ECM 090

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This is a depcrecated class syllabus, intended as historical record for the teaching department.

Creating syllabi is no longer our process for new classes, and no classes in the syllabus library are considered current. They are here for historical purposes only, as well as an optional starting point for designing new classes. Please do not assume any of the classes you find here have slides, or have even been taught for many years. If you do use information in a syllabus, ensure that you have brought it up to date with contemporary EVE.

This page should be updated due to game changes. Reason: Rework into Introduction to class, module tiericide

Contents

General Information

This class is intended for new or practically new pilots to EVE. This course is designed to give these pilots a rudimentary introduction to Caldari ECM and various in-game tools at their disposal. This class is also intended to help newer pilots get a grasp of ECM away from the Ewar 101 course where information overload is a concern. In a pinch it should have enough information to get pilots who have never touched an ECM vessel sufficient experience such that in the event of war where we do not have time to fully train newer pilots they can still benefit their fleet.

Due to the nature of the class try to limit this class to ten or twenty students at a time. This is to maximize one on one time for newer pilots.

  • Duration: 20 to 40 minutes for class. 20 min for QA and live fire.
  • Location: TBC


Class contents

High Level Class References:

Instructor Requirements/Recommendations

  • Have ready to link fits for both the Griffin and the Blackbird.
  • Recruit two (2) to four (4) other uni pilots to act as "targets". Try to get one volunteer for each racial tackling category.
  • Set two (2) safe spots prior to class a "LONG" way from anything so that live fire doesn't provoke Concord.

Student requirements

  • Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: http://wiki.eveuniversity.org/Mumble
  • Access to the Class.E-UNI in-game chat channel.
  • The following skills trained: Spaceship Command 1, Caldari Frigate 2, Electronics 1, Electronic Warfare 3.
  • Have your overview set to E-Uni standards. (http://wiki.eveuniversity.org/Overview)

Topic One: ECM fitting 090

Compare/Explain: Griffins vs Blackbirds

  • Griffin: Short range cost reduction for modules and enhanced jamming strength.
    • Ideal for newer pilots who have not yet had an opportunity to develop fitting skills.
    • More forgiving to newer pilots as if you leave modules on too long your capacitor will hold out longer.
    • Relatively inexpensive ship replacement due to frigate hull.
  • Blackbird: Long range and enhanced jamming strength
    • Ideal for pilots who have developed fitting and capacitor related skills. (Hard Skill)
    • Since there is no cost savings on module use managing capacitor use is essential. (Soft Skill)
    • More expensive and typically a primary target.
    • Will need to practice fighting aligned.
    • Excellent range with developed skills. Not uncommon for a Blackbird pilot to ECM up to 100km range.

Compare/Explain: Fitting Theory

  • General vs. Rainbow Fit
    • General ECM modules.
      • Equally good against all races.
      • Typically shorter range and higher cost of usage.
      • Best saved for more experienced pilots who have higher skills to make them most effective.
    • Racial Specific/Rainbow fit
      • Greatly enhanced ECM strength for the race it is intended.
      • Less skill intensive to be effective.
      • Better base range and cheaper cost.
      • If fitting all four racial specific modules you will always have one module with an ideal chance to ECM your target.
  • Signal Amplifier: Low slot: Increases the effective range and strength of ECM.
  • Weapons: High slots: Initially avoid anything in high slots that will drain cap to ensure power is available for ECM and Propulsion.
  • Propulsion: The modern era allows sufficient fitting for a propulsion module.
    • Micro-Warp - Excellent speed but kills your max capacitor. Not advised until appropriate skills are trained.
    • After-burner - Inexpensive in capacitor use and fitting but limited speed increase.
  • Damage Control or Twin Signal amplifier:
    • Experienced pilots will tend to go with double amp as this vessel's primary defense is their ECM strength.
    • Pilots with fewer skills benefit from having more time to react to incoming damage allowing more time to warp out.

Compare/Explain Cost Conservation/Effectiveness

  • Meta 0 modules:
    • Less expensive
    • Less effective
    • An excellent investment for a newer player with limited resources.
  • Meta 4 modules:
    • More effective
    • More expensive
    • Easier to fit.
    • An excellent investment for those willing to spend the time to maximize the advantages in performance.
    • An excellent investment for newer Black Bird pilots with lower fitting skills.
  • Meta 5 (Tech 2):
    • NEVER USE THEM - Meta 4 ECM are at this time in EVE superior in all ways.
      • Harder to fit.
      • Expensive.
      • Use more capacitor than Meta 4 equivalent.

