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Electronic Countermeasures: Difference between revisions

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There are 3 main types of ECM modules:
There are 3 main types of ECM modules:
* ECM Multispectral Jammers - These module are reasonable effective on all targets with a high capacitor cost
* ECM Multispectral Jammers - These module are reasonable effective on all targets with a high capacitor cost. These modules have a significantly lower range than racial jammers.
* ECM Racial Jammers - These modules are effective against a single race of ships. They have a longer range and lower capacitor cost than multispectral jammer modules.
* ECM Racial Jammers - These modules are effective against a single race of ships. They have a longer range and lower capacitor cost than multispectral jammer modules.
* ECM Burst Jammers - These modules will cause all ships within a certain range of your ship to be jammed. You do not need to be targeting anyone to use a Burst module. Burst modules consume a high amount of capacitor and are generally only used on Battleships. '''REMEMBER: The ECM burst modules will get you concorded when used in high sec and they will also jam your fellow fleet members if used in close proximity. These modules should only be used in low sec while you are by yourself!!!'''
* ECM Burst Jammers - These modules will cause all ships within a certain range of your ship to be jammed. You do not need to be targeting anyone to use a Burst module. Burst modules consume a high amount of capacitor and are generally only used on Battleships. '''REMEMBER: The ECM burst modules will get you concorded when used in high sec and they will also jam your fellow fleet members if used in close proximity. These modules should only be used in low sec while you are by yourself!!!'''
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: 1x 1600mm armor plate (requires hull upgrades 3) - This setup may require you to have no guns on your ship but it will almost double the effective health points of your Blackbird. Some people believe it is worth taking the small hit on ECM strength to have this increased survivability
: 1x 1600mm armor plate (requires hull upgrades 3) - This setup may require you to have no guns on your ship but it will almost double the effective health points of your Blackbird. Some people believe it is worth taking the small hit on ECM strength to have this increased survivability


Remember to set your orbit range correctly with regards to the types of ECM modules you are using:
* Multispectral modules have an optimal around 18km to 40km depending on skills with a falloff of 20-30km
* Racial modules have an optimal around 40km -> 50km depending on skills with a falloff of 40-50km
This is radically affected by your cruiser skill (most ships will modify optimal range with ship skill)


== How does ECM work? ==
== How does ECM work? ==
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(the little ^ symbol means "to the power of")
(the little ^ symbol means "to the power of")


So lets use that equation in an example:
So let's use that equation in an example:


=== Scenario 1 ===
=== Scenario 1 ===
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Your new shiny racial jammer has a base strength of 6.78
Your new shiny racial jammer has a base strength of 6.78
Caldari Cruiser II -> 30%
Signal Distortion Amplifier x 2 -> 10%
Medium Particle Dispersion Augmentor x2 -> 20% (10% per module)
This leads to a massive 10.84 strength jam.
Chance to jam = ( 10.84 / 22 ) * 100%
Chance to jam = 49% with a single module
You can do the maths to work out how well 4x multi specs would work in this setup.
== Falloff and Optimal range ==
The above scenarios are correct when your target is between you and your optimal range. When you target is past this optimal range it affects the chance that you will jam them. This works much in the same way weapons fall off ranges work.
* When your target is at optimal you will get the above chances.
* When your target is at optimal + falloff you have a 50% chance to have the above chances
* When your target is at optimal + 2 x falloff you have a 0% chance of jamming them
Here is an example:
let's assume your ECM module has a 50km range and has a 40km falloff. When your target is within optimal range you have a 20% chance to jam him per cycle of your modules.
* If your target is 50km away you will have a 20% chance to jam him
* If your target is 90km away (50km + 40km) you will now have 10% chance to jam him (50% of 20%)
* If your target is 130km away (50km + 40km + 40km) you now have a 0% chance to jam him
Without any skills in targeting a Black Bird has a 75km targeting range and 112.5km with a targeting script in your sensor booster. So the rule of thumb for a new player should be: '''If you can target them, try to jam them!!'''
== Advanced ECM tactics ==
=== Never activate all of your ECM on a target at the same time ===
If you have some time (you are not about to die) you can gain a large advantage if you do not active all of your ECM modules on a target.
Let's assume there are 2 targets attacking you and your friends. Immediately you target both of them and decide you will turn on 2 multispectral jammers for each. One of the targets gets lucky and avoids both of the jams and the other target gets jammed from your first ECM module. The lucky enemy (that didn't get jammed) then happily targets you and blows you up! woops.
Now that is an unpleasant scenario we might have avoided.
This time we decide to turn on 1 module per target.
Target 1 is lucky and doesnt get jammed
Target 2 is unlucky and we jam them
At this point we have 2 more modules to work with.
We attempt to jam target number 2 with another module and he is AGAIN lucky (just like in the first example)
We finally turn a third module onto target 2 and this time we jam him and live to fight another day!
You can see with this example that it is in your best interest to use as little number of jammers on your targets until you get an actual jam. Remember that the activation time of ECM modules is 20 seconds, which is the same length of time that the jam will last.
=== Jamming during docking games ===
Sometimes it is unwise to jam someone who is trying to play docking games with you. To win at docking games you sometimes need to rely on the fact that when your target shoots something he cannot dock for 30 seconds (giving you time to kill him). If you happen to get a jam off on a person playing docking games he has 20 seconds where he cannot target anyone and thus is getting closer to being able to dock. You generally want someone playing docking games to be trying to shoot someone.