GJ 120% 25.0 GJ/s 2000 MW 40 tf
Faction 8 Imperial Navy Heavy Energy Neutralizer 24 sec 24 km 12 km 500 GJ 600 GJ 120% 25.0 GJ/s 2000 MW 40 tf
Faction 8 True Sansha Heavy Energy Neutralizer 24 sec 24 km 12 km 500 GJ 600 GJ 120% 25.0 GJ/s 2000 MW 40 tf
Deadspace 10 Corpus C-Type Heavy Energy Neutralizer 24 sec 26 km 13 km 500 GJ 600 GJ 120% 25.0 GJ/s 2200 MW 40 tf
Deadspace 12 Corpus B-Type Heavy Energy Neutralizer 24 sec 28 km 14 km 500 GJ 600 GJ 120% 25.0 GJ/s 2400 MW 40 tf
Deadspace 14 Corpus A-Type Heavy Energy Neutralizer 24 sec 30 km 15 km 500 GJ 600 GJ 120% 25.0 GJ/s 2600 MW 40 tf
Deadspace 16 Corpus X-Type Heavy Energy Neutralizer 24 sec 32 km 16 km 500 GJ 600 GJ 120% 25.0 GJ/s 2800 MW 40 tf

Effectiveness Falloff works by reducing the effectiveness of the module when in falloff range. The formula is the same as gun falloff:

  • at 100% Optimal + 0% Falloff = 100% Effectiveness
  • at 100% Optimal + 100% Falloff = 50% Effectiveness (approximately)
  • at 100% Optimal + 200% Falloff = 6% Effectiveness (approximately)

With these capabilities in mind and a victi... er... target located, the neut can be put into action.

If you activate the module on a target, the Activation Cost will immediately be deducted from your 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 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, if you neut less then that amount you will make it harder for them to run 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.

Energy Nosferatu (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.

  • 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


Here is screenshot of the attributes of the meta 0 heavy nos:

File: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 you. The cycle time is consistent (3 seconds for small nos, 6 seconds for medium, and 12 seconds for heavy). Small nos will transfer from 8 - 10 GJ across the meta levels, medium from 30 - 36 GJ, and heavy from 100 - 120 GJ. The optimal ranges for all the modules from meta 0 to the highest are between: small from 4,000m - 8,000m; medium from 8,000m - 16,500m; and heavy from 16,000m - 32,000m.

