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If you want to you can turn the auto-repeat on your jammers off. This is one of the options in the menu you get when you right-click the jammer's button on your HUD when you're in space. With auto-repeat off your jammers will deactivate after every cycle, saving you the trouble of deactivating them yourself if their target is already jammed by another jammer. | If you want to you can turn the auto-repeat on your jammers off. This is one of the options in the menu you get when you right-click the jammer's button on your HUD when you're in space. With auto-repeat off your jammers will deactivate after every cycle, saving you the trouble of deactivating them yourself if their target is already jammed by another jammer. | ||
=== | === Overheating === | ||
Like many other modules, ECM jammers can be [[Overloading|overheated]]. Overheating an ECM jammer increases its jamming strength. This can be very useful but, as with ECM in general, since it only increases your chance to jam, it's still a gamble: overheated jammers can fail to jam their targets, and when that happens you still have the heat damage from overheating. And, just like any other module that can be overheated, if you overheat too much you'll burn your jammers out. You may find it useful to persuade a fellow unista to be your practice dummy, letting you practice overheating and get a feel for how long you can heat your jammers before you do it in battle. | |||
== ECM targets == | |||
Unless you only have one or two enemies, judging which enemy you should try to jam is an important decision. Your Fleet Commander may tell you to jam a particular target or even appoint an ewar target caller, in which case you should obviously follow their orders. However, most FCs, most of the time, will not issue specific orders for their ECM ships, leaving the decision to you. | Unless you only have one or two enemies, judging which enemy you should try to jam is an important decision. Your Fleet Commander may tell you to jam a particular target or even appoint an ewar target caller, in which case you should obviously follow their orders. However, most FCs, most of the time, will not issue specific orders for their ECM ships, leaving the decision to you. | ||
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=== Jamming and aggression === | === Jamming and aggression === | ||
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 someone he starts a so-called [[Timers#Aggression Timer .28AT.29|weapons timer]] and cannot dock for 60 seconds, hopefully giving you time to kill them. If you happen to get a jam off on a person playing docking games he | 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 someone he starts a so-called [[Timers#Aggression Timer .28AT.29|weapons timer]] and cannot dock for 60 seconds, hopefully giving you time to kill them. If you happen to get a jam off on a person playing docking games he won't be able to get weapons timer for 20 seconds. | ||
Weapons timers also prevent pilots from jumping through stargates, and so the same principle applies if you want to keep someone aggressed on one side of a stargate. | Weapons timers also prevent pilots from jumping through stargates, and so the same principle applies if you want to keep someone aggressed on one side of a stargate. | ||
If in doubt, don't overheat. Better to miss a few jams than to miss ''all'' the jams after the first minute because you burned your midslots out. Once you're confident with overheating, though, it can be a useful tool. | If in doubt, don't overheat. Better to miss a few jams than to miss ''all'' the jams after the first minute because you burned your midslots out. Once you're confident with overheating, though, it can be a useful tool. | ||