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Electronic Countermeasures: Difference between revisions

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m Standardize writing of countermeasures.
m Add section header. Change extarnal link to interwiki. Change unneeded piped link, making use of redirect and the link end trick.
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{{related class|EWAR (CORE class)}}
{{related class|EWAR (CORE class)}}
'''Electronic Countermeasures''', also known as '''ECM''' or "jamming". ECM gives a chance to cause the targeted ship to lose all targets it has locked (with the exception of the jammer), and loses the ability to target anything that is not currently jamming it for 20 seconds (5 seconds for ECM drones). During combat this means the affected ship cannot shoot or use any targeted modules on any of your fleet mates. 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.
'''Electronic Countermeasures''', also known as '''ECM''' or "jamming", gives a chance to cause the targeted ship to lose all targets it has locked (with the exception of the jammer), and loses the ability to target anything that is not currently jamming it for 20 seconds (5 seconds for ECM drones). During combat this means the affected ship cannot shoot or use any targeted modules on any of your fleet mates. Your target will still be able to use modules which don't require a target such as [[smartbombs]] or other area effect weapons.


== ECM Mechanics ==
== ECM Mechanics ==
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And if you use multiple jammers of same strength:
And if you use multiple jammers of same strength:


:<math> \displaystyle\text{Chance to jam} = 1 - \left( 1 - \frac{ \text{ECM strength} }{ \text{Sensor strength} } \right)^{\text{Number of jammers}}</math>
:<math> \displaystyle \text{Chance to jam} = 1 - \left( 1 - \frac{ \text{ECM strength} }{ \text{Sensor strength} } \right) ^{\text{Number of jammers}}</math>


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.
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.
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The ECM module follows same formula for range as all other modules that have a falloff mechanic:
The ECM module follows same formula for range as all other modules that have a falloff mechanic:


:<math> \text{Jam strength} = \text{Base} \times 0.5^{\Large \left( \frac{\max(0,\ \text{Distance} - \text{Optimal})}{\text{Falloff}} \right)^2 } </math>
:<math> \displaystyle \text{Jam strength} = \text{Base} \times 0.5^{\Large \left( \frac{\max(0,\ \text{Distance} - \text{Optimal})}{\text{Falloff}} \right)^2 } </math>


Going slightly beyond your optimal is not a problem but the effectiveness of ECM will degrade more rapidly as you go further away as seen in the table below.
Going slightly beyond your optimal is not a problem but the effectiveness of ECM will degrade more rapidly as you go further away as seen in the table below.


{| class="wikitable" border=0
{| class="wikitable"
| '''Parts into Falloff''' || '''Relative jam chance'''
! Parts into Falloff !! Relative jam chance
|-
|-
| 0  || 100%
| 0  || 100%
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== Using your ECM Modules ==
== 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. Remember that each race's ship's all have the same colour background in the portrait image you see when you have them targeted.
The race-specific modules are not named in a way that makes it obvious what race of ships they're effective against. Remember that each race's ship's all have the same colour background in the portrait image you see when you have them targeted.


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* Minmatar - Ladar (red-coloured jammers)
* Minmatar - Ladar (red-coloured jammers)


[[Image:JammedPostRetribution.jpg|thumb|right|In this case, the Ladar jam was successful but the Radar and Magnetometric were not.]]
[[Image:JammedPostRetribution.jpg|thumb|In this case, the Ladar jam was successful but the Radar and Magnetometric were not.]]
{| class="wikitable" border="1"
{| class="wikitable"
|-
|-
!  Your Target Ship
!  Your Target Ship
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==Examples==
== Examples ==
 
you are piloting a Griffin with a set of two racial gravimetric racial jammers on your griffin each giving you 8,39 jamming strength against gravimetric and 2,80 against other sensor types. your griffin also has two radar jammers with same strength but for radar. This is quite highly skilled setup.
you are piloting a Griffin with a set of two racial gravimetric racial jammers on your griffin each giving you 8,39 jamming strength against gravimetric and 2,80 against other sensor types. your griffin also has two radar jammers with same strength but for radar. This is quite highly skilled setup.


