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Electronic Countermeasures: Difference between revisions

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Uryence (talk | contribs)
Uryence (talk | contribs)
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=== High slots (4) ===
=== High slots (4) ===
Weapons should be fit after all other modules -- dealing damage is not your main concern -- and they should be weapons which consume no capacitor. For most Caldari pilots this makes [[Missile Launchers|missile Launchers]] ideal: Heavy Missile Launchers have a nice long range to match your ECM ranges, Assault Missile Launchers have a medium range and can really hurt enemy frigates; Heavy Assault Missile Launchers are a pain to fit and have very short ranges.
Weapons should be fit after all other modules -- dealing damage is not your main concern -- and they should be weapons which consume no capacitor. For most Caldari pilots this makes [[Missile Launchers|missile launchers]] ideal: Heavy Missile Launchers have a nice long range to match your ECM ranges, Assault Missile Launchers have a medium range and can really hurt enemy frigates; Heavy Assault Missile Launchers are a pain to fit and have very short ranges.


Energy neutralizers can be a great addition but remember they use a lot of cap (when in doubt, don't fit them). Other options include a salvager in your spare high slot to clean up wrecks after fighting, or a medium remote armor repairer to help patch allies up after fighting (but not during battle, when your attention, and your capacitor, should be running your ECM).
Energy neutralizers can be a great addition but remember they use a lot of cap (when in doubt, don't fit them). Other options include a salvager in your spare high slot to clean up wrecks after fighting, or a medium remote armor repairer to help patch allies up after fighting (but not during battle, when your attention, and your capacitor, should be running your ECM).