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== Electronic Counter Measures (ECM) == | == Electronic Counter Measures (ECM) == | ||
ECM causes the targeted ship to lose all of its current target locks (often called 'jamming' the targeted ship). The jammed ship cannot target anyone or anything for the duration of the ECM module's cycle (20 seconds), and can only re-acquire its targets after the ECM module fails to jam its target or stops cycling. ECM is often considered the most powerful of the four types of EWAR, because it renders an opponent virtually helpless, disabling their interactions with other ships and with their environment. | [[File:Icon ecm gravimetric.png|left]]ECM causes the targeted ship to lose all of its current target locks (often called 'jamming' the targeted ship). The jammed ship cannot target anyone or anything for the duration of the ECM module's cycle (20 seconds), and can only re-acquire its targets after the ECM module fails to jam its target or stops cycling. ECM is often considered the most powerful of the four types of EWAR, because it renders an opponent virtually helpless, disabling their interactions with other ships and with their environment. | ||
However, there is an important, unique downside to ECM: the success of each ECM module cycle is a matter of chance, with a probability that depends on the jam strength of the ECM module and the sensor strength of the target (with larger targets generally harder to jam than smaller ones). That probability is also affected by the distance to the target; ECM modules have the same, base chance-to-jam anywhere within the module's optimal range, but the chance decreases through falloff, such that ECM is only half as likely to work at (optimal + falloff). Taken together, all this means that sometimes you will jam the opposing ship, and sometimes you won't, and each cycle of your ECM modules is like a roll of the dice. | However, there is an important, unique downside to ECM: the success of each ECM module cycle is a matter of chance, with a probability that depends on the jam strength of the ECM module and the sensor strength of the target (with larger targets generally harder to jam than smaller ones). That probability is also affected by the distance to the target; ECM modules have the same, base chance-to-jam anywhere within the module's optimal range, but the chance decreases through falloff, such that ECM is only half as likely to work at (optimal + falloff). Taken together, all this means that sometimes you will jam the opposing ship, and sometimes you won't, and each cycle of your ECM modules is like a roll of the dice. | ||
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=== Burst Jammers === | === Burst Jammers === | ||
Burst Jammers are non-targeted, multispectral ECM modules that jam all surrounding targets within an effect radius. Burst Jammers do not distinguish between enemy, friendly, and NPC ships; all nearby targets are jammed, including fleetmates and neutral pilots. Burst Jammers have much shorter range than targeted ECM modules, but higher jam strength, making them particularly effective against close-range frigates and drones. | [[File:Icon target max.png|left]]Burst Jammers are non-targeted, multispectral ECM modules that jam all surrounding targets within an effect radius. Burst Jammers do not distinguish between enemy, friendly, and NPC ships; all nearby targets are jammed, including fleetmates and neutral pilots. Burst Jammers have much shorter range than targeted ECM modules, but higher jam strength, making them particularly effective against close-range frigates and drones. | ||
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===Target Spectrum Breaker=== | ===Target Spectrum Breaker=== | ||
The '''Target Spectrum Breaker''' is an unusual ECM module found in pirate [[Relic and data sites|data sites]]. This module can only be fitted in battleship sized vessels. | [[File:Icon target spectrum breaker.png|left]]The '''Target Spectrum Breaker''' is an unusual ECM module found in pirate [[Relic and data sites|data sites]]. This module can only be fitted in battleship sized vessels. | ||
Functionality: | Functionality: | ||
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=== Tracking Disruptors === | === Tracking Disruptors === | ||
Tracking disruptors are used to decrease the optimal range and falloff, and decrease the tracking speed, of [[turrets]]. Range disruption is most effective against opponents at long range, because it can keep you beyond the range of enemy guns. Tracking speed disruption, by contrast, is most effective at short range, because it makes it difficult for your opponents to hit ships moving at high transversal (and the highest transversal speeds occur at short range). Unscripted, tracking disruptors do both range disruption and tracking speed disruption. But tracking disruptors can be fitted with scripts (the Optimal Range Disruption Script and the Tracking Speed Disruption Script) that double their effectiveness in one area at the expense of the other. In general, all disruptor-fitted ships should carry as many copies of each script as they have fitted disruptors. (The scripts are very inexpensive.) | [[File:Icon track disruptor 64.png|left]]Tracking disruptors are used to decrease the optimal range and falloff, and decrease the tracking speed, of [[turrets]]. Range disruption is most effective against opponents at long range, because it can keep you beyond the range of enemy guns. Tracking speed disruption, by contrast, is most effective at short range, because it makes it difficult for your opponents to hit ships moving at high transversal (and the highest transversal speeds occur at short range). Unscripted, tracking disruptors do both range disruption and tracking speed disruption. But tracking disruptors can be fitted with scripts (the Optimal Range Disruption Script and the Tracking Speed Disruption Script) that double their effectiveness in one area at the expense of the other. In general, all disruptor-fitted ships should carry as many copies of each script as they have fitted disruptors. (The scripts are very inexpensive.) | ||
Like other EWAR modules, Tech I tracking disruptors are available in Scoped, Compact, and Enduring meta versions. | Like other EWAR modules, Tech I tracking disruptors are available in Scoped, Compact, and Enduring meta versions. | ||