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If all jams are on one target you may successfully jam the target with one jam and be happy, or you may successfully jam the same target with two jammers and wonder if things could be better. If you spread the jams to one jam per target the probability to jam ''at least'' one target does not change '''but''' there is the chance to jam multiple targets.
If all jams are on one target you may successfully jam the target with one jam and be happy, or you may successfully jam the same target with two jammers and wonder if things could be better. If you spread the jams to one jam per target the probability to jam ''at least'' one target does not change '''but''' there is the chance to jam multiple targets.


Spreading four radar jammers to four different Augorors gives you still the same 49% chance to jam at least one of them But you will also have the chance to jam two, three or four target. The jamming probabilities in this case follow [https://en.wikipedia.org/wiki/Binomial_distribution binomial distribution].
Spreading four radar jammers to four different Augorors gives you still the same 49% chance to jam at least one of them But you will also have the chance to jam two, three or four target. The jamming probabilities in this case follow [[:Wikipedia:binomial distribution|binomial distribution]].


{| class="wikitable" border=0
{| class="wikitable"
| '''Numbers of targets jammed''' || '''probability'''
! Numbers of targets jammed !! probability
|-
|-
| 0  || 51%
| 0  || 51%
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As with everything in EVE there are multiple skills that will greatly increase your effectiveness when using ECM.
As with everything in EVE there are multiple skills that will greatly increase your effectiveness when using ECM.


*{{sk|Electronic Warfare}} - Reduces capacitor usage on ECM modules by 5% per level. Requirement for using ECM.
* {{sk|Electronic Warfare}} - Reduces capacitor usage on ECM modules by 5% per level. Requirement for using ECM.
*{{sk|Frequency Modulation}} - Increases the falloff distance of all EWAR modules by 10% per level.
* {{sk|Frequency Modulation}} - Increases the falloff distance of all EWAR modules by 10% per level.
*{{sk|Long Distance Jamming}} - Increases the optimal range of all EWAR modules by 10% per level.
* {{sk|Long Distance Jamming}} - Increases the optimal range of all EWAR modules by 10% per level.
*{{sk|Signal Dispersion}} - Increases your jam strength by 5% per level.
* {{sk|Signal Dispersion}} - Increases your jam strength by 5% per level.
*{{sk|Electronic Superiority Rigging}} - Reduces the drawbacks of EWAR and sensor rigs by 10% per level.
* {{sk|Electronic Superiority Rigging}} - Reduces the drawbacks of EWAR and sensor rigs by 10% per level.


Additional skills useful for ECM pilots:
Additional skills useful for ECM pilots:
*{{sk|Long Range Targeting}} - 5% Bonus to targeting range per skill level.
* {{sk|Long Range Targeting}} - 5% Bonus to targeting range per skill level.
*{{sk|Caldari Frigate}} - Increases hull bonuses of Caldari EWAR frigates.
* {{sk|Caldari Frigate}} - Increases hull bonuses of Caldari EWAR frigates.
*{{sk|Caldari Cruiser}} - Increases hull bonuses of Caldari EWAR cruisers.
* {{sk|Caldari Cruiser}} - Increases hull bonuses of Caldari EWAR cruisers.
*{{sk|Caldari Battleship}} - Increases hull bonuses of Caldari EWAR battleships.
* {{sk|Caldari Battleship}} - Increases hull bonuses of Caldari EWAR battleships.


