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[[Category:PvP]] | [[Category:PvP]] | ||
'''Electronic Counter Measures''' | '''Electronic Counter Measures''', also known as '''ECM''' or "jamming". ECM gives a chance to cause the targeted ship to lose all targets it has locked, and loses the ability to target anything new for 20 seconds. During combat this means the affected ship cannot shoot or use any targeted modules on you or any of your fleet mates. This almost completely eliminates their ability to take part in the fight. Your target will still be able to use modules which don't require a target such as [[Smart Bomb|Smartbombs]] or other area effect weapons; however, because those untargeted modules have niche use, ECM is generally regarded as the most effective Electronic Warfare technique. | ||
== | == ECM Mechanics == | ||
Every ship in the game has a base sensor strength and this sensor is always of a certain type (Gravimetric, Ladar, Radar, Magenetometric). Your chance to jam a target is based on this equation: | |||
[[Image:Ecm chance.png]] | |||
And if you use multiple jammers: | And if you use multiple jammers: | ||
[[Image:Ecm chance multi.png]] | |||
Note that when calculating the chance to jam a single target using a rainbow fit, the above formula must be modified, considering that a rainbow fit will have different jam strengths, per racial jammer, dependent on the target race type. | Note that when calculating the chance to jam a single target using a rainbow fit, the above formula must be modified, considering that a rainbow fit will have different jam strengths, per racial jammer, dependent on the target race type. | ||
So let's use that equation in an example: | So let's use that equation in an example: | ||
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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!!''' | 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!!''' | ||
== Using your ECM Modules == | |||
The race-specific modules are not named in a way that makes it obvious what race of ships they're effective against. I have compiled a series of images to help you make a quick decision when in the heat of battle. Remember that each race's ship's all have the same colour background in the portrait image you see when you have them targeted. | |||
* Amarr - Radar (yellow-coloured jammers) | |||
* Caldari - Gravimetric (blue-coloured jammers) | |||
* Gallente - Magnetometric (green-coloured jammers) | |||
* Minmatar - Ladar (red-coloured jammers) | |||
{| class="wikitable" border="1" | |||
|- | |||
! Your Target Ship | |||
! Which Racial Jammer To Use | |||
|- | |||
| [[Image:Amarr Shuttle.jpg|150px|center]] Amarr (Radar) | |||
| [[Image:Icon ecm radar.png|128px|center]] Radar Jammer | |||
|- | |||
| [[Image:Caldari Shuttle.jpg|150px|center]] Caldari (Gravimetric) | |||
| [[Image:Icon ecm gravimetric.png|128px|center]] Gravimetric Jammer | |||
|- | |||
| [[Image:Gallente Shuttle.jpg|150px|center]] Gallente (Magnetometric) | |||
| [[Image:Icon ecm magnetometric.png|128px|center]] Magnetometric Jammer | |||
|- | |||
| [[Image:Minmatar Shuttle.jpg|150px|center]] Minmatar (Ladar) | |||
| [[Image:Icon ecm ladar.png|128px|center]] Ladar Jammer | |||
|} | |||
If you can remember these colour match ups then you will remember exactly which module to activate on a ship you are targeting. If you don't think you will remember this you could use Multispectral ECM modules so you never have to remember. | |||
When you have successfully jammed your target, you will see a gray circle surrounding the jammer that acquired the jam (shown below the locked ship). Hovering over this will tell you how long until the jam ends. The circle will slowly disappear as the jam ticks down. See the image below. | |||
[[Image:JammedPostRetribution.jpg]] | |||
In this case, the Ladar jam was successful but the Radar and Magnetometric were not. | |||
== Skills to improve ECM == | |||
*[[Skills:Spaceship_Command#Caldari_Cruiser|Caldari Cruiser]] - Skills for the specific types of ship you are flying will give you the greatest improvement in ECM effectiveness. 15% bonus to ECM Target Jammer strength per level. +12.5% bonus to ECM Target Jammer optimal range and falloff per level. Requires spaceship command III and Caldari Frigate IV. | |||
*[[Skills:Targeting#Long Range_Targeting|Long Range Targeting]] - 5% Bonus to targeting range per skill level. Requires CPU Management Level 2. | |||
*[[Skills:Electronic_Systems#Frequency_Modulation|Frequency Modulation]] - Increases the falloff distance (this will be explained later) of your ECM modules by 10% per level. Requires CPU Management Level 3 and Electronics Warfare Level 2. | |||
*[[Skills:Electronic_Systems#Long_Distance_Jamming|Long Distance Jamming]] - Increases the optimal range of your ECM modules by 10% per level. Requires CPU Management Level 4 and Electronics Warfare Level 3. | |||
*[[Skills:Rigging#Electronic_Superiority_Rigging|Electronic Superiority Rigging]] - This will allow you to use the ECM rigs. (See section on ECM modules). Requires Jury rigging Level 3 and Mechanics Level 3. | |||
*[[Skills:Electronic_Systems#Signal_Dispersion|Signal Dispersion]] - Increases your jam strength by 5% per level. This skill requires CPU Management 5 and Electronic Warfare Level 4. If you have decided that you really enjoy being an EWAR pilot this is a great skill to work towards, but it certainly isn't required to have fun flying ECM in fleets. | |||