Stats for Small Nosferatu - Last verified: January 2017
Meta
Group
Meta
Level
Name Cycle
Time
Optimal
Range
Effectiveness
Falloff
Neutralization
Amount
Transfer
Rate
Powergrid
Usage
CPU
usage
Tech I 0 Small Energy Nosferatu I 2.5 sec 4000 m 2000 m 8 GJ 3.2 GJ/s 8 MW 15 tf
Tech I 1 Small Ghoul Compact Energy Nosferatu 2.5 sec 4000 m 2000 m 9 GJ 3.6 GJ/s 7 MW 12 tf
Tech I 1 Small Knave Scoped Energy Nosferatu 2.5 sec 4500 m 2250 m 9 GJ 3.6 GJ/s 8 MW 15 tf
Tech II 5 Small Energy Nosferatu II 2.5 sec 5000 m 2500 m 10 GJ 4 GJ/s 10 MW 15 tf
Storyline 6 Small 'Upir' Energy Nosferatu 2.5 sec 5000 m 2500 m 10 GJ 4 GJ/s 7 MW 12 tf
Faction 8 Ammatar Navy Small Energy Nosferatu 2.5 sec 6000 m 3000 m 10 GJ 4 GJ/s 8 MW 15 tf
Faction 8 Dark Blood Small Energy Nosferatu 2.5 sec 6000 m 3000 m 10 GJ 4 GJ/s 8 MW 15 tf
Faction 8 Imperial Navy Small Energy Nosferatu 2.5 sec 6000 m 3000 m 10 GJ 4 GJ/s 8 MW 15 tf
Faction 8 True Sansha Small Energy Nosferatu 2.5 sec 6000 m 3000 m 10 GJ 4 GJ/s 8 MW 15 tf
Deadspace 10 Corpii C-Type Small Energy Nosferatu 2.5 sec 7000 m 3500 m 10 GJ 4 GJ/s 9 MW 15 tf
Deadspace 12 Corpii B-Type Small Energy Nosferatu 2.5 sec 8000 m 4000 m 10 GJ 4 GJ/s 10 MW 15 tf
Deadspace 14 Corpii A-Type Small Energy Nosferatu 2.5 sec 9000 m 4500 m 10 GJ 4 GJ/s 11 MW 15 tf
Stats for Medium Nosferatu - Last verified: January 2017
Meta
Group
Meta
Level
Name Cycle
Time
Optimal
Range
Effectiveness
Falloff
Neutralization
Amount
Transfer
Rate
Powergrid
Usage
CPU
usage
Tech I 0 Medium Energy Nosferatu I 5 sec 8000 m 4000 m 30 GJ 6.0 GJ/s 175 MW 25 tf
Tech I 1 Medium Ghoul Compact Energy Nosferatu 5 sec 8000 m 4000 m 33 GJ 6.6 GJ/s 160 MW 20 tf
Tech I 1 Medium Knave Scoped Energy Nosferatu 5 sec 9000 m 4500 m 33 GJ 6.6 GJ/s 175 MW 25 tf
Tech II 5 Medium Energy Nosferatu II 5 sec 10 km 5000 m 36 GJ 7.2 GJ/s 200 MW 25 tf
Storyline 6 Medium 'Strigoi' Energy Nosferatu 5 sec 10 km 5000 m 36 GJ 7.2 GJ/s 160 MW 20 tf
Faction 8 Ammatar Navy Medium Energy Nosferatu 5 sec 12 km 6000 m 36 GJ 7.2 GJ/s 175 MW 25 tf
Faction 8 Dark Blood Medium Energy Nosferatu 5 sec 12 km 6000 m 36 GJ 7.2 GJ/s 175 MW 25 tf
Faction 8 Imperial Navy Medium Energy Nosferatu 5 sec 12 km 6000 m 36 GJ 7.2 GJ/s 175 MW 25 tf
Faction 8 True Sansha Medium Energy Nosferatu 5 sec 12 km 6000 m 36 GJ 7.2 GJ/s 175 MW 25 tf
Deadspace 10 Corpum C-Type Medium Energy Nosferatu 5 sec 13.5 km 6750 m 36 GJ 7.2 GJ/s 193 MW 25 tf
Deadspace 12 Corpum B-Type Medium Energy Nosferatu 5 sec 15 km 7500 m 36 GJ 7.2 GJ/s 210 MW 25 tf
Deadspace 14 Corpum A-Type Medium Energy Nosferatu 5 sec 16.5 km 8250 m 36 GJ 7.2 GJ/s 228 MW 25 tf
Stats for Heavy Nosferatu (excluding Officer modules) - Last verified: January 2017
Meta
Group
Meta
Level
Name Cycle
Time
Optimal
Range
Effectiveness
Falloff
Energy Transfer
Amount
Transfer
Rate
Powergrid
Usage
CPU
usage
Tech I 0 Heavy Energy Nosferatu I 10 sec 16 km 8000 m 100 GJ 10 GJ/s 2000 MW 50 tf
Tech I 1 Heavy Ghoul Compact Energy Nosferatu 10 sec 16 km 8000 m 110 GJ 11 GJ/s 1800 MW 40 tf
Tech I 1 Heavy Knave Scoped Energy Nosferatu 10 sec 18 km 9000 m 110 GJ 11 GJ/s 2000 MW 50 tf
Tech II 5 Heavy Energy Nosferatu II 10 sec 20 km 10 km 120 GJ 12 GJ/s 2250 MW 50 tf
Storyline 6 Heavy 'Vrykolakas' Energy Nosferatu 10 sec 20 km 10 km 120 GJ 12 GJ/s 1800 MW 40 tf
Faction 8 Ammatar Navy Heavy Energy Nosferatu 10 sec 24 km 12 km 120 GJ 12 GJ/s 2000 MW 50 tf
Faction 8 Dark Blood Heavy Energy Nosferatu 10 sec 24 km 12 km 120 GJ 12 GJ/s 2000 MW 50 tf
Faction 8 Imperial Navy Heavy Energy Nosferatu 10 sec 24 km 12 km 120 GJ 12 GJ/s 2000 MW 50 tf
Faction 8 True Sansha Heavy Energy Nosferatu 10 sec 24 km 12 km 120 GJ 12 GJ/s 2000 MW 50 tf
Deadspace 10 Corpus C-Type Heavy Energy Nosferatu 10 sec 26 km 13 km 120 GJ 12 GJ/s 2200 MW 50 tf
Deadspace 12 Corpus B-Type Heavy Energy Nosferatu 10 sec 28 km 14 km 120 GJ 12 GJ/s 2400 MW 50 tf
Deadspace 14 Corpus A-Type Heavy Energy Nosferatu 10 sec 30 km 15 km 120 GJ 12 GJ/s 2600 MW 50 tf
Deadspace 16 Corpus X-Type Heavy Energy Nosferatu 10 sec 32 km 16 km 120 GJ 12 GJ/s 2800 MW 50 tf