== ECM equipment and ships==
== ECM equipment and ships ==


{|class=wikitable style="width: 900px;background:#111111"
=== Equipment ===
{|class=wikitable style="width: 900px;"
|-
|-
|[[File:Icon ecm ladar.png|link=|]]
|[[File:Icon ecm ladar.png|link=|]]
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|-
|-
|[[File:Icon target max.png|link=|]]
|[[File:Icon target max.png|link=|]]
|'''ECM Burst Jammers''' - These are short-range high-strength area of effect jammers that work similarly to [[Smartbombs]]. On activation, they will attempt to jam ''all'' ships in range. However, they will only ''break'' all the existing target locks of affected ships, and will not block their ability to lock or re-lock new targets. Burst modules consume a high amount of capacitor and are generally only used on Battleships. Remember that ECM burst jammers will also jam your friends and will get you [[CONCORD|CONCORD'd]] if used in high security space, and thus cannot be activated in hisec if your [[Safety settings|Safety]] is not set to Red.
|'''ECM Burst Jammers''' - These are short-range high-strength area of effect jammers that work similarly to [[smartbombs]]. On activation, they will attempt to jam ''all'' ships in range. However, they will only ''break'' all the existing target locks of affected ships, and will not block their ability to lock or re-lock new targets. Burst modules consume a high amount of capacitor and are generally only used on Battleships. Remember that ECM burst jammers will also jam your friends and will get you [[CONCORD|CONCORD'd]] if used in high security space, and thus cannot be activated in hisec if your [[Safety settings|Safety]] is not set to Red.


|-
|-
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|ECM drones are useful for any pilot but are unaffected by any skills or ship bonuses. Jams only last 5 seconds, while still having a regular 20 second duration.
|ECM drones are useful for any pilot but are unaffected by any skills or ship bonuses. Jams only last 5 seconds, while still having a regular 20 second duration.


*Hornet EC-300 - Light drone - Has a strength of 1 for all sensor types  
* 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  
* 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
* Wasp EC-900 - Heavy drone - Has a strength of 2 for all sensor types


|-
|-
|[[File:Dragonfly.jpg|64px|link=]]
|[[File:Dragonfly.jpg|64px|link=]]
|Carriers have the option of using ECM [[Fighters|fighters]]. The {{Sh|Chimera}} and {{Sh|Wyvern}} receive bonuses to fighter ECM strength. These fighters also come in Standup versions with the same jam strengths, for use by Upwell Structures.
|Carriers have the option of using ECM [[fighters]]. The {{Sh|Chimera}} and {{Sh|Wyvern}} receive bonuses to fighter ECM strength. These fighters also come in Standup versions with the same jam strengths, for use by Upwell Structures.


* Scarab I - Has a strength of 1.6 for all sensor types per fighter in squadron (max 3)
* Scarab I - Has a strength of 1.6 for all sensor types per fighter in squadron (max 3)
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But if you do not know what kind of ships you are going to jam it is tough to choose between fitting several multispectral jammers or a variety of race specific jammers.  
But if you do not know what kind of ships you are going to jam it is tough to choose between fitting several multispectral jammers or a variety of race specific jammers.  


*The practice of fitting one of each racial ECM is known as fitting a '''rainbow''' configuration. This generally gives higher jamming strength than multispectral if at least some of jams are aimed at right type of ships. If you are ever in doubt about what kind of jammers to fit, you should go with a rainbow configuration.  
* The practice of fitting one of each racial ECM is known as fitting a '''rainbow''' configuration. This generally gives higher jamming strength than multispectral if at least some of the jams are aimed at right type of ships. 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 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 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.
* 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.
 
=== Ships for ECM ===


=== Ships ===
Since there are no stacking penalties for ECM large number of unbonused jammers will work well. But even though all types of ships can use ECM there are certain ships that have hull bonused aimed for ECM use.
Since there are no stacking penalties for ECM large number of unbonused jammers will work well. But even though all types of ships can use ECM there are certain ships that have hull bonused aimed for ECM use.


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Advanced ships:
Advanced ships:
* {{sh|Kitsune}}
* {{sh|Kitsune}}
**20% bonus to ECM target jammer strength and 10% reduction in ECM target jammers' capacitor need per caldari frigate level
** 20% bonus to ECM target jammer strength and 10% reduction in ECM target jammers' capacitor need per caldari frigate level
**15% bonus to ECM target jammer optimal range per electronic attack ships level
** 15% bonus to ECM target jammer optimal range per electronic attack ships level


* {{sh|Rook}}
* {{sh|Rook}}
**10% Bonus to ECM Target Jammer capacitor use per caldari cruiser level
** 10% Bonus to ECM Target Jammer capacitor use per caldari cruiser level
**30% Bonus to ECM Target Jammer strength per recon ships level
** 30% Bonus to ECM Target Jammer strength per recon ships level


