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Question on approach to neuts...

Author
Tatanka Startamer
Rio Nova
#1 - 2016-12-15 19:41:55 UTC
So, if I'm going against ships/towers that sport neuts, will having batteries and cap rechargers help? (not the cap boosters, but the mods named Cap Recharger II, for instance).

If I understand neuting, they will drain a fixed amount of cap for each cycle they run, correct? So, batteries will make my total cap (the pool getting drained) bigger to start with, and the cap rechargers will essentially be fighting the neuts by adding some cap back each cycle. Or do the rechargers just shorten the total recharge time for the cap, and so they will naturally regen just a bit faster?

Just trying to wrap my head around how it works.

For that matter (my first comment sparked an idea), having a cap booster would fight the neuts, correct?

Thanks,

Tat
SurrenderMonkey
State Protectorate
Caldari State
#2 - 2016-12-15 19:45:43 UTC  |  Edited by: SurrenderMonkey
Tatanka Startamer wrote:
So, if I'm going against ships/towers that sport neuts, will having batteries and cap rechargers help? (not the cap boosters, but the mods named Cap Recharger II, for instance).

If I understand neuting, they will drain a fixed amount of cap for each cycle they run, correct? So, batteries will make my total cap (the pool getting drained) bigger to start with, and the cap rechargers will essentially be fighting the neuts by adding some cap back each cycle. Or do the rechargers just shorten the total recharge time for the cap, and so they will naturally regen just a bit faster?

Just trying to wrap my head around how it works.

For that matter (my first comment sparked an idea), having a cap booster would fight the neuts, correct?

Thanks,

Tat


Boosters are the go-to solution for neuts in most cases. They're the only option that's going to guarantee that you can at least occasionally activate cap-requiring modules under heavy neut pressure (hit the booster, activate the modules before another neut volley lands), which can be a life saver.

Batteries can also work, though a little more situational and ship-specific. They increase your total cap, AND actually reflect a portion of neuting.

Cap rechargers are probably not going to help much in most cases, at least not without shitting up your fit by using a ton of them.

"Help, I'm bored with missions!"

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Neuntausend
Republic Military School
Minmatar Republic
#3 - 2016-12-15 19:57:34 UTC  |  Edited by: Neuntausend
Cap Batteries are pretty decent now. A single large Cap Battery can counter a Heavy Neutralizer. However, if you are up against someone who has more than a single utility slots worth of neuting power fitted, you will probably still be better of with a Booster.

In a fight against neuts, with a cap booster fitted you can try and see when the neut cycles hit. If you time it correctly and inject right after the neut hits you, you may have a few seconds to boost your shields and fire zeh lazors.
Steve Galaxius
Whole Squid
#4 - 2016-12-15 20:42:46 UTC
the usefulness of a cap battery really depends on the ship, but unless you're going for a fit that stacks cap regen it's not really going to do much

the 20% neut reflection on batteries is really good for battery + active booster fits but even with a 20% reduction, save for a few gimmicky tengu fits they don't really provide enough regen to counteract even moderate neut pressure
Tatanka Startamer
Rio Nova
#5 - 2016-12-15 21:19:57 UTC
Thanks for the replies. Boosters and batteries it is :)

I guess one thing I don't really understand yet. How long does it take to drain your cap? Assuming it's full when you engage. It doesn't drain it all right away, does it? I assumed it would take a minute or two to drain you, but I guess that might be a bad assumption.
FT Cold
FT Cold Corporation
#6 - 2016-12-16 02:51:03 UTC
Tatanka Startamer wrote:
Thanks for the replies. Boosters and batteries it is :)

I guess one thing I don't really understand yet. How long does it take to drain your cap? Assuming it's full when you engage. It doesn't drain it all right away, does it? I assumed it would take a minute or two to drain you, but I guess that might be a bad assumption.


Get EFT or PYFA and start playing with it. It's extremely situational, ranging from crushing your cap in one cycle, and keeping it bottomed out, not not being a threat at all. What everything is going to boil down to is know what ships are capable of and how they should be fit in a certain situation.
sero Hita
Science and Trade Institute
Caldari State
#7 - 2016-12-16 04:13:46 UTC  |  Edited by: sero Hita
Tatanka Startamer wrote:
Thanks for the replies. Boosters and batteries it is :)

I guess one thing I don't really understand yet. How long does it take to drain your cap? Assuming it's full when you engage. It doesn't drain it all right away, does it? I assumed it would take a minute or two to drain you, but I guess that might be a bad assumption.

EFT/PYFA fit up the ship you want to go against for example a curse (look at zkillboard for fits if you don't have one). Look at the amount it can neutralize pr sec pr neut. Sum it up over all neuts, remove the 20% from the battery resist. This is the netto amount pr sec they will remove from you. DIvide your total cap capacity with this number, and you know the best case scenario (full cap, no modules used etc.). In reality you will have much less as your modules also use cap. If your fit is capstable at say 60%, you use this value. 60% of total cap divided with the netto neut pr sec capacity of your opponent. If you know you are going up against neuts, you can fit capless weapons (projectiles, drones and missiles) and buffer tank. You can still attack, have defence and you cap will last much longer.

"I'm all for pvp, don't get me wrong. I've ganked in Empire, blobed in low sec. Got T-shirts from every which-where.. But to be forced into a pvp confrontation that I didn't want is wrong ccp." RealFlisker

Gregorius Goldstein
Queens of the Drone Age
#8 - 2016-12-16 09:57:59 UTC
There are some ships with a bonus to neut range, like the curse and the geddon. But most ships have no bonus or only a bonus to drain amount. Skills and impnats do not increase the neut range either, so staying out of range should be a good counter? A Corpum C-Type Heavy Nosferat on a ship without neut range bonus is 33km, quite easy to avoid or am I getting something wrong here?