Effectiveness 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 + 100% Falloff = 50% Effectiveness (approximately)
  • at 100% Optimal + 200% Falloff = 6% Effectiveness (approximately)

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 targets. While 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.

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.

Energy Neutralizing Drones

Light, medium and heavy neutralizing drones employ the same general principles as other drones. Generic information on Drones will not be discussed in this guide.

  • Strengths
    • normal Drone range mechanics
    • neutralizer drones have no impact on your cap
    • quick 6 sec cycle time for all sizes
  • Weaknesses
    • normal Drone weaknesses of vulnerability, flight times etc.
    • relatively small portions of cap neutralized

Here is a screenshot of the attributes with the information on neutralization for each of the drones:

Lightneutdrone.jpg240px250px

As you can see cycle times are identical for all 3 sizes of drones at 6 seconds. The amount neutralized is easy to remember as well as it is identical to the drone bandwidth: 5 GJ for light, 10 GJ for medium, and 25 GJ for Heavy drones. Like all other drone based EWAR, pilot EWAR skills have no effect on the drones and there is no stacking or usage concerns between drones.

Accordingly:

  • A full flight (5) light drones will neutralize 25 GJ every 6 seconds. This is roughly 1/2 as effective as 1 small neut.
  • A full flight (5) medium drones will neutralize 50 GJ every 6 seconds. This is roughly 2/3 as effective as 1 medium neut.
  • A full flight (5) heavy drones will neutralize 125 GJ every 6 seconds. This is exactly as effective as 1 meta 0 heavy neut.

So knowing this approximate effectiveness together with the strengths, such as great range, and weaknesses, such as vulnerability, neuting drones are comparable to TD or RSD drones.

Support to Capacitor Warfare

Skills

There are not many skills that directly impact capacitor warfare. Prequisite skills:

  • Capacitor Emission Systems is the prequisite skill for Neuts and Nos. It's the only skill that directly impacts the effectiveness of capacitor warfare modules; however, it only affects neuts. It reduces the activation cost of all neuts by 5% per level which has excellent results on efficiency. At level V, a Tech II heavy neut will only require 375 GJ per cycle to neutralize 600 GJ (160% efficiency). Unfortunately, this has no positive effect on nos or drones as strictly speaking they do not have a capacitor activation cost.
  • Advanced Drone Avionics is the prequisite skill for neut drones.

The better your capacitor the more effectively you can conduct capacitor warfare. Therefore both Capacitor Management and Capacitor Systems Operation are extremely important skills and should be trained to V for serious capacitor warfare users.

All the supporting capacitor management skills as listed in Capacitor Management 101 will assist in getting you to and through a fight with more cap available for capacitor warfare. Depending on preference, ship types and fits, the relative importance of each skill will change, but each can be considered a good investment of SP.

Implants

Talisman implants, the Bloodraider pirate faction set, directly enhance capacitor warfare by reducing the duration of modules requiring the Energy Emission Skill. The complete high-grade set (slots 1-6) will have an overall effect of -38.12%. This is of course a huge increase in the amount of cap removed per sec. A max skill Curse with a full Talisman set will destablize 40.4 GJ per sec with a single meta 4+ medium neut.


A low grade Talisman set is worth about 200 M isk as of November 2013, while a set of standard Talisman implants is worth about 3 billion ISK. The use of these implants will therefore likely be reserved for advanced pilots flying ships like the Bhaalgorn.