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=== Guidance Disruptors === | === Guidance Disruptors === | ||
Guidance disruptors reduce the range and precision of enemy [[missiles]]. Missile range disruption reduces both missile speed and flight time; by making enemy missiles fly slower, and for a shorter period of time, missile range disruption dramatically reduces missile range. In this way, missile range disruption is analogous to the optimal range disruption offered by Tracking Disruptors. Missile precision disruption, by contrast, is unique. By decreasing the explosion velocity of enemy missiles, precision disruption makes it harder for a missile's explosion to keep up with small, fast-moving targets. (It makes it easier for a small ship to speed away from the explosion.) And by increasing explosion radius, precision disruption makes the missile explosion more diffuse, decreasing the amount of damage dealt. Unlike tracking speed disruption, missile precision disruption is not affected by range or flight vector. But like tracking disruption, it does favor small, speedy ships. Unscripted, guidance disruptors affect both range and precision, but they can be fitted with scripts (either the Missile Range Disruption Script or Missile Precision Disruption Script) to double one effect at the expense of the other. | [[File:Icon missile guidance computer i.png|left]]Guidance disruptors reduce the range and precision of enemy [[missiles]]. Missile range disruption reduces both missile speed and flight time; by making enemy missiles fly slower, and for a shorter period of time, missile range disruption dramatically reduces missile range. In this way, missile range disruption is analogous to the optimal range disruption offered by Tracking Disruptors. Missile precision disruption, by contrast, is unique. By decreasing the explosion velocity of enemy missiles, precision disruption makes it harder for a missile's explosion to keep up with small, fast-moving targets. (It makes it easier for a small ship to speed away from the explosion.) And by increasing explosion radius, precision disruption makes the missile explosion more diffuse, decreasing the amount of damage dealt. Unlike tracking speed disruption, missile precision disruption is not affected by range or flight vector. But like tracking disruption, it does favor small, speedy ships. Unscripted, guidance disruptors affect both range and precision, but they can be fitted with scripts (either the Missile Range Disruption Script or Missile Precision Disruption Script) to double one effect at the expense of the other. | ||
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== Remote Sensor Dampening == | == Remote Sensor Dampening == | ||
Remote sensor dampening (or "damps") is used to reduce the targeting range and scan resolution (which is related to the locking time) of an opponent's ship. Range damps can be concentrated onto one target, to reduce its targeting range to nearly zero; or it can be spread across multiple attackers, to strategically create a mismatch between opponents' weapons range and targeting range. Scan resolution damps are less common, but can make it such that a battleship requires minutes to lock smaller ships. Unscripted, remote sensor dampeners apply both range damps and scan resolution damps. But sensor dampeners can be fitted with scripts (the Targeting Range Dampening Script and the Scan Resolution Dampening Script) that double their effectiveness in one area at the expense of the other. Damps pilots usually carry both. | [[File:Icon remote sensor dampening.png|left]]Remote sensor dampening (or "damps") is used to reduce the targeting range and scan resolution (which is related to the locking time) of an opponent's ship. Range damps can be concentrated onto one target, to reduce its targeting range to nearly zero; or it can be spread across multiple attackers, to strategically create a mismatch between opponents' weapons range and targeting range. Scan resolution damps are less common, but can make it such that a battleship requires minutes to lock smaller ships. Unscripted, remote sensor dampeners apply both range damps and scan resolution damps. But sensor dampeners can be fitted with scripts (the Targeting Range Dampening Script and the Scan Resolution Dampening Script) that double their effectiveness in one area at the expense of the other. Damps pilots usually carry both. | ||
Remote sensor dampening is the EWAR specialty of the Gallente. Gallente ships that are bonused for damps include: | Remote sensor dampening is the EWAR specialty of the Gallente. Gallente ships that are bonused for damps include: | ||
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== Target Painting == | == Target Painting == | ||
Target painting increases the signature radius of a target, making it easier for tracking turrets and missiles to hit. Target painting is especially effective against small, speedy targets that would otherwise evade turret tracking and missile and bomb explosion velocities. Target painting improves '''everyone's''' chance of hitting the targeted foe, not just the painting pilot, and so a single target painting ship can be a great complement to a fleet of damage dealers. All of this makes target painting unique, relative to the other three types of EWAR, in that it helps your friends rather than hindering your foes. | [[File:Icon target painter i.png|left]]Target painting increases the signature radius of a target, making it easier for tracking turrets and missiles to hit. Target painting is especially effective against small, speedy targets that would otherwise evade turret tracking and missile and bomb explosion velocities. Target painting improves '''everyone's''' chance of hitting the targeted foe, not just the painting pilot, and so a single target painting ship can be a great complement to a fleet of damage dealers. All of this makes target painting unique, relative to the other three types of EWAR, in that it helps your friends rather than hindering your foes. | ||
Target painting is the EWAR specialty of the Minmatar. Minmatar ships that are bonused for target painting include: | Target painting is the EWAR specialty of the Minmatar. Minmatar ships that are bonused for target painting include: | ||