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Long Distance Jamming - Increases the optimal range of your ECM modules by 10% per level. Requires Electronics 4. Another great skill to work towards if you enjoy EWAR. Since the tank of your ship is mainly in its range from the fight training this to at least IV is high on your priority list. | Long Distance Jamming - Increases the optimal range of your ECM modules by 10% per level. Requires Electronics 4. Another great skill to work towards if you enjoy EWAR. Since the tank of your ship is mainly in its range from the fight training this to at least IV is high on your priority list. | ||
Electronic Warfare - Required to use ECM mods, reduces their cap usage by 5% per level. You are more then likely to warp away from the battle before your cap runs out. Suggest to train this to IV for | Electronic Warfare - Required to use ECM mods, reduces their cap usage by 5% per level. You are more then likely to warp away from the battle before your cap runs out. Suggest to train this to IV anyway because it is a prerequisite for several useful skills. | ||
Frequency Modulation - Increases the falloff distance (this will be explained later) of your ECM mods. Jamming within your falloff is not optimal. Train this skill after Long Distance jamming! | Frequency Modulation - Increases the falloff distance (this will be explained later) of your ECM mods. Jamming within your falloff is not optimal. Train this skill after Long Distance jamming! | ||