Low-Grade: total effect -26.94%

Name Effect Set Effect Attribute
Alpha 1% reduction of duration 10% effect on bonus of the set +2 Perception
Bravo 2% reduction of duration 10% effect on bonus of the set +2 Memory
Gamma 3% reduction of duration 10% effect on bonus of the set +2 Willpower
Delta 4% reduction of duration 10% effect on bonus of the set +2 Intelligence
Epsilon 5% reduction of duration 10% effect on bonus of the set +2 Charisma
Omega 25% effect on bonus of the set


High-Grade: total effect -38.12%

Name Effect Set Effect Attribute
Alpha 1% reduction of duration 15% effect on bonus of the set +3 Perception
Bravo 2% reduction of duration 15% effect on bonus of the set +3 Memory
Gamma 3% reduction of duration 15% effect on bonus of the set +3 Willpower
Delta 4% reduction of duration 15% effect on bonus of the set +3 Intelligence
Epsilon 5% reduction of duration 15% effect on bonus of the set +3 Charisma
Omega 50% effect on bonus of the set


In addition the following hardwirings are worth considering in addition to or in place of the Talisman set:

Slot 6

  • Engineering - 'Squire' Energy Systems Operation EO-6##, +(1-6)% faster capacitor recharge. Most pilots who use cap warfare, especially on dedicated ships, will use cap boosters. As such, cap recharge rate become a minor factor in cap warfare.

Slot 7

  • Engineering - 'Squire' Energy Emission Systems ES-7##: -(1-6)% capacitor usage by cap warfare modules and energy transmitters. This implant has a significant impact on the capacitor usage of cap warfare modules. It however stacks with the Egress Port Maximizer rig.

Slot 8

  • Engineering - 'Squire' Energy Management EM-8##: +(1-6)% capacitor size. This implant is more useful than the EO-6##, but less than the ES-7##. A bigger capacitor is always useful.

Boosters

When approaching boosters from a capacitor warfare perspective, Mindflood is the drug of choice. This booster increases capacitor by a percentage that stacks on top of all other modifiers without stacking penalty.

Type Increases Cap by Side Effect Chance Side Effect Strength
Synth 3% 0% 0%
Standard 10% 20% 20%
Improved 15% 30% 25%
Strong 20% 40% 30%


The potential side effects are:

  • Shield Boost Amount
  • Armor Repair Amount
  • Turret Optimal Range Penalty
  • Missile Explosion Cloud Penalty


On drone boats like the Sentinel, Curse, and Pilgrim these possible effects are usually minimal as DPS is from drones and many popular fits are buffer tanked only. The worst penalty is potentially armour repair amount for a solo fit Sentinel or Pilgrim, although there are Curse fits that use missle launchers to up DPS.

Bloodraider ships using lasers and cap warfare mods may have more of a trade-off to consider. Individual pilots will have a different risk assesment but there is a lot of potential for a relatively small chance of harmfull side effects after applicable skills are trained.


Rigs


The Egress Port Maximizer rigs decrease the capacitor use of all energy emission modules. This includes energy neutralizers and energy vampires. The Tech I reduces activation cost by 15%, the Tech II by 20%. More than one rig can be used, but because of stacking the effect get lower as more rigs are added.
With Energy Emission at V, the activation cost of a Medium Unstable Power Fluctuator I is as follow:

  • With no rig: -9.4 GJ/s
  • With 1 Egress Port Maximizer I: -8 GJ/s
  • With 2 Egress Port Maximizer I: -6.9 GJ/s
  • With 3 Egress Port Maximizer I: -6.3 GJ/s



Capacitor Warfare and PvE

NPCs 'cheat' in EVE. One of the ways they do this is with infinite capacitors. It is impossible to 'cap out' a rat as their cap will never decrease below 100%.

The use of Cap 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 armour 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 BS NPC will have little to no effect on stopping repairs.




Capacitor Warfare and PvP

PvP is where capacitor warfare really comes into its own.

Tips and Techniques

Specific ships and fits will be discussed in the next section. These tips and techniques are something to think about for any ship employing or defending against capacitor warfare although many can only be executed by an actual capacitor warfare bonused ship like a Curse.

  • Alpha is as important to cap as it is to DPS

By using a neut a ship class larger then your target you can practically ensure you will cap them out completely on each and every cycle. There are a few factors at play here.


  • cycling and getting inside the nos or booster loop

BS, BC or Falcon/Rook: 1st cycle - 3 neuts, disable 2 2nd cycle - wait 2 seconds until I enable the 2nd one, and another 2 for the 3rd one

Cruiser: 2 neuts right away and 3rd one later, take one off in a few cycles for some extra cap.

