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Electronic Countermeasures: Difference between revisions

From EVE University Wiki
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Uryence (talk | contribs)
Edits; added a few things.
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== What is ECM? ==
== What is ECM? ==


ECM stands for Electronic Counter Measure and is also often referred to as Jamming. ECM modules allow you to cause a targeted ship to drop its target and lose its ability to target anything for 20 seconds (or longer if you happen to get more than one successful jams in a row). During combat this means the affected ship cannot shoot you or any of your fleet mates. This also includes other effects which require targeting, e.g Webbing, Scrambling and their ability to use Ewar. Your target will still be able to use modules which don't require a target such as Smart bombs or other area effect weapons, they may also use FoF missiles. ECM is generally regarded as the most effective Electronic Warfare technique.
ECM stands for Electronic Counter Measures and is also often referred to as jamming. ECM modules allow you to cause a targeted ship to lose any targets it has locked already, and lose its ability to target anything for 20 seconds (or longer if you happen to get more than one successful jam in a row). During combat this means the affected ship cannot shoot you or any of your fleet mates. This also includes other effects which require targeting, e.g Webbing, Scrambling and their ability to use Ewar. Your target will still be able to use modules which don't require a target such as Smartbombs or other area effect weapons, and they may also use FoF missiles. ECM is generally regarded as the most effective Electronic Warfare technique.


== Who should use ECM? ==
== Who should use ECM? ==
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There are 3 main types of ECM modules:
There are 3 main types of ECM modules:
* ECM Multispectral Jammers - These modules are reasonably effective on all targets with a high capacitor cost. These modules have a significantly lower range than racial jammers.
* ECM Multispectral Jammers - These modules are reasonably effective on all targets with a high capacitor cost. These modules have a significantly lower range than racial jammers.
* ECM Racial Jammers - These modules are effective against a single race of ships. They have a longer range and lower capacitor cost than multispectral jammer modules.
* ECM Racial Jammers - These modules are more effective against a single race's ships, and much less effective than a Multispectral against the other three. They have a longer range and lower capacitor cost than multispectral jammer modules.
* ECM Burst Jammers - These modules will cause all ships within a certain range of your ship to be jammed. You do not need to be targeting anyone to use a Burst module. Burst modules consume a high amount of capacitor and are generally only used on Battleships. '''REMEMBER: The ECM burst modules will get you concorded when used in high sec and they will also jam your fellow fleet members if used in close proximity. These modules should only be used outside of high sec when you know what you are doing!!!'''
* ECM Burst Jammers - These modules will cause all ships within a certain range of your ship to be jammed. You do not need to be targeting anyone to use a Burst module. Burst modules consume a high amount of capacitor and are generally only used on Battleships. '''REMEMBER: The ECM burst modules will get you concorded when used in high sec and they will also jam your fellow fleet members if used in close proximity. These modules should only be used outside of high sec, and when you know what you are doing!!!'''


Low slots and rigs:
Low slots:
 
* Signal Distortion Amplifiers - These low slot modules increase the strength and range of your jammers
 
Rigs:
 
(Remember that during wartime University pilots cannot fly Tech 1 ships smaller than Battlecruisers with rigs.)


* Signal distortion amplifier - These low slots increase the strength of your jammers
* Particle Dispersion Augmentors - These rigs also increase the strength of your jammers
* Particle Dispersion Augmentors - These rigs also increase the strength of your jammers
* Particle Dispersion Projectors - These rigs increase the range of your jammers
* Particle Dispersion Projectors - These rigs increase the range of your jammers
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It is a tough decision to choose between having many multispectrals or a variety of race specific jammers. If you know the type of fight you are heading towards you can make a tactical decision (or the fleet commander might make this decision before you head out).
It is tough to choose between having many multispectrals or a variety of race specific jammers. If you know the type of fight you are heading towards you can make a tactical decision (or the fleet commander might make this decision before you head out).
* If you plan on entering fights which a variety of ships then you should fit '''Racial jammers'''. This will allow the ECM pilot to target a few ships and have a high chance of locking them all down.
* If you plan on fighting a variety of ships then you should fit '''Racial jammers'''. This will allow the ECM pilot to target a few ships and have a high chance of locking them all down.
* If you plan on fighting individuals (small fights) then ECM will be more affective with '''Multispectral jammers''' since they could activate more than one on the single targets and have a higher chance of locking them down.
* If you plan on fighting individuals (very small fights) then ECM will be more affective with '''Multispectral jammers''' since they could activate more than one on a single target and have a higher chance of locking them down.
* If you plan on fighting a known individual you can have your pilots fit multiple jammers which match the type of your target.
* 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.


== Using your ECM Modules ==
== Using your ECM Modules ==


The race specific modules are not named such that it's obvious what race of ships it is effective against. I have compiled a series of images to help you make a quick decision when in the heat of battle. Remember that each race of ship has the same colour background.
The race-specific modules are not named in a way that makes it obvious what race of ships they're effective against. I have compiled a series of images to help you make a quick decision when in the heat of battle. Remember that each race's ship's all have the same colour background in the portrait image you see when you have them targeted.


* Amarr - Radar
* Amarr - Radar (yellow-coloured jammers)
* Caldari - Gravimetric
* Caldari - Gravimetric (blue-coloured jammers)
* Gallente - Magnetometric
* Gallente - Magnetometric (green-coloured jammers)
* Minmatar - Ladar
* Minmatar - Ladar (red-coloured jammers)




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If you can remember these colour match ups then you will remember exactly which module to activate on a ship you are targeting. If you don't think you will remember this match up you should use Multispectral ECM modules so you never have to remember.
If you can remember these colour match ups then you will remember exactly which module to activate on a ship you are targeting. If you don't think you will remember this you could use Multispectral ECM modules so you never have to remember.




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== Skills to improve ECM ==
== Skills to improve ECM ==
There are a few skills which will improve your abilities