* {{sh|Falcon}}
* {{sh|Falcon}}
**10% Bonus to ECM Target Jammer capacitor use per caldari cruiser level
** 10% Bonus to ECM Target Jammer capacitor use per caldari cruiser level
**30% bonus to ECM Target Jammer strength per recon ships level
** 30% bonus to ECM Target Jammer strength per recon ships level


* {{sh|Widow}}
* {{sh|Widow}}
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Tech 3 ship:
Tech 3 ship:
* {{sh|Tengu}} with Obfuscation Manifold subsystem
* {{sh|Tengu}} with Obfuscation Manifold subsystem
**10% bonus to ECM target jammer optimal range and strength per Caldari core systems level
** 10% bonus to ECM target jammer optimal range and strength per Caldari core systems level


== Countering ECM ==
== Countering ECM ==
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== Flying ECM ==
== Flying ECM ==
Although flying an ECM ship can involve tough targeting decisions and complex jammer micromanagement (see below!), when you start out you can make things fairly simple for yourself. Assuming you're not flying a large, tanked ship (the Scorpion) or a ship with a covops cloak (the Falcon) -- in which case you should know what you're doing anyway -- you need to:
Although flying an ECM ship can involve tough targeting decisions and complex jammer micromanagement (see below!), when you start out you can make things fairly simple for yourself. Assuming you're not flying a large, tanked ship (the Scorpion) or a ship with a covops cloak (the Falcon) -- in which case you should know what you're doing anyway -- you need to:
* be near the edge of your optimal range
* be near the edge of your optimal range
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* help your fleetmates escape tackle if retreating
* help your fleetmates escape tackle if retreating


On most ECM ships ECM's long optimal range is one of the things that keeps you out of trouble, so you should try to warp to targets at your optimal range, ''not'' at zero. (Sometimes you will have to fight at short range -- if the enemy jump into an [[Gatecamps|offensive gatecamp]], for example.)
On most ECM ships ECM's long optimal range is one of the things that keeps you out of trouble, so you should try to warp to targets at your optimal range, ''not'' at zero. (Sometimes you will have to fight at short range -- if the enemy jump into an offensive [[gatecamp]], for example.)


Your best way of staying alive is to warp out, and to be able to warp out quick enough if something starts attacking you you should be pre-aligned. When you arrive on-grid where a fight's happening, or when a fight starts where you are, you should quickly select a convenient celestial object (planets are good), or a bookmark, and align to it.   
Your best way of staying alive is to warp out, and to be able to warp out quick enough if something starts attacking you you should be pre-aligned. When you arrive on-grid where a fight's happening, or when a fight starts where you are, you should quickly select a convenient celestial object (planets are good), or a bookmark, and align to it.   
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Then, if you find yourself being targeted or if the FC orders the fleet to scatter, you can get out quickly by warping to the celestial you're aligned to. If the fight's still going on, you can then warp back in (warp at your optimal range to one of your fleetmates who was in the middle of things) and carry on jamming. Be careful when choosing an object to align to, however.  If the enemy is between you and the celestial you are aligned to, your course will take you towards the fight, and your range advantage will be negated.  If you align to an object in the opposite direction of the enemy, you risk straying out of your optimal range, and decreasing the likelihood of successfully jamming your opponent. Whenever possible, pick a celestial which, when aligned to, will put you on a course perpendicular to that of your foe, assuming you're near your optimal range, and the enemy isn't burning directly towards you.  This will ensure that you don't rapidly get out of range, or wander into the midst of the battle.
Then, if you find yourself being targeted or if the FC orders the fleet to scatter, you can get out quickly by warping to the celestial you're aligned to. If the fight's still going on, you can then warp back in (warp at your optimal range to one of your fleetmates who was in the middle of things) and carry on jamming. Be careful when choosing an object to align to, however.  If the enemy is between you and the celestial you are aligned to, your course will take you towards the fight, and your range advantage will be negated.  If you align to an object in the opposite direction of the enemy, you risk straying out of your optimal range, and decreasing the likelihood of successfully jamming your opponent. Whenever possible, pick a celestial which, when aligned to, will put you on a course perpendicular to that of your foe, assuming you're near your optimal range, and the enemy isn't burning directly towards you.  This will ensure that you don't rapidly get out of range, or wander into the midst of the battle.


