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* 3a. If your orders are to orbit a gate, keep orbiting. If you get targeted you can jump through. (Unless you activated an Ewar module on someone or want to die a "Hero's" death.) | * 3a. If your orders are to orbit a gate, keep orbiting. If you get targeted you can jump through. (Unless you activated an Ewar module on someone or want to die a "Hero's" death.) | ||
* 3b. If you are at your optimal range, align to a planet. If you are targeted you can warp away and warp back in. (Unless you want to die a "hero's death".) | * 3b. If you are at your optimal range, align to a planet. If you are targeted you can warp away and warp back in. (Unless you want to die a "hero's death".) | ||
* 4. Activate the electronic warfare module on your designated target. | * 4. Activate the electronic warfare module on your designated target. You may want to overheat your ECM module for the (often critical) first cycle and gain a 20% higher strength. TD/RSD/TP modules can't be overheated. | ||
* 5. If the hit on the designated target is successful, put a second electronic warfare module (if you have it) on the another target in the opposing fleet. | * 5. If the hit on the designated target is successful, put a second electronic warfare module (if you have it) on the another target in the opposing fleet. | ||
* 6. There is no 6, let's jam it. | * 6. There is no 6, let's jam it. | ||