Difference between revisions of "Targeting"

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Targeting in EVE can be the difference in a Win Vs Loss. I have found a few things useful that maybe can help others. Understanding the targeting portion of my ship, its limits and capabilities. Things you can do boosting your targeting for range or lock time. I will not be covering every thing that targeting can lead to (Sniper, Tackle, Electronic Warfare, etc.) just the act of a lock its self and things that boost this.
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In Eve, you need to target something in order to affect it (repair it, mine it, or attack it). This page discusses how targeting works, and what affects it, and what you can do to improve it.
  
The faster you target the faster you can do any thing else in EVE that deals with being fitted to your ship so the advantages of a quick or long range lock is endless.  
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== Targeting through the UI ==
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[[File:Target_overview.png|175px|thumb|right|Target using the overview]]
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[[File:Target_radial_menu.png|175px|thumb|right|Target using the radial menu]]
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You can target something by:
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* Select the object (either in space or via the overview), and click the "Target" button on the overview.
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* Click and hold the left mouse button on the object in space to activate the radial menu, then move your cursor to the "Target" section (bottom segment) and release.
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* Using [[Keyboard controls|keyboard shortcuts]]: the default is CTRL to target. Note that you can either select an object and then press CTRL to target it, or hold down CTRL and then click on the object.
  
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Use whichever method most suits your play style, however, many experienced Eve players find that using the third method is the quickest.
  
==Info found on your ship==
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When you have begun targeting something, you will hear a beeping sound, and a countdown timer around the object in space. Once the countdown timer has reached 0, the target has been locked, and you can fire on it, mine it, etc.
  
So some times as a new player just opening the fitting window can make your head spin. Here is some easy things to look for.
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== Targeting parameters ==
  
* Range - This is how far out your ship can lock a target. ( if it says 22.5 km you need to get that close to do any thing) so if you have guns that are sniper fit to your ship doing damage out to 35 km that is cool but please make sure you can lock a target out that far.
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There are three parameters of interest when targeting:
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* How many targets you can have locked at any one time.
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* How long it takes to lock a target.
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* At what range you can target an object.  
  
* Maximum Target Count - How many targets your ship can have at once. if it says 2 you can not lock more then 2 targets. ( Note skills can + how many targets that YOU can lock but your ship still needs to be able to lock that many for your skills to matter.)
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=== Number of targets locked ===
  
* Scan Resolution - One of the most important in my opinion. This is what the game uses to figure out how fast your ship can lock another ship. Using some crazy math formula they say that based on your scan resolution and the other guys ships signature radius this is how fast you lock them. So look at it this way Bigger scan resolution faster lock, and bigger signature radius is also a faster lock. (ill come back to this)
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The number of targets you can have locked at any one time is primarily determined by the ship you're flying, and by your skills. Each ship has a maximum number of targets they can have locked at any one time, and you can find this information on the "Show Info" screen for a ship. For instance, a [[Merlin]] can only lock five targets at once, whilst a [[Golem]] can lock up to ten targets. For [[Strategic Cruisers]] (T3 ships), the maximum number of locked targets depends on the ship's installed sub-systems.
  
* Ship Sensor Strength - This is a number that is used for ECM math. Their jam strength divided by your sensor strength = jam chance. The higher your sensor strength, the less likely you are to be jammed.
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In order to take full advantage of your ship's targeting capabilities you need to train the skills '''Target Management''' and '''Advanced Target Management'''.
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* '''[[Skills:Targeting#Target Management|Target Management]]''' (L1, 90K ISK): +1 extra target per skill level, up to the ship's maximum allowed number of targets locked.
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* '''[[Skills:Targeting#Advanced Target Management|Advanced Target Management]]''' (L3, 450K ISK): +1 extra target per skill level, up to the ship's maximum allowed number of targets locked.  
  
==Improving Targeting==
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A pilot without any skills can lock up to 2 targets simultaneously, so if you train both Target Management and Advanced Target Management to level V, you will be able to lock 12 targets at once (assuming your ships can support that many). 
  
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Having a large number of simultaneous targets locked is particularly useful for [[EWar 101 Guide|EWAR]] and [[Guide to Logistics|Logistics]] pilots (who need to keep track of many targets at once); combat, mining or hauling pilots will generally not need to train high levels of targeting skills. You can check how many ships you can lock at once on the ship fitting screen, or through an external program like [[Guide to using EFT|EVE fitting tool (EFT)]]. ''(Images!)'')
  