Frigate: It doesn't matter 1 med will alpha majority cap.

  • the functionality of an undersized neut
  • maintaining the 'cap out'
  • Neuting through Cap Boosters
  • Neuting through a nos
  • Nosing through a neut




Capacitor Warfare and PvP Ships

Bonused ships

The following ships have some bonus related to energy neutralizers and energy vampire for range or drain amount

Frigates

  • The Cruor is a pirate faction frigate with a bonus to Energy Vampire and Energy Neutralizer drain amount
  • The Sentinel is an Electronic Attack Frigate with a bonus to energy vampire and energy neutralizer range.
  • The Hematos is a faction frigate with a bonus to Energy Vampire and Energy Neutralizer drain amount
  • The Malice is a rare faction frigate with a bonus to energy vampire and energy neutralizer transfer amount and range

Destroyers

  • The Dragoon is a destroyer with a bonus to energy vampire and energy neutralizer transfer range

Cruisers

  • The Ashimmu is a pirate faction cruiser with a bonus to Energy Vampire and Energy Neutralizer drain amount
  • The Pilgrim is a recon ship with a bonus to Energy Vampire and Energy Neutralizer transfer amount
  • The Curse is a recon ship with a bonus to Energy Vampire and Energy Neutralizer range and transfer amount
  • The Legion, when fitted with the Energy Parasitic module, has a bonus to Energy Vampire and Energy Neutralizer drain amount. The Legion is however very expensive, and a Curse is probably a better choice.
  • The Vangel is a rare faction cruiser with a bonus to energy vampire and energy neutralizer transfer amount and range

Battlecruisers

  • No battlecruiser is bonused for cap warfare

Battleships

  • The Armageddon is a battleship with a bonus to Energy Neutralizer and Energy Vampire range
  • The Bhaalgorn is a pirate faction battleship with a bonus to Energy Vampire and Energy Neutralizer drain amount


Unbonused ships

A number of ships fitted for cap warfare are not bonused for it. The Dominix or the Prophecy are well known examples of ships with no bonus to cap warfare range or transfer amount which have been used with great effect. While any ship could conceivably be fitted with a neutralizer or a nos, the following elements help make an unbonused ship suitable for cap warfare:

  • Free high slots. You need a place to fit the module.
  • Drone capacity. If you use your high slots for neuts and you want to have some dps, you'll have to rely on drones. You therefore are looking at a minimum for dronebay capacity and drone bandwidth. A drone damage bonus is also nice.
  • Powergrid. Neuts cost a lot of powergrid to install. You won't have any turret or missile in your highs, but the more powergrid the higher the number of neut modules you can actually install.
  • Capacitor size. Neuts cost a lot of cap to run, and a ship with a big capacitor will be easier to fight with.
  • Tank. Your ship need to be close to your target. He probably won't like being neuted, so the bigger your tank, the harder you'll be to kill.
  • Range. In an unbonused ship, you need to be be close to your target to use cap warfare modules. Don't mix cap warfare modules with long range modules such as ewar.

Frigates

  • The Punisher is often flown with an utility cap warfare module.
  • Many solo fits for frigates use a small cap wafare module.

Destroyers

  • Except for the Dragoon (see above), destroyers are not usually used for cap warfare.

Cruisers

  • The Arbitrator is usually flown with cap warfare modules. Its tank is not that great but it has a nice drone damage bonus.
  • The Maller can be used as a surprise neuting cruiser. It won't have any dps to speak of, but can fit a point, a scram or a web while being cap stable and have more than 50K EHP.
  • The Rupture is often flown with an utility cap warfare module.

Battlecruisers

  • The Prophecy can be effectively fitted with cap warfare modules on its highs. It has a good tank, capacitor and with good drone skills a reasonable amount of dps.
  • Brawling Hurricanes are often flown with a utility cap warfare module.

Battleships

  • The Dominix is often used a cap warfare ship. Its great drone bonus makes it ideal as a close range cap warfare ship.
  • Brawling Typhoons are often flown with a utility cap warfare module.
  • Tempests are often flown with a utility cap warfare module.

Protection from Capacitor Warfare

Capacitor batteries reduce capacitor drain and neutralisation amounts as shown in Capacitor Warfare Resistance attribute on such modules. The resistance from multiple fitted capacitor batteries does stack.