Skills:Electronics
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(Redirected from Cynosural Field Theory)
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The Electronics category is a rather mixed bag of skills. Some of the skills here, such as the racial electronic warfare skills, are specialised skills which are only useful for a limited selection of pilots.
On the other hand, this category also contains a number of essential targeting skills which help pilots lock onto more targets, faster, and at longer ranges.
Electronics, the basic skill of the category which bears its name, is an essential fitting skill, and Propulsion Jamming, which lets you operate tackling modules, is in a sense the cornerstone of PvP -- you can't kill someone if you can't stop them from warping away.
Cloaking
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Skill at using Cloaking devices. 10% reduction in targeting delay after uncloaking per skill level. Can not be trained on Trial Accounts. | Intelligence | Memory | 6x |
| Prerequisite Skills | NPC Price | ||
| Electronics IV | 3.15M ISK | ||
| Notes | |||
| Level I allows you to fit a prototype cloak which will let you remain hidden and unprobable in a safespot for as long as you like. Level IV lets you use the covops cloaking devices which will let you warp while cloaked, but can only be used on a limited range of stealth ships. Unless you're training for one of those stealth ships, or planning some kind of wacky ambush tactic, you can probably get away with just training Cloaking to I to access prototype cloaks, and then ignoring it. |
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Cynosural Field Theory
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Skill at creating effective cynosural fields. 10% reduction in liquid ozone consumption for module activation per skill level. Can not be trained on Trial Accounts. | Intelligence | Memory | 5x |
| Prerequisite Skills | NPC Price | ||
| Electronics V | 9M ISK | ||
| Notes | |||
| The required skill to light cynos for other people to jump their capital ships to. The higher you train it, the less fuel you need to light a cyno, and the less cargo space your cyno ship needs. |
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Electronic Warfare
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Operation of ECM jamming systems. 5% less capacitor need for ECM and ECM Burst systems per skill level. Note: Does not affect capital class modules. | Intelligence | Memory | 2x |
| Prerequisite Skills | NPC Price | ||
| Electronics I | 108,000 ISK | ||
| Notes | |||
| A key skill for ECM pilots. Level IV lets you use T2 jammers and T2 ECCM. |
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Electronics
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Basic understanding of spaceship sensory and computer systems. 5% Bonus to ship CPU output per skill level. | Intelligence | Memory | 1x |
| Prerequisite Skills | NPC Price | ||
| none | 17,000 ISK | ||
| Notes | |||
| A vital fitting skill which any combat pilot should train to V. Also the prerequisite for many of the other skills in this category. |
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Electronics Upgrades
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Skill at installing Electronic upgrades, e.g. signal amplifier, Co-Processors and backup sensor array. 5% reduction of sensor upgrade CPU needs per skill level. | Intelligence | Memory | 2x |
| Prerequisite Skills | NPC Price | ||
| Electronics I, Engineering II | 90,000 ISK | ||
| Notes | |||
| A useful skill which makes some modules easier to fit. Level IV is required for T2 co-processors, level V for T2 signal amplifiers. |
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Frequency Modulation
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Advanced understanding of signal waves. 10% bonus to falloff for ECM, Remote Sensor Dampeners, Tracking Disruptors and Target Painters per skill level. | Intelligence | Memory | 3x |
| Prerequisite Skills | NPC Price | ||
| Electronics III, Electronic Warfare II | 144,000 ISK | ||
| Notes | |||
| Falloff isn't as important as optimal range, but anyone specialising in ewar should train this up to IV in the medium term. |
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Long Distance Jamming
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Skill at the long-range operation of electronic warfare systems. 10% bonus to optimal range of ECM, Remote Sensor Dampers, Tracking Disruptors and Target Painters per skill level. | Intelligence | Memory | 4x |
| Prerequisite Skills | NPC Price | ||
| Electronics IV, Electronic Warfare III | 180,000 ISK | ||
| Notes | |||
| An excellent, high-priority support skill for ewar specialists. |
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Long Range Targeting
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Skill at long range targeting. 5% Bonus to targeting range per skill level. | Intelligence | Memory | 2x |
| Prerequisite Skills | NPC Price | ||
| Electronics II | 79,200 ISK | ||
| Notes | |||
| Useful for all combat pilots, and key for snipers and ewar pilots. Level IV lets you use T2 sensor boosters. |
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Multitasking
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Skill at targeting multiple targets. +1 extra target per skill level, up to the ship's maximum allowed number of targets locked. | Intelligence | Memory | 3x |
| Prerequisite Skills | NPC Price | ||
| Targeting V,Electronics I | 450,000 ISK | ||
| Notes | |||
| Targeting V is a prerequisite, and should give most people enough targets (remember that targeting skills can't increase your maximum locked targets beyond the hard limit of your ship hull), so many pilots can get away without training Multitasking. It is however, useful for advanced ewar pilots (the Rook, for example, can lock 10 targets if you have Targeting and Multitasking at V) and logistics pilots. |
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Projected Electronic Counter Measures
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Operation of projected ECM jamming systems. Each skill level gives a 5% reduction in module activation time. | Intelligence | Memory | 8x |