Topic Two: Tactical Overlay

  • Have everyone undock from station.
  • Warp everyone to the first safe spot.
  • Have everyone open their fleet mates tab. Remind them purple is for fleetmates.
  • Explain that to the left of the capacitor (the orange light in the middle of your screen) are five buttons. The outermost of the two columns has two bubbles/circles. The top one is the one called Tactical (Control-D).
    • Have students move their mouse wheel (zoom) out until you can just barely identify your ship visually and can see numbers out as far as 75km clearly.
      • Explain that without having your cursor on any buttons, you are seeing how far out you can target your opponent according to the maximum specifications of your ship. Explain skills may increase this base range.
    • Have students move their cursor over any of their ECM modules.
      • In additions to the sphere indicating you maximum targeting range you should have two new spheres.
        • The smaller of the two, the bright one, is where you have the best chance of success.
        • While the outer one is where you may still be able to succeed you are not as likely (roughly 1/2 base ECM strength).
        • In terminology the first sphere is called, "Optimal" while the end of the second one is called, "Falloff".
        • The math for Optimal and Falloff will be covered in the higher level course, this class focuses on visual cues.
  • For class purposes this illustrates just how far you can be from an opponent and still have varying degrees of success on effecting your enemy.
    • The tactical overlay helps visually identify how far your are to your opposition.
    • It helps identify visually if the enemy is closing on you or getting away.
    • Provides visual reference as to which targets will be most likely affected based on range.


Topic Three: Activating Modules

  • Firing Process
    • Target as many targets as you can.
    • Choose a target.
    • Look at the background color on the target and match the background with the respective ECM module.


In ECM it is essential to, "Fire", one module at a time as if more than one lands you will have wasted the extra modules. Likewise, once you have one target jammed, you can repeat the sequence on another target and so on until out of jamming modules.

Topic Four: Surviving in an Ewar Vessel

Flying an ECM vessel means, by nature, you will be the first target primary target.

  • Fight Aligned
    • Upon landing in combat, align to a celestial or bookmark.
    • As soon as someone targets you (red or yellow box) warp to that celestial or bookmark and then warp back.
    • Remember ECM vessels are fragile. At the first sign of danger, warp out. Waiting a few more seconds will likely get you killed.

To the Instructor: Prior to practical have everyone take a moment to familiarize themselves with the use of the Pod Saver tab to facilitate the practical.

Topic Five: Practical

Instructor: The principle is two fold. 1) The students should jam the tacklers. 2) They should escape without being tackled.

  • To this end
    • Flag four people down prior to class and get them to commit to flying racial tackling frigates.
    • Explain that once the instructor warps off they may tackle any one left at will.
    • No ship destruction as students are likely scared enough as it is.
    • Have tacklers label their ships: Target1, Target 2, etc.
    • Instructor should be labelled: Instructor
    • Start the practical once the students have the, "targets", locked.

For the students

  • Four tackle vessels being flown by other Uni-Members.
    • Have your Fleet-mates tab open
    • Fleet mates are purple
    • Target each.
      • On my mark I want you to activate modules on each racial frigate.
      • If done properly the instructor will be able to warp out.
      • If done properly you should escape without being tackled.
      • "X" up in chat once you have all four targets locked or your neo-comm tells you that you are locking the maximum number of targets.

To Students

  • Please note: each vessel you have targeted has a different color background. Example, there is a red background, a red jammer, which for argument sake is Minmatar.
  • Ideally when you select your first target to jam match up the color to the background. If the jam doesn't succeed use any of your other modules until one lands.
  • Now, look at your remaining modules that are inactive, find the color background that matches the module color and continue.
  • With luck you may be able to jam all the targets, though it is possible to have all four modules "miss".
    • Vibrant module activation counters indicate success
    • Dim module activation counters indicate you will need to try again.


Wrap Up

  • This concludes ECM 090. This by no means is an exhaustive class on ewar and is intended only to help give you a hands on visual reference to handle your Caldari ECM vessel. There is a lot of material in the ECM_Guide and in the EWar_101_Guide.
  • Though many will look at you a bit strange, feel free to go hunt NPC pirates (rats) in belts to practice a bit and to get used to your fittings.
  • Noobs on Patrol fleets are an excellent opportunity to put skills to work in practical applications.
  • Check your calendar for details.


  • Q&A

--Eve Online is something you will either love or hate. If you are doing it right, probably both. (talk) 06:01, 31 January 2014 (UTC)

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