Skills:Electronics

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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.

Contents

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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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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