===Skills===
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==== Increasing a ship's maximum number of locked targets ====
*Target Management - +1 extra target per skill level, up to the ship's maximum allowed number of targets locked.
 
*Long Range Targeting - 5% Bonus to targeting range per skill level.
 
*Signature Analysis - 5% improved targeting speed per skill level.
 
*Advanced Target Management - +1 extra target per skill level, up to the ship's maximum allowed number of targets locked.
 
  
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A ship's innate targeting limit (see above) can be increased by installing '''Auto Targeting System''' or '''Signal Amplifier''' modules. As above, you need the necessary targeting skills to take advantage of this higher target limit.
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* '''Auto Targeting System''' (high slot): Targets any hostile ship within range on activation. Grants +2 (Auto Targeting System I) or +3 (Auto Targeting System II) bonus to ship's maximum targets.
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* '''Signal Amplifier ''' (low slot): Increases scan resolution, targeting range, and maximum number of locked targets by +1 (Signal Amplifier I) or +2 (Signal Amplifier II).
  
===Modules===
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=== Targeting time ===
  
Sensor Booster + Scan Resolution Script
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How long it takes for you to lock a target depends on the '''signature radius''' of the ship you're targeting, and on your own ship's '''scan resolution'''. To calculate the locking time (in seconds):
  
Every ship has a certain scan resolution, visible in the fitting window, which, together with your target's signature radius, determines the time it takes to lock a target. With a sensor booster you can increase that scan resolution which enables you to decrease the lock-time and so point or scram the target faster.
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[[File:Targetingtime.png]]
  
The tech 1 (T1) version of the sensor booster boosts your scan resolution by 25%, while the tech 2 (T2) version boosts it by 30%. Sensor Boosters also increase your maximum targeting range, but that's less relevant to tackling. If you put a scan resolution script in the sensor booster the scan resolution bonus doubles and the bonus to targeting range disappears. So you can get a 50% scan resolution bonus from the tech 1 booster and a 60% from the tech 2 version.
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{| class="wikitable"
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|-
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| X (in mm)||Scan resolution of your ship
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|-
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| Y (in m)||Signature radius of the target
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|}
  
Note: that the meta 4 sensor booster (F-90 Positional Sensor Subroutines) is as effective as the T2 version and easier to fit. However the meta 4 uses more cap.
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Smaller ships tend to have high scan resolutions and low signature radii, whereas large ships have the opposite. The higher your scan resolution, and the higher the signature radius of your target, the faster you can lock on - in practice, this means that a small ship will be usually able to lock on to a large ship very quickly, whereas a large ship will take a long time to lock on to a small ship. Note that there are many exceptions to this rule, notably T2 and T3 ships. (''more details?'')
  
====Skill Requirements====
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[[File:Lock_speed_graph.png]]
*Electronics II
 
*T1: Long Range Targeting I
 
*T2: Long Range Targeting IV
 
  
===Implants===
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The lines on the graph represent a few different ships, and the horizontal axis the signature radius of the target ship. As an example (using the ships' base values, without changes due to modules, skills, or implants), a [[Kestrel]] (attack frigate)  can lock on to a [[Typhoon]] (battleship) in 1.5 seconds, whereas the same Typhoon will take 19 seconds to lock on to the Kestrel. [[Interceptor]]s have some of the highest scan resolutions; the [[Stiletto]] on the graph above can lock onto almost anything in under two seconds. Conversely, ships with very small signature radii (such as the [[shuttle]] on the graph above) have more time before an enemy locks on to them (9 seconds when being targeted by an Omen, 23 seconds when being targeted by a Typhoon).
  
There are 2 implants that affect targeting. Both are [[hardwirings]].
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In order to be able to lock on to your targets faster, you need to increase your ship's scan resolution. This can be done with modules (such as Sensor Boosters or Signal Amplifiers) or help from fleetmates (using [[EWar_101_Guide#Remote_Sensor_Booster|Remote Sensor Boosters]]). There are also rigs (eg Targeting System Subcontroller) which increase your locking speed by a certain percentage. For more details on increasing your scan resolution, see [[ship sensors#Scan_Resolution|ship sensors]]. You can also increase your target's signature radius with [[EWar_101_Guide#Target_Painting_.28TP.29|target painters]], although this is rarely the primary reason target painters are used. Lastly, the skill '''[[Skills:Electronics#Signature_Analysis|Signature Analysis]]''' (L1, 67k ISK) gives a 5% bonus per level to your locking time. Fast locking times are particularly important for [[tackler]]s and [[interceptor]]s, who need to tackle a target before it has a change to escape by warping away.  
  
