Skills:Electronics

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Overview

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.

Intelligence and memory are needed to become good at this.

The following are the skills in the Electronics section (in alphabetical order):


Skill.png Cloaking

Skill at using Cloaking devices. 10% reduction in targeting delay after uncloaking per skill level. Can not be trained on Trial Accounts.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 6x
Isk.png Price: 3.15M ISK ISK
Skill.png Prerequisites: Electronics IV
Skill.png I required for: T1 and Faction cloaking devices
Skill.png III required for: T2 cloaking devices (except Covert ops cloaking device II)
Skill.png IV required for: Covert ops cloaking device II; Black Ops
Skill.png V required for: CONCORD modified cloaking device
Notes.png 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.



Skill.png Cynosural Field Theory

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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 5x
Isk.png Price: 9M ISK ISK
Skill.png Prerequisites: Electronics V
Skill.png I required for: Cynosural field generator I
Skill.png V required for: Covert cynosural field generator I
Notes.png 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.



Skill.png Electronic Warfare

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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 108,000 ISK ISK
Skill.png Prerequisites: Electronics I
Skill.png I required for: T1 electronic warfare modules
Skill.png II required for: Frequency Modulation
Skill.png III required for: T1 Signal distortion amplifiers; heavy ECM drones; Long Distance Jamming
Skill.png IV required for: T2 ECM and EECM modules; Electronic Warfare Drone Interfacing; ignal Dispersion
Skill.png V required for: Projected Electronic Counter Measures
Notes.png Notes: A key skill for ECM pilots. Level IV lets you use T2 jammers and T2 ECCM.



Skill.png Electronics

Basic understanding of spaceship sensory and computer systems. 5% Bonus to ship CPU output per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 1x
Isk.png Price: 17,000 ISK ISK
Skill.png Prerequisites: none
Skill.png I required for: T1 survey scanners and scanner backups; Electronic Warfare; Targeting; Signature Analysis; Survey
Skill.png II required for: CPU modules; T2 scanners; Long Range Targeting; Electronics Upgrades
Skill.png III required for: Frequency Modulation; Target Painting; Sensor Link; Weapon Disruption; Propulsion Jamming
Skill.png IV required for: Magnetometric Sensor Compensation; Gravimetric Sensor Compensation; Ladar Sensor Compensation; Radar Sensor Compensation; Target Breaker Amplification; Cloaking; Long Distance Jamming
Skill.png V required for: Amarr Electronic Systems; Gallente Electronic Systems; Caldari Electronic Systems; Minmatar Electronic Systems; Nanite_Engineering; Electromagnetic Physics; Electronic Engineering; Signal Dispersion; Signal Suppression; Turrent Destabilization; Signature Focusing; Cynosural Field Theory
Notes.png 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.



Skill.png Electronics Upgrades

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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 90,000 ISK ISK
Skill.png Prerequisites: Electronics I; Engineering II
Skill.png I required for: T1 cpu upgrades and scanners
Skill.png III required for: T2 scanner upgrades; Hacking
Skill.png IV required for: Co-Processor II
Skill.png V required for: Signal Amplifier II; Electronic Attack Ships; Covert Ops
Notes.png 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.



Skill.png Frequency Modulation

Advanced understanding of signal waves. 10% bonus to falloff for ECM, Remote Sensor Dampeners, Tracking Disruptors and Target Painters per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 144,000 ISK ISK
Skill.png Prerequisites: Electronics III; Electronic Warfare II
Notes.png Notes: Falloff isn't as important as optimal range, but anyone specialising in ewar should train this up to IV in the medium term.



Skill.png Gravimetric Sensor Compensation

Skill at hardening Gravimetric Sensors against hostile Electronic Counter Measure modules. 4% improved Gravimetric Sensor Strength per skill level. Gravimetric Sensors are primarily found on Caldari and Guristas ships.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 180,000 ISK ISK
Skill.png Prerequisites: Electronics IV
Notes.png Notes: An excellent, priority support skill for appropriate ships.



Skill.png Ladar Sensor Compensation

Skill at hardening Ladar Sensors against hostile Electronic Counter Measure modules. 4% improved Ladar Sensor Strength per skill level. Ladar Sensors are primarily found on Minmatar and Angel ships.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 180,000 ISK ISK
Skill.png Prerequisites: Electronics IV
Notes.png Notes: An excellent, priority support skill for appropriate ships.



Skill.png Long Distance Jamming

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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 4x
Isk.png Price: 180,000 ISK ISK
Skill.png Prerequisites: Electronics IV; Electronic Warfare III
Notes.png Notes: An excellent, high-priority support skill for ewar specialists.



Skill.png Long Range Targeting

Skill at long range targeting. 5% Bonus to targeting range per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 79,200 ISK ISK
Skill.png Prerequisites: Electronics II
Skill.png I required for: T1 and Faction sensor boosters
Skill.png IV required for: Sensor Booster II
Skill.png V required for: Logistics
Notes.png Notes: Useful for all combat pilots, and key for snipers and ewar pilots. Level IV lets you use T2 sensor boosters.



Skill.png Magnetometric Sensor Compensation

Skill at hardening Magnetometric Sensors against hostile Electronic Counter Measure modules. 4% improved Magnetometric Sensor Strength per skill level. Magnetometric Sensors are primarily found on Gallente, Serpentis and ORE ships.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 180,000 ISK ISK
Skill.png Prerequisites: Electronics IV
Notes.png Notes: An excellent, priority support skill for appropriate ships.



Skill.png Multitasking

Skill at targeting multiple targets. +1 extra target per skill level, up to the ship's maximum allowed number of targets locked.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 450,000 ISK ISK
Skill.png Prerequisites: Targeting V; Electronics I
Notes.png 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.


