Skills:Electronics
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):
- Cloaking - Allows use of cloaking devices. Reduction of decloak targeting delay penalty.
- Cynosural Field Theory - Allows use of Cynosural Field Generators. Reduces fuel use for Cynosural Field generation.
- Electronic Warfare - Allows use of ECM jammers. Reduces ECM module capacitor use.
- Electronics - Bonus to ship CPU.
- Electronics Upgrades - Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use.
- Frequency Modulation - Bonus to EWAR module falloff.
- Long Distance Jamming - Bonus to EWAR module optimal.
- Long Range Targeting - Bonus to targeting range.
- Multitasking - 2nd tier - Bonus to max number of targets.
- Projected Electronic Counter Measures - Bonus to Projected ECM Cycle time.
- Propulsion Jamming - Allows use of stasis webifier, warp scrambler/disruptor. Reduces Propulsion Jamming module capacitor use.
- Sensor Linking - Allows use of Sensor Boosters/Sensor Dampeners. Reduces capacitor use for these modules.
- Signal Dispersion - Bonus to ECM Jammer strength.
- Signal Suppression - Bonus to Sensor Dampener effectiveness.
- Signature Analysis - Bonus to Scan Resolution.
- Signature Focusing - Bonus to effectiveness of Target Painters.
- Survey - Allows use of cargo, ship, and survey scanners. Bonus to scan speed of these modules.
- Target Painting - Allows use of Target Painters. Reduces capacitor use of Target Painters.
- Targeting - Increases max number of targets.
- Turret Destabilization - Bonus to effectiveness of Tracking Disruptors.
- Weapon Disruption - Allows use of Tracking Disruptors. Bonus to Tracking Disruptor capacitor use.
Cloaking
| 6x | |
| 3.15M ISK ISK | |
| Electronics IV | |
| T1 and Faction cloaking devices | |
| T2 cloaking devices (except Covert ops cloaking device II) | |
| Covert ops cloaking device II; Black Ops | |
| CONCORD modified cloaking device | |
| 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
| 5x | |
| 9M ISK ISK | |
| Electronics V | |
| Cynosural field generator I | |
| Covert cynosural field generator I | |
| 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
| 2x | |
| 108,000 ISK ISK | |
| Electronics I | |
| T1 electronic warfare modules | |
| Frequency Modulation | |
| T1 Signal distortion amplifiers; heavy ECM drones; Long Distance Jamming | |
| T2 ECM and EECM modules; Electronic Warfare Drone Interfacing; ignal Dispersion | |
| Projected Electronic Counter Measures | |
| A key skill for ECM pilots. Level IV lets you use T2 jammers and T2 ECCM. |
Electronics
Electronics Upgrades
| 2x | |
| 90,000 ISK ISK | |
| Electronics I; Engineering II | |
| T1 cpu upgrades and scanners | |
| T2 scanner upgrades; Hacking | |
| Co-Processor II | |
| Signal Amplifier II; Electronic Attack Ships; Covert Ops | |
| 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
| 3x | |
| 144,000 ISK ISK | |
| Electronics III; Electronic Warfare II | |
| Falloff isn't as important as optimal range, but anyone specialising in ewar should train this up to IV in the medium term. |
Gravimetric Sensor Compensation
| 2x | |
| 180,000 ISK ISK | |
| Electronics IV | |
| An excellent, priority support skill for appropriate ships. |
Ladar Sensor Compensation
| 2x | |
| 180,000 ISK ISK | |
| Electronics IV | |
| An excellent, priority support skill for appropriate ships. |
Long Distance Jamming
| 4x | |
| 180,000 ISK ISK | |
| Electronics IV; Electronic Warfare III | |
| An excellent, high-priority support skill for ewar specialists. |
Long Range Targeting
| 2x | |
| 79,200 ISK ISK | |
| Electronics II | |
| T1 and Faction sensor boosters | |
| Sensor Booster II | |
| Logistics | |
| Useful for all combat pilots, and key for snipers and ewar pilots. Level IV lets you use T2 sensor boosters. |
Magnetometric Sensor Compensation
| 2x | |
| 180,000 ISK ISK | |
| Electronics IV | |
| An excellent, priority support skill for appropriate ships. |
Multitasking
| 3x | |
| 450,000 ISK ISK | |
| Targeting V; Electronics I | |
| 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.
}}
Propulsion Jamming
| 3x | |
| 135,000 ISK* ISK | |
| Electronics III; Navigation II | |
| T1 and Faction stasis webifiers and warp scramblers | |
| T2 warp scramblers | |
| Webifier drones | |
| Stasis Webifier II | |
| Warp Disruption Field Generator II; Interdiction Sphere Launcher I; Warp Disruption Field Generator I; Heavy Interdictors | |
| 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. |
RadarSensor Compensation
| 2x | |
| 180,000 ISK ISK | |
| Electronics IV | |
| An excellent, priority support skill for appropriate ships. |
Sensor Linking
| 3x | |
| 90,000 ISK ISK | |
| Electronics III | |
| T1 sensor boosters and targeting links | |
| Sensor dampening drones | |
| Remote Sensor Booster II; Remote Sensor Dampener II; Tracking Link II; Signal Suppression | |
| 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
| 5x | |
| 900,000 ISK ISK | |
| Electronics V; Electronic Warfare IV | |
| Excellent support skill for ECM pilots, as there aren't many ways to increase jammer strength. |
Signal Suppression
| 5x | |
| 720,000 ISK ISK | |
| Electronics V; Sensor Linking IV | |
| Excellent support skill for sensor dampening. |
Signature Analysis
| 1x | |
| 67,500 ISK ISK | |
| Electronics I | |
| Recon Ships; Logistics | |
| 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
| 5x | |
| 540,000 ISK ISK | |
| Electronics V; Target Painting IV | |
| Excellent support skill for target painting, useful for stealth bomber pilots, and CNR/Golem pilots. |
Survey
| 1x | |
| 32,400 ISK ISK | |
| Electronics I | |
| Gaze survey probe I | |
| 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 Breaker Amplification
| 5x | |
| 550,000 ISK ISK | |
| Electronics IV |
Target Painting
| 3x | |
| 81,000 ISK ISK | |
| Electronics III | |
| T1 and Faction target painters | |
| Target painter drones | |
| Target Painter II; Signature Focusing | |
| The basic support skill for target painting, the Minmatar form of ewar. |
Targeting
| 1x | |
| 90,000 ISK ISK | |
| Electronics I | |
| T1 automated targeting systems | |
| Passive Targeter II | |
| Auto Targeting System II | |
| Multitasking | |
| 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
| 5x | |
| 360,000 ISK ISK | |
| Electronics V; Weapon Disruption IV | |
| Excellent support skill for tracking disruption. |
Weapon Disruption
| 3x | |
| 72,000 ISK ISK | |
| Electronics III | |
| T1 and Faction tracking distruptors | |
| Tracking disruptor drones | |
| Tracking Disruptor II; Turret Destabilization | |
| 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. |