| Prerequisite Skills | NPC Price | ||
| Electronic Warfare V,Electronics I | 10.8M ISK | ||
| Notes | |||
| Only relevant to capital pilots. |
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Propulsion Jamming
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Skill at using propulsion/warpdrive jammers. 5% Reduction to warp scrambler and stasis web capacitor need per skill level. | Intelligence | Memory | 3x |
| Prerequisite Skills | NPC Price | ||
| Electronics III,Navigation II | 135,000 ISK* | ||
| Notes | |||
| This skill can be acquired for free through the tutorial missions. Points, scrams and webs are key PvP modules and it's well worth training this skill to IV if you ever PvP. |
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Sensor Linking
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Skill at using remote sensor booster/damper. 5% less capacitor need for sensor link per skill level. | Intelligence | Memory | 3x |
| Prerequisite Skills | NPC Price | ||
| Electronics III | 90,000 ISK | ||
| Notes | |||
| Key skill for sensor dampening, the Gallente ewar, and also remote sensor boosting, which can be useful for bumping up the scan resolution of interceptors and HICs in gatecamps. |
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Signal Dispersion
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Skill at the operation of target jamming equipment. 5% bonus to strength of all ECM jammers per skill level. | Intelligence | Memory | 5x |
| Prerequisite Skills | NPC Price | ||
| Electronics V,Electronic Warfare IV | 900,000 ISK | ||
| Notes | |||
| Excellent support skill for ECM pilots, as there aren't many ways to increase jammer strength. |
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Signal Suppression
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Skill at the operation of remote sensor dampers. 5% bonus to remote sensor dampers' scan resolution and targeting range suppression per skill level. | Intelligence | Memory | 5x |
| Prerequisite Skills | NPC Price | ||
| Electronics V, Sensor Linking IV | 720,000 ISK | ||
| Notes | |||
| Excellent support skill for sensor dampening. |
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Signature Analysis
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Skill at operating Targeting systems. 5% improved targeting speed per skill level. | Intelligence | Memory | 1x |
| Prerequisite Skills | NPC Price | ||
| Electronics I | 67,500 ISK | ||
| Notes | |||
| Important targeting skill for combat pilots; targeting things earlier means tackling/shooting/jamming them earlier. Train it to IV, and consider training it to V in the long term. |
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Signature Focusing
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Advanced understanding of target painting technology. 5% bonus to target painter modules' signature radius multiplier per skill level. | Intelligence | Memory | 5x |
| Prerequisite Skills | NPC Price | ||
| Electronics V,Target Painting IV | 540,000 ISK | ||
| Notes | |||
| Excellent support skill for target painting, useful for stealth bomber pilots, and CNR/Golem pilots. |
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Survey
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Skill at operating ship, cargo and survey scanners. 5% improvement per level in the scan speeds of those module types. | Intelligence | Memory | 1x |
| Prerequisite Skills | NPC Price | ||
| Electronics I | 32,400 ISK | ||
| Notes | |||
| Mostly of interest to professional suicide gankers, since it lets them scan potential targets quickly to see what they might be carrying that's valuable. |
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Target Painting
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Skill at using target painters. 5% less capacitor need for target painters per skill level. | Intelligence | Memory | 3x |
| Prerequisite Skills | NPC Price | ||
| Electronics III | 81,000 ISK | ||
| Notes | |||
| The basic support skill for target painting, the Minmatar form of ewar. |
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Targeting
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Skill at targeting multiple targets. +1 extra target per skill level, up to the ship's maximum allowed number of targets locked. | Intelligence | Memory | 1x |
| Prerequisite Skills | NPC Price | ||
| Electronics I | 90,000 ISK | ||
| Notes | |||
| Important combat support skill. Train it to at least IV (which allows up to 6 targets, unless the ship is not capable of that number). The number of targets that you can lock in a particular ship is the lesser of either (2 + Targeting skill + Multitasking skill) or the ship's limitation (which can be increased with modules like Auto Targeting System or Signal Amplifier). No pilot can lock more then 12 targets (due to the skill limits) and they will have to train both Targeting V and Multitasking V to do so. |
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Turret Destabilization
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Advanced understanding of tracking disruption technology. 5% bonus to Tracking Disruptor modules' tracking speed, optimal range and falloff disruption per skill level. | Intelligence | Memory | 5x |
| Prerequisite Skills | NPC Price | ||
| Electronics V, Weapon Disruption IV | 360,000 ISK | ||
| Notes | |||
| Excellent support skill for tracking disruption. |
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Weapon Disruption
| Description | Primary | Secondary | Multiplier |
|---|---|---|---|
| Skill at using remote weapon disruptors. 5% less capacitor need for weapon disruptors per skill level. | Intelligence | Memory | 3x |
| Prerequisite Skills | NPC Price | ||
| Electronics III | 72,000 ISK | ||
| Notes | |||
| Tracking disruption is the Amarr form of ewar, and some of their ships have bonuses for it. It can also be useful even when used without hull bonuses, however, particularly for speed tanking or kiting fits, so PvP pilots may want to put some SP into it even if they don't fly Amarr. |
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