Slot 7
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Conversely, in PvP, you want to minimise your signature radius, so that your opponent takes a long time to lock on to you (giving you time to get a few shots off, or to escape). There are almost no direct ways of reducing your ship's signature radius (other than flying a different ship and some implants), so be mindful of the modules which increase it (for instance, turning on your microwarpdrive (MWD) increases your signature radius by 500%). For more discussion on what affects signature radius, see [[signature radius]], keeping in mind that a small signature radius also helps with reducing incoming damage (for more details, see [[Missile Damage|missile damage]] and [[Turret Damage|turret damage]]).
Electronics - Increase Scan Resolution
 
  
Slot 8
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Lastly, you can handicap an opponent by decreasing their scan resolution using [[EWar_101_Guide#Remote_Sensor_Dampening_.28damps.2C_RSD.29|remote sensor dampening]] (making them take longer to lock on to you) or use [[EWar_101_Guide#Electronic_Counter_Measures_.28ECM.29|ECM]] to make them lose lock on you completely. These topics (including possible countermeasures) are covered in much greater detail at [[EWar 101 Guide]] and [[ECM Guide]].
Electronics - Increase Targeting Range
 
  
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=== Targeting range ===
  
==Data to go Huh...==
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The range at which you can target another object is primarily dependent on the ship you're flying; you can find its base targeting range on the "Show Info" screen. You can improve this through the '''Long Range Targeting''' skill, for up to a 25% bonus at level V:
{{Deprecated}}
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* '''[[Skills:Electronics#Long_Range_Targeting|Long Range Targeting]]''' (L2, 79k ISK): 5% bonus to targeting range per skill level.
I have looked through the Frigates to point out the Best of Rage, Best of Lock Time and the Middle Man.
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Additionally, there are certain modules which you can use to increase your targeting range:
(Lock time based on targeting another Frigate. All data used with NO skills so far and ships that have 3 or more mid slots.)
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* '''Signal Amplifier''' (low slot): Increases targeting range by 25% (Signal Amplifier I) or 30% (Signal Amplifier II), as well as the maximum number of locked targets and your ship's scan resolution.  
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* '''Sensor Booster''' (''XX slot''): Increases targeting range and scan resolution. Can be loaded with scripts to give either a bonus to both, or a larger bonus to one (at the expense of no bonus to the other); for more details, see [[EWar_101_Guide#Sensor_Booster_.28sebo.29|sensor booster]].
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Lastly, rigs (e.g. Ionic Field Projector) and implants (e.g. Zainou 'Gypsy' Long Range Targeting) can boost targeting range even further, as can help from a fleetmate (using a [[EWar_101_Guide#Remote_Sensor_Booster|remote sensor booster]].
  
*Best Range - Caldari - Griffin @ 60 km
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Very long targeting ranges are the foundation of ships fitted for sniping, but targeting at longer ranges than your weapons' effective range is a waste, not to mention that the targeting modules are taking up space which would otherwise be used for, for instance, tanking modules - so increasing targeting range is always a trade-off. Certain modules (such as warp core stabilisers) greatly decrease your targeting range. Lastly, you can use [[EWar_101_Guide#Remote_Sensor_Dampening_.28damps.2C_RSD.29|remote sensor dampening]] to greatly reduce your enemy's targeting range.  
*Best Lock Time - Minmatar - Rifter @ 660 mm or 3.2 sec
 
*Middle Man - Amarr - Crucifier - @ 47.5 km and 440 mm or 4.7 sec
 
  
So now a quick comparison using EFT so every one can see what the numbers look like.
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You can find out your ship's current targeting range on the fitting screen, or through an external tool like [[Guide to using EFT|Eve fitting tool (EFT)]].
  
*'''Time Comparison''' - all boosts that can be will be for scan resolution-
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== Automatic and passive targeters ==
Using a Rifter with NO skills vs Rifter its a 3.2 sec lock Range 22.5 km Battle Cruiser 1.5 sec lock.
 
  
Now ill max our Skills to 5 add max level implants and all slots full with Scan boosters tech2 in my Fit (I know none of this would really ever happen but lets see what it does).
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Besides targeting speed, range, and number, two other modules can affect targeting in a significant way: '''Auto Targeting Systems''' and '''Passive Targeters'''.  
  
Rifter vs Rifter = Target Lock of 0.7 sec and Range of 29.53 km
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* '''Auto Targeting System''' (high slot): Targets any hostile ship within range on activation and grants a bonus to ship's maximum targets.
Rifter vs Battle Cruiser = Target Lock of 0.4 sec no range difference
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* '''Passive Targeter''' (''XX slot''): Allows target lock without alerting the ship to a possible threat.  
  