== Fitting Fleet Blackbirds == | |||
The Blackbird cruiser is the most common ECM ship in University fleets, though new ECM pilots often begin with the Griffin (you can find a Griffin fitting suggestion in the corporation fittings section of your saved fittings). This section discusses fitting a blackbird for fleet use step-by-step. | |||
== ECM bonused ships== | |||
ECM is the preferred EWAR technique for pilots training in Caldari ships. | |||
Tech 1 ships: | |||
* {{sh|Griffin}} | |||
** 15% bonus to ECM Target Jammer strength per caldari frigate level | |||
** - 10% bonus to ECM Target Jammers' capacitor need per caldari frigate level | |||
* {{sh|Blackbird}} | |||
** 15% bonus to ECM Target Jammer strength per caldari cruiser level | |||
** 12.5% bonus to ECM Target Jammer optimal range and falloff per caldari cruiser level | |||
* {{sh|Scorpion}} | |||
** 15% bonus to ECM Target Jammer strength per caldari battleship level | |||
** 25% bonus to ECM Target Jammer optimal and falloff range per caldari battleship level | |||
** 25% Bonus to ECM Burst Range per caldari battleship level | |||
Tech 2 ships: | |||
* [[Kitsune]] (Caldari Electronic Attack Frigate): | |||
**Caldari Frigate Skill Bonus | |||
***20% bonus to ECM target jammer strength and 10% reduction in ECM target jammers' capacitor need per level | |||
**Electronic Attack Ships Skill Bonus | |||
***15% bonus to ECM target jammer optimal range and 5% bonus to capacitor capacity per level | |||
* [[Rook]] (Caldari Recon ship): | |||
**Caldari Cruiser Skill Bonus | |||
***10% Bonus to ECM Target Jammer capacitor use per level | |||
**Recon Ships Skill Bonus: | |||
***30% Bonus to ECM Target Jammer strength per level | |||
* [[Falcon]] (Caldari Recon ship): | |||
**Caldari Cruiser Skill Bonus | |||
***10% Bonus to ECM Target Jammer capacitor use per level | |||
**Recon Ships Skill Bonus | |||
***30% bonus to ECM Target Jammer strength per level | |||
* [[Widow]] (Caldari Black ops): | |||
**Black Ops Skill Bonus | |||
***30% bonus to ECM target jammer strength | |||
Tech 3 ship: | |||
* [[Tengu]] (Caldari Strategic cruiser): | |||
**Obfuscation Manifold subsystem | |||
***12.5% bonus to ECM target jammer optimal range per level. | |||
**Rifling Launcher Pattern subsystem | |||
***10% bonus to ECM target jammer strength per level | |||
== ECM Modules == | |||
There are 3 main types of ECM modules: | |||
*ECM Multispectral Jammers - These modules are reasonably effective on all targets with a high capacitor cost. These modules have a significantly lower range and strength than racial jammers. | |||
*ECM Racial Jammers - These modules are more effective against a single race's ships, and much less effective than a Multispectral against the other three. They have a longer range, greater strength and lower capacitor cost than multispectral jammer modules. However, they do need to be appropriately targeted. | |||
*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 outside of high sec, and when you know what you are doing!!!''' | |||
Low slots: | |||
*Signal Distortion Amplifiers - These low slot modules increase the strength and range of your jammers | |||
Rigs: | |||
*Particle Dispersion Augmentors - These rigs increase the strength of your jammers by +10%. | |||
*Particle Dispersion Projectors - These rigs increase the range of your jammers by 20%. | |||
Drones: | |||
ECM drones are useful for any pilot but are unaffected by any ECM skills/ship bonuses. | |||
*Hornet EC-300 - Light drone - Has a strength of 1 for all sensor types | |||
*Vespa EC-600 - Medium drone - Has a strength of 1.5 for all sensor types | |||
*Wasp EC-900 - Heavy drone - Has a strength of 2 for all sensor types | |||
<br> It is tough to choose between fitting several multispectral jammers or a variety of race specific jammers. If you know the type of fight you are heading towards you can make a tactical decision (or the fleet commander might make this decision before you head out). | |||
*The practice of fitting one of each racial ECM is known as fitting a '''rainbow''' configuration. Most UNI fleet commanders expect you to fit a rainbow configuration, and if you are ever in doubt about what kind of jammers to fit, you should go with a rainbow configuration. | |||
*If you plan on fighting and jamming multiple ships then you should fit '''racial jammers'''. This will allow you as the ECM pilot to target a few different ships and have a high chance of locking them all down (i.e. jamming them). | |||
*If you plan on fighting individual ships (or very small gangs), and don't know what type of ship you will be fighting ahead of time then ECM will be more effective with '''multispectral jammers''' since you could activate more than one on a single target and have a higher chance of locking them down. | |||
*If you have intelligence about the ships being flown by your enemy you can have your pilots fit multiple jammers which match the race type of your target ship(s). It can be useful to carry a spare set of one of each of the four racial jammers in an ECM ship's hold, for refitting on the fly. | |||
=== Jammers === | |||