{{Skill |skill=Projected Electronic Counter Measures |desc=Operation of projected ECM jamming systems. Each skill level gives a 5% reduction in module activation time. |1=Intelligence |2=Memory |mult=8x |price=10.8M ISK |pre=Electronic Warfare V; [[Skills:Electronics#Electronics|Electronics] I |reqI=Remote ECM Burst I |notes=Only relevant to capital pilots.
}}


Skill.png Propulsion Jamming

Skill at using propulsion/warpdrive jammers. 5% Reduction to warp scrambler and stasis web capacitor need per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 135,000 ISK* ISK
Skill.png Prerequisites: Electronics III; Navigation II
Skill.png I required for: T1 and Faction stasis webifiers and warp scramblers
Skill.png II required for: T2 warp scramblers
Skill.png III required for: Webifier drones
Skill.png IV required for: Stasis Webifier II
Skill.png V required for: Warp Disruption Field Generator II; Interdiction Sphere Launcher I; Warp Disruption Field Generator I; Heavy Interdictors
Notes.png 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.



Skill.png RadarSensor Compensation

Skill at hardening Radar Sensors against hostile Electronic Counter Measure modules. 4% improved Radar Sensor Strength per skill level. Radar Sensors are primarily found on Amarr, Blood Raider and Sanshas ships.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 180,000 ISK ISK
Skill.png Prerequisites: Electronics IV
Notes.png Notes: An excellent, priority support skill for appropriate ships.



Skill.png Sensor Linking

Skill at using remote sensor booster/damper. 5% less capacitor need for sensor link per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 90,000 ISK ISK
Skill.png Prerequisites: Electronics III
Skill.png I required for: T1 sensor boosters and targeting links
Skill.png II required for: Sensor dampening drones
Skill.png IV required for: Remote Sensor Booster II; Remote Sensor Dampener II; Tracking Link II; Signal Suppression
Notes.png 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.



Skill.png Signal Dispersion

Skill at the operation of target jamming equipment. 5% bonus to strength of all ECM jammers per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 5x
Isk.png Price: 900,000 ISK ISK
Skill.png Prerequisites: Electronics V; Electronic Warfare IV
Notes.png Notes: Excellent support skill for ECM pilots, as there aren't many ways to increase jammer strength.



Skill.png Signal Suppression

Skill at the operation of remote sensor dampers. 5% bonus to remote sensor dampers' scan resolution and targeting range suppression per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 5x
Isk.png Price: 720,000 ISK ISK
Skill.png Prerequisites: Electronics V; Sensor Linking IV
Notes.png Notes: Excellent support skill for sensor dampening.



Skill.png Signature Analysis

Skill at operating Targeting systems. 5% improved targeting speed per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 1x
Isk.png Price: 67,500 ISK ISK
Skill.png Prerequisites: Electronics I
Skill.png V required for: Recon Ships; Logistics
Notes.png 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.



Skill.png Signature Focusing

Advanced understanding of target painting technology. 5% bonus to target painter modules' signature radius multiplier per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 5x
Isk.png Price: 540,000 ISK ISK
Skill.png Prerequisites: Electronics V; Target Painting IV
Notes.png Notes: Excellent support skill for target painting, useful for stealth bomber pilots, and CNR/Golem pilots.



Skill.png Survey

Skill at operating ship, cargo and survey scanners. 5% improvement per level in the scan speeds of those module types.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 1x
Isk.png Price: 32,400 ISK ISK
Skill.png Prerequisites: Electronics I
Skill.png V required for: Gaze survey probe I
Notes.png 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.



Skill.png Target Breaker Amplification

Improves the continuous reflection of active target spectrum breakers, resulting in much improved defenses against all those who wish to target any vessel in the vicinity. Reduces duration time and capacitor need of Target Spectrum Breakers by 5% per level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 5x
Isk.png Price: 550,000 ISK ISK
Skill.png Prerequisites: Electronics IV



Skill.png Target Painting

Skill at using target painters. 5% less capacitor need for target painters per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 81,000 ISK ISK
Skill.png Prerequisites: Electronics III
Skill.png I required for: T1 and Faction target painters
Skill.png III required for: Target painter drones
Skill.png IV required for: Target Painter II; Signature Focusing
Notes.png Notes: The basic support skill for target painting, the Minmatar form of ewar.



Skill.png Targeting

Skill at targeting multiple targets. +1 extra target per skill level, up to the ship's maximum allowed number of targets locked.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 1x
Isk.png Price: 90,000 ISK ISK
Skill.png Prerequisites: Electronics I
Skill.png I required for: T1 automated targeting systems
Skill.png II required for: Passive Targeter II
Skill.png IV required for: Auto Targeting System II
Skill.png V required for: Multitasking
Notes.png 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.



Skill.png Turret Destabilization

Advanced understanding of tracking disruption technology. 5% bonus to Tracking Disruptor modules' tracking speed, optimal range and falloff disruption per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 5x
Isk.png Price: 360,000 ISK ISK
Skill.png Prerequisites: Electronics V; Weapon Disruption IV
Notes.png Notes: Excellent support skill for tracking disruption.



Skill.png Weapon Disruption

Skill at using remote weapon disruptors. 5% less capacitor need for weapon disruptors per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 72,000 ISK ISK
Skill.png Prerequisites: Electronics III
Skill.png I required for: T1 and Faction tracking distruptors
Skill.png III required for: Tracking disruptor drones
Skill.png IV required for: Tracking Disruptor II; Turret Destabilization
Notes.png 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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