*'''Distance Comparison''' - the winner for that class the Griffin
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Auto Targeting Systems are rarely used in practice (''why''?), as they take up a valuable high slot and stop you from prioritising targets. Passive Targeters have a niche use, as they allow you to use non-aggressive modules (eg cargo or ship scanners) on a target without alerting the target - for instance, in order to check what cargo a ship is carrying and whether it's worth [[Suicide_Ganking_101|suicide ganking]].
Griffin with no skills vs Griffin locked 5.2 sec at 60 km and a Battle Cruiser lock is 2.5 sec
 
 
 
With max skills and implants. Note all the scripts will now be for range boost to see how far we can get this frigate to target someone. The griffin has 4 mid slots and after 3 scripts for range I find there is no bonus so we will add one as a target lock boost.
 
 
 
Griffin vs Griffin = Range 249 km Target Lock 2.5 sec
 
Griffin vs Battle Cruiser = no Range change but lock time 1.2 sec
 
 
 
 
 
Well I hope that this helps someone out there and that you all can target those bad guys!
 
Fly Safe Pew Pew
 

Revision as of 13:00, 30 October 2013

In Eve, you need to target something in order to affect it (repair it, mine it, or attack it). This page discusses how targeting works, and what affects it, and what you can do to improve it.

Targeting through the UI

Target using the overview
Target using the radial menu

You can target something by:

  • Select the object (either in space or via the overview), and click the "Target" button on the overview.
  • Click and hold the left mouse button on the object in space to activate the radial menu, then move your cursor to the "Target" section (bottom segment) and release.
  • Using keyboard shortcuts: the default is CTRL to target. Note that you can either select an object and then press CTRL to target it, or hold down CTRL and then click on the object.

Use whichever method most suits your play style, however, many experienced Eve players find that using the third method is the quickest.

When you have begun targeting something, you will hear a beeping sound, and a countdown timer around the object in space. Once the countdown timer has reached 0, the target has been locked, and you can fire on it, mine it, etc.

Targeting parameters

There are three parameters of interest when targeting:

  • How many targets you can have locked at any one time.
  • How long it takes to lock a target.
  • At what range you can target an object.

Number of targets locked

The number of targets you can have locked at any one time is primarily determined by the ship you're flying, and by your skills. Each ship has a maximum number of targets they can have locked at any one time, and you can find this information on the "Show Info" screen for a ship. For instance, a Merlin can only lock five targets at once, whilst a Golem can lock up to ten targets. For Strategic Cruisers (T3 ships), the maximum number of locked targets depends on the ship's installed sub-systems.

In order to take full advantage of your ship's targeting capabilities you need to train the skills Target Management and Advanced Target Management.

  • Target Management (L1, 90K ISK): +1 extra target per skill level, up to the ship's maximum allowed number of targets locked.
  • Advanced Target Management (L3, 450K ISK): +1 extra target per skill level, up to the ship's maximum allowed number of targets locked.

A pilot without any skills can lock up to 2 targets simultaneously, so if you train both Target Management and Advanced Target Management to level V, you will be able to lock 12 targets at once (assuming your ships can support that many).

Having a large number of simultaneous targets locked is particularly useful for EWAR and Logistics pilots (who need to keep track of many targets at once); combat, mining or hauling pilots will generally not need to train high levels of targeting skills. You can check how many ships you can lock at once on the ship fitting screen, or through an external program like EVE fitting tool (EFT). (Images!))

Increasing a ship's maximum number of locked targets

A ship's innate targeting limit (see above) can be increased by installing Auto Targeting System or Signal Amplifier modules. As above, you need the necessary targeting skills to take advantage of this higher target limit.

  • Auto Targeting System (high slot): Targets any hostile ship within range on activation. Grants +2 (Auto Targeting System I) or +3 (Auto Targeting System II) bonus to ship's maximum targets.
  • Signal Amplifier (low slot): Increases scan resolution, targeting range, and maximum number of locked targets by +1 (Signal Amplifier I) or +2 (Signal Amplifier II).