If your fleet is losing the engagement and the FC calls for a retreat take a moment to see if any of your fleetmates are tackled by the opposing fleet. If so, and their ship is more expensive than yours, a valuable tactic is to jam the ships which have points on that ship.  If it's not obvious which ships to jam ask the pilot in Mumble to call out the ships with points on him.  If you think you can jam out the tackle tell your fleetmate to align out (he should be already) and spam their warp-to buttom as you jam the tackle. Call out any successful jams so your fleetmate can see if they're free to warp off.
If your fleet is losing the engagement and the FC calls for a retreat take a moment to see if any of your fleetmates are tackled by the opposing fleet. If so, and their ship is more expensive than yours, a valuable tactic is to jam the ships which have points on that ship.  If it's not obvious which ships to jam ask the pilot in Mumble to call out the ships with points on him.  If you think you can jam out the tackle tell your fleetmate to align out (he should be already) and spam their warp-to button as you jam the tackle. Call out any successful jams so your fleetmate can see if they're free to warp off.


With more experience you may notice situations where it might be worth staying around until you die to get a crucial jam in, but that's something you have to make a call on yourself.
With more experience you may notice situations where it might be worth staying around until you die to get a crucial jam in, but that's something you have to make a call on yourself.
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=== Overheating ===
=== Overheating ===
 
Like many other modules, ECM jammers can be 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 corpmate 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.
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 corpmate 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 ==
== 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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Here are some ships that often make good ECM targets.
Here are some ships that often make good ECM targets.


===Logistics ships===
=== Logistics ships ===
 
[[Logistics|Logistics ships]] are T1/T2 cruisers and T1/T2 Frigates which can rapidly repair their allies' shields or armor. They have high sensor strengths, so they aren't the easiest ships to jam, but if you do jam one it won't be able to heal the rest of the enemy gang for twenty seconds. Some gangs depend mostly on their logistics ship(s) for their tank, so this can be a battle-changing move.
[[Cruiser#Logistics|Logistics ships]] are T1/T2 cruisers and T1/T2 Frigates which can rapidly repair their allies' shields or armor. They have high sensor strengths, so they aren't the easiest ships to jam, but if you do jam one it won't be able to heal the rest of the enemy gang for twenty seconds. Some gangs depend mostly on their logistics ship(s) for their tank, so this can be a battle-changing move.


Jamming can be extra devastating if the logistic ships are running a cap chain. Jamming will disrupt the chain and in best case can cause multiple ships to cap out causing the chain to collapse.
Jamming can be extra devastating if the logistic ships are running a cap chain. Jamming will disrupt the chain and in best case can cause multiple ships to cap out causing the chain to collapse.
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The T2 logistics cruisers are the [[Guardian]] (Amarr), [[Basilisk]] (Caldari), [[Oneiros]] (Gallente) and [[Scimitar]] (Minmatar).
The T2 logistics cruisers are the [[Guardian]] (Amarr), [[Basilisk]] (Caldari), [[Oneiros]] (Gallente) and [[Scimitar]] (Minmatar).


===Enemy EWAR===
=== Enemy EWAR ===
 
If the enemy have their own EWAR ships it can be useful to jam them. This goes especially for enemy ECM ships. Equally, of course, electronic warfare ships and especially ECM ships have high sensor strengths for their hull size.
If the enemy have their own EWAR ships it can be useful to jam them. This goes especially for enemy ECM ships. Equally, of course, electronic warfare ships and especially ECM ships have high sensor strengths for their hull size.


