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== How to use EWAR == | == How to use EWAR == | ||
There are two techniques commonly used for EWAR. One is to sit at range with minimal tank and attack your enemies while hopefully being out of range of their damage. The other, is to fit (often a very heavy) tank and remain with the DPS. The advantage of this is being able to get reps from any logi ships you have with you and not being in trouble if you jump into a fleet. The disadvantage is that you give up rig slots (and, if in an ECM ship, low slots) for tank which could be used to make your EWAR more effective. The ranged technique is outlined below. | |||
'''If the target is in range:''' | '''If the target is in range:''' | ||
* 1. Turn Sensor Booster on. (If you have one. If are camping a gatecamp, this should be on already.) | * 1. Turn Sensor Booster on. (If you have one. If are camping a gatecamp, this should be on already.) | ||
* 2. Lock target. | * 2. Lock target. | ||
* This step depends on the FC's orders and your location. Generally speaking ECM, TD and damps should be spread out on the opponents, ignoring primary. TP's should all be on the primary. (The designated targets should match the EW modules you have equipped: so don't put a TD on a missile boat. And it might be a good thing to open up a separate chat channel for all the EW people, so you can keep everything well spread.) | ** This step depends on the FC's orders and your location. Generally speaking ECM, TD and damps should be spread out on the opponents, ignoring primary. TP's should all be on the primary. (The designated targets should match the EW modules you have equipped: so don't put a TD on a missile boat. And it might be a good thing to open up a separate chat channel for all the EW people, so you can keep everything well spread.) | ||
* 3a. If your orders are to orbit a gate, keep orbiting. If you get targeted you can jump through. (Unless you activated an | * 3a. If your orders are to orbit a gate, keep orbiting. If you get targeted you can jump through. (Unless you activated an aggressive module so cannot.) | ||
* 3b. If you are at your optimal range, align to a planet. If you are targeted you can warp away and warp back in. | * 3b. If you are at your optimal range, align to a planet. If you are targeted you can warp away and warp back in. | ||
* 4. Activate the electronic warfare module on your designated target. You may want to overheat your ECM module for the (often critical) first cycle and gain a 20% higher strength. TD/RSD/TP modules can't be overheated. | * 4. Activate the electronic warfare module on your designated target. You may want to overheat your ECM module for the (often critical) first cycle and gain a 20% higher strength. TD/RSD/TP modules can't be overheated. | ||
* 5. If the hit on the designated target is successful, put a second electronic warfare module (if you have it) on another target in the opposing fleet. | * 5. If the hit on the designated target is successful, put a second electronic warfare module (if you have it) on another target in the opposing fleet. | ||
* 6. There is no 6, let's jam it. | * 6. There is no 6, let's jam it. | ||
* 7. If you 'miss' a cycle | * 7. ECM: If you 'miss' a cycle be ready to warp away if you get targeted. | ||
'''If the target is outside range there are two possibilities:''' | '''If the target is outside range there are two possibilities:''' | ||
* | * You messed up. You are in the wrong place. | ||
* | * The target warped to a bookmark where only the longest-range electronic warfare can reach. | ||
'''Remember, always be either aligned to a celestial (preferably a planet) to warp to or be in range of a gate to jump through.''' | '''Remember, always be either aligned to a celestial (preferably a planet) to warp to or be in range of a gate to jump through.''' | ||