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New players will likely put a premium on developing their offensive weapons skills. A small investment in the development of one or two low level e-war skills, however, can pay off in making the player more useful in fleet actions. | New players will likely put a premium on developing their offensive weapons skills. A small investment in the development of one or two low level e-war skills, however, can pay off in making the player more useful in fleet actions. | ||
=== Racial E-War === | |||
There are four kinds of [[Electronic Warfare|''racial'' E-War]]. Each of the four player races has ships that specialize in one of these. In addition each race has a corresponding drone that does the same thing remotely. | There are four kinds of [[Electronic Warfare|''racial'' E-War]]. Each of the four player races has ships that specialize in one of these. In addition each race has a corresponding drone that does the same thing remotely. | ||
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The [[Electronic_warfare#Electronic_Countermeasures_.28ECM.29|basics of ecm jamming]] are fairly simple, although the [[Electronic_Countermeasures|mechanics of how it works]] are more complex. When you successfully jam an enemy ship, it cannot target lock on your fleetmates for a period of time. The drawback is that it can still attack ''you'', but it is easy to see why jamming is useful in many fleet actions. | The [[Electronic_warfare#Electronic_Countermeasures_.28ECM.29|basics of ecm jamming]] are fairly simple, although the [[Electronic_Countermeasures|mechanics of how it works]] are more complex. When you successfully jam an enemy ship, it cannot target lock on your fleetmates for a period of time. The drawback is that it can still attack ''you'', but it is easy to see why jamming is useful in many fleet actions. | ||
=== Other E-war === | |||
In addition, tackling and capacitor warfare modules may be considered E-war weapons. | In addition, tackling and capacitor warfare modules may be considered E-war weapons. | ||