An ECM fit is nothing without at least some jammers, and almost any Blackbird will fit at least 4 jammers, allowing a rainbow fit, taking up 4 mids. | |||
=== Tank === | |||
This is where the first decision lies. Normally a blackbird will fit either a 1600mm armor plate in a low or a Large Shield Extender in a mid. If you're not doing that then your blackbird will likely be short lived unless you're very very careful with it. The shield tank gives more speed and manoeuvrability while the armor plate gives slightly more survivability. A Damage Control will give considerable extra buffer, but isn't essential. | |||
=== Propulsion Module === | |||
Most PvP ships will include either an afterburner or microwarpdrive to give you some control over range to the enemy or to close short distances quickly (such as burning to a gate). In null security space a MWD is recommended. Fitting an afterburner gives some damage mitigation and gives more fitting options down the line. If you chose a 1600mm plate as your tank then you may need a 1% power grid implant to fit a MWD depending on skills. Remember though with implants, don't fly with what you cannot afford to lose. | |||
=== Remaining Low Slots === | |||
Depending on your tank decisions, you will have 1-3 low slots left. These should be filled up with meta 4 'Hypnos' Signal Distortion Amplifiers. | |||
=== Remaining Mid Slots === | |||
Depending on your tank decisions you will have 0-1 mid slots left. A last mid can be filled with an extra jammer, a sensor booster for lock range and speed, or ECCM if you think you'll be fighting enemy jammers. | |||
=== Rigs === | |||
The most effective rigs for a blackbird are generally Electronic Superiority rigs. The downside of these rigs is that they reduce your shield capacity, which can be a serious blow if you opted for a LSE as your buffer tank. The 3 electronics superiority rigs of most interest are Particle Dispersion Projectors, Particle Dispersion Augmentors and Ionic Field Projectors. Particle Dispersion Projectors increase the range of your jammers, Ionic Field Projectors increase your targeting range, which can easily fall under your jammers' optimal with projector rigs, and Particle Dispersion Augmentors increase jammer strength. A mix of Dispersion Projectors and Ionic Field Projectors is generally recommended to maximize range, and also because they're cheap. | |||
If you're shield fit and don't want to compromise your tank then Low Friction Nozzle Joints can be fitted to improve align time or shield resist rigs to improve tank. Both of these are also cheap. | |||
=== High Slots === | |||
High slots are filled up after whatever you can fit with your remaining CPU and powergrid, and preferably without using capacitor so as not to give problems running your jammers. A shield fit can fit Heavy Missile Launchers to add some DPS at a range comparable to your jammers, while rapid light missile launchers will give some defence against frigates. A 1600mm plate fit will be very low on powergrid so will be limited to small weapons. Other options are energy neutralizers for defence against tacklers, Auto Targeting Systems for extra locked targets, salvagers and remote armor repair systems to clean up after combat, or an expanded probe launcher if your fleet is lacking a prober. | |||
Keep in mind that your main role as an ECM pilot is to disable enemy ships through the use of your jamming modules. You will not be expected to significantly contribute to the overall DPS of the fleet. A cloak is not recommended because it reduces your scan resolution, which will make you lock (and therefore jam) new threats slower. | |||
=== Fitting Examples === | |||
Refer to the fitting examples on the ship pages [[Griffin]] and [[Blackbird]] | |||
Click on the SKILLS & NOTES tab for comments on each fit. | |||
=== Notes on Modules === | |||
* You will want to carry one or two spares of each kind of jammer in your hold for quick refits if your fleet gets intelligence about the enemy's ships. But also consider the cost of the modules and the possibility you may not have time to change them while out with a fleet. | |||
* Consider the overall price of your ship when choosing module quality. Spending 10m on jammers for your 4m Blackbird isn't very cost effective. However, fitting 10m of jammers on a 60m Scorpion is much more sensible. Conversely, refusing to spend an extra 100k to make your 4m blackbird better is equally unwise. | |||
* Meta 4 Signal Distortion Amplifiers have identical performance to Tech 2 but are cheaper and are very cost effective. This could change so always be sure to double check the item info as well as with a fitting tool. | |||
* Meta version racial jammers used to have similar strength levels to Tech 2 but now that has been re-balanced as of 4/13/2016. There is a notable benefit to using Tech 2 if your fitting skills permit but take into account the added cost. However, you may want to stick with the most cost effective and best fitting meta modules for a Griffin because it can be easily exploded by enemy fire. | |||
* Particle Dispersion Projector and Signal Disruption Amplifiers rigs are cheap and very cost effective. Particle Dispersion Augmenter rigs are considerably more expensive but do benefit the jam strength. | |||
== Countering ECM == | == Countering ECM == | ||