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Electronic warfare: Difference between revisions

From EVE University Wiki
Uryence (talk | contribs)
Minor clarity edits, expanded and explained the skills section.
Uryence (talk | contribs)
m Added a note about ewar role being easy to train for and suitable for rookies (in case the expanded skills section looks too intimidating).
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==Electronic warfare skills==
==Electronic warfare skills==


As listed above, each kind of electronic warfare requires that you have an associated skill (along with Electronics III) before you can use it. Each skill reduces the capacitor need of the associated ewar module by 5% per level. The four skills are:
As explained above, each kind of electronic warfare requires that you have an associated skill (along with Electronics III) before you can use it. Each skill reduces the capacitor need of the associated ewar module by 5% per level. The four skills are:


* For ECM: [http://wiki.eveonline.com/wiki/Electronic_Warfare Electronic Warfare] (although this skill is called 'Electronic Warfare' it only applies to ECM, not to the other three varieties of ewar)
* For ECM: [http://wiki.eveonline.com/wiki/Electronic_Warfare Electronic Warfare] (although this skill is called 'Electronic Warfare' it only applies to ECM, not to the other three varieties of ewar)
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* For TP: [http://wiki.eveonline.com/wiki/Target_Painting Target Painting]
* For TP: [http://wiki.eveonline.com/wiki/Target_Painting Target Painting]


Each kind of electronic warfare also has a second associated skill which actually makes it more effective. These skills require Electronics V and four levels in one of the skills listed above, so they're not something to worry about if you're a new player, but may be worth training if you are becoming a dedicated electronic warfare pilot. The four skills are:
One of these skills together with the skill required to fly an appropriate ewar frigate -- at the most, a few hours' training time in total -- are '''all you need''' to fly in an ewar role in a uni fleet and potentially make a big battlefield impact. This is why the ewar role is one of the roles recommended for new pilots in Eve University.
 
There are further skills which can increase your ewar effectiveness: these aren't a concern for new players, but may be worth training if you are planning on regularly flying in the electronic warfare role. Each kind of electronic warfare also has a second associated skill which actually makes it more effective. These skills require Electronics V and four levels in one of the skills listed above. The four skills are:


* For ECM: [http://wiki.eveonline.com/wiki/Signal_Dispersion Signal Dispersion] - 5% bonus to strength of ECM jammers per level, requires Electronics V and Electronic Warfare IV
* For ECM: [http://wiki.eveonline.com/wiki/Signal_Dispersion Signal Dispersion] - 5% bonus to strength of ECM jammers per level, requires Electronics V and Electronic Warfare IV
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(Although it has 'jamming' in its name, Long Distance Jamming definitely affects target painting, tracking disruption and remote sensor dampening as well as ECM.)
(Although it has 'jamming' in its name, Long Distance Jamming definitely affects target painting, tracking disruption and remote sensor dampening as well as ECM.)
Other significant skills for electronic warfare are your spaceship command skills for your ewar platform of choice (ship bonuses mean that the Crucifier's TD gets better as your Amarr Frigate skill levels up, the Blackbird produces better ECM as your Caldari Cruiser skill levels up, and so on) and skills that help you target more things, faster and further away: [http://wiki.eveonline.com/wiki/Targeting Targeting], [http://wiki.eveonline.com/wiki/Signature_Analysis Signature Analysis] and [http://wiki.eveonline.com/wiki/Long_Range_Targeting Long Range Targeting].