Targeting time

How long it takes for you to lock a target depends on the signature radius of the ship you're targeting, and on your own ship's scan resolution. To calculate the locking time (in seconds):

Targetingtime.png

X (in mm) Scan resolution of your ship
Y (in m) Signature radius of the target

Smaller ships tend to have high scan resolutions and low signature radii, whereas large ships have the opposite. The higher your scan resolution, and the higher the signature radius of your target, the faster you can lock on - in practice, this means that a small ship will be usually able to lock on to a large ship very quickly, whereas a large ship will take a long time to lock on to a small ship. Note that there are many exceptions to this rule, notably T2 and T3 ships. (more details?)

Lock speed graph.png

The lines on the graph represent a few different ships, and the horizontal axis the signature radius of the target ship. As an example (using the ships' base values, without changes due to modules, skills, or implants), a Kestrel (attack frigate) can lock on to a Typhoon (battleship) in 1.5 seconds, whereas the same Typhoon will take 19 seconds to lock on to the Kestrel. Interceptors have some of the highest scan resolutions; the Stiletto on the graph above can lock onto almost anything in under two seconds. Conversely, ships with very small signature radii (such as the shuttle on the graph above) have more time before an enemy locks on to them (9 seconds when being targeted by an Omen, 23 seconds when being targeted by a Typhoon).

In order to be able to lock on to your targets faster, you need to increase your ship's scan resolution. This can be done with modules (such as Sensor Boosters or Signal Amplifiers) or help from fleetmates (using Remote Sensor Boosters). There are also rigs (eg Targeting System Subcontroller) which increase your locking speed by a certain percentage. For more details on increasing your scan resolution, see ship sensors. You can also increase your target's signature radius with target painters, although this is rarely the primary reason target painters are used. Lastly, the skill Signature Analysis (L1, 67k ISK) gives a 5% bonus per level to your locking time. Fast locking times are particularly important for tacklers and interceptors, who need to tackle a target before it has a change to escape by warping away.

Conversely, in PvP, you want to minimise your signature radius, so that your opponent takes a long time to lock on to you (giving you time to get a few shots off, or to escape). There are almost no direct ways of reducing your ship's signature radius (other than flying a different ship and some implants), so be mindful of the modules which increase it (for instance, turning on your microwarpdrive (MWD) increases your signature radius by 500%). For more discussion on what affects signature radius, see signature radius, keeping in mind that a small signature radius also helps with reducing incoming damage (for more details, see missile damage and turret damage).

Lastly, you can handicap an opponent by decreasing their scan resolution using remote sensor dampening (making them take longer to lock on to you) or use ECM to make them lose lock on you completely. These topics (including possible countermeasures) are covered in much greater detail at EWar 101 Guide and ECM Guide.

Targeting range

The range at which you can target another object is primarily dependent on the ship you're flying; you can find its base targeting range on the "Show Info" screen. You can improve this through the Long Range Targeting skill, for up to a 25% bonus at level V:

Additionally, there are certain modules which you can use to increase your targeting range:

  • Signal Amplifier (low slot): Increases targeting range by 25% (Signal Amplifier I) or 30% (Signal Amplifier II), as well as the maximum number of locked targets and your ship's scan resolution.
  • Sensor Booster (XX slot): Increases targeting range and scan resolution. Can be loaded with scripts to give either a bonus to both, or a larger bonus to one (at the expense of no bonus to the other); for more details, see sensor booster.

Lastly, rigs (e.g. Ionic Field Projector) and implants (e.g. Zainou 'Gypsy' Long Range Targeting) can boost targeting range even further, as can help from a fleetmate (using a remote sensor booster.

Very long targeting ranges are the foundation of ships fitted for sniping, but targeting at longer ranges than your weapons' effective range is a waste, not to mention that the targeting modules are taking up space which would otherwise be used for, for instance, tanking modules - so increasing targeting range is always a trade-off. Certain modules (such as warp core stabilisers) greatly decrease your targeting range. Lastly, you can use remote sensor dampening to greatly reduce your enemy's targeting range.

You can find out your ship's current targeting range on the fitting screen, or through an external tool like Eve fitting tool (EFT).

Automatic and passive targeters

Besides targeting speed, range, and number, two other modules can affect targeting in a significant way: Auto Targeting Systems and Passive Targeters.

  • Auto Targeting System (high slot): Targets any hostile ship within range on activation and grants a bonus to ship's maximum targets.
  • Passive Targeter (XX slot): Allows target lock without alerting the ship to a possible threat.

Auto Targeting Systems are rarely used in practice (why?), as they take up a valuable high slot and stop you from prioritising targets. Passive Targeters have a niche use, as they allow you to use non-aggressive modules (eg cargo or ship scanners) on a target without alerting the target - for instance, in order to check what cargo a ship is carrying and whether it's worth suicide ganking.