===Damage dealers===
=== Damage dealers ===
 
If you don't see any stand-out targets, like logistics ships, jamming enemy damage-dealers is probably a safe decision. This usually means [[battleships]] and [[battlecruisers]] but the enemy might field a fast-moving gang of smaller ships. The T2 cruiser-sized [[Cruiser#Heavy Assault Cruisers|heavy assault cruisers]] and frigate-sized [[assault frigate]]s are noteworthy smaller damage-dealers, and they don't have very high sensor strengths.
If you don't see any stand-out targets, like logistics ships, jamming enemy damage-dealers is probably a safe decision. This usually means [[Battleship|battleships]] and [[Battlecruiser|battlecruisers]] but the enemy might field a fast-moving gang of smaller ships. The T2 cruiser-sized [[Cruiser#Heavy Assault Cruisers|heavy assault cruisers]] and frigate-sized [[Frigate#Assault Frigates|assault frigates]] are noteworthy smaller damage-dealers, and they don't have very high sensor strengths.


If you're flying a Blackbird, Scorpion or Kitsune you will have a long enough range that you will be one of the few ships in the fleet that might be able to counter enemy snipers. With good ECM range skills, the Blackbird and Kitsune should have a decent chance to jam sniper HACs, and the Scorpion should have a decent chance to jam sniper battleships. (This is where a Targeting Range script can come in useful if you fitted a Sensor Booster.) Keep in mind that your jammed target can still shoot back at you if you're in range, and that damps or tracking/guidance disruptors may be more appealing, depending on the situation.
If you're flying a Blackbird, Scorpion or Kitsune you will have a long enough range that you will be one of the few ships in the fleet that might be able to counter enemy snipers. With good ECM range skills, the Blackbird and Kitsune should have a decent chance to jam sniper HACs, and the Scorpion should have a decent chance to jam sniper battleships. (This is where a Targeting Range script can come in useful if you fitted a Sensor Booster.) Keep in mind that your jammed target can still shoot back at you if you're in range, and that damps or tracking/guidance disruptors may be more appealing, depending on the situation.
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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#Weapon Timer|weapon 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 (5 seconds for ECM drones).


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 (5 seconds for ECM drones).
Weapon 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.
=== Overheating ===
 
[[Overheating]] can be a powerful tool on an ECM ship, as overheating a jammer increases its jam strength by a full 20%, which can make a large difference in the odds of getting or missing the jam. However, because jammers have a fairly long cycle time (at 20 seconds), and fairly high Heat Damage (of 6.6HP) (or even more for Burst Jammers), a single overheated jam cycle from multiple jammers can build up a lot of Rack Heat, and cause a lot of collateral damage to the rack.
=== [[Overheating]] ===
 
Overheating can be a powerful tool on an ECM ship, as overheating a jammer increases its jam strength by a full 20%, which can make a large difference in the odds of getting or missing the jam. However, because jammers have a fairly long cycle time (at 20 seconds), and fairly high Heat Damage (of 6.6HP) (or even more for Burst Jammers), a single overheated jam cycle from multiple jammers can build up a lot of Rack Heat, and cause a lot of collateral damage to the rack.


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.
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.


== History ==
== History ==
Since October 2018, a jammed target can attack the ship that is targeting it, see [https://forums.eveonline.com/t/ecm-balance-pass-november/115696 forum post], [https://www.eveonline.com/news/view/patch-notes-for-october-2018-release patch notes], and [https://www.eveonline.com/news/view/october-balance-pass dev blog]. This was a notable change in mechanics as a solo pilot flying an ECM ship cannot protect themselves by jamming an enemy. Before the changes, ECM was generally regarded as the most effective Electronic Warfare technique, because of its potency and the safety it provided to the user.
Since October 2018, a jammed target can attack the ship that is targeting it, see [https://forums.eveonline.com/t/ecm-balance-pass-november/115696 forum post], [https://www.eveonline.com/news/view/patch-notes-for-october-2018-release patch notes], and [https://www.eveonline.com/news/view/october-balance-pass dev blog]. This was a notable change in mechanics as a solo pilot flying an ECM ship cannot protect themselves by jamming an enemy. Before the changes, ECM was generally regarded as the most effective Electronic Warfare technique, because of its potency and the safety it provided to the user.


==See also==
== See also ==
* [[Electronic warfare]]
* [[Electronic warfare]]
* [https://en.wikipedia.org/wiki/Binomial_distribution Binomial distribution]
* [[:Wikipedia:Binomial distribution]]


[[Category:Game mechanics]]
[[Category:Game mechanics]]