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Electronic Countermeasures: Difference between revisions

From EVE University Wiki
N4kana (talk | contribs)
m TS to Mumble
m Flying ECM: Basics: Added retreating tactic to jam tackle for the more expensive ships
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* fight aligned
* fight aligned
* run away if you're being shot
* run away if you're being shot
* 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 [[Gatecamps|offensive gatecamp]], for example.)
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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 succesful 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. In uni fleets warping out to save your ship is absolutely fine.
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. In uni fleets warping out to save your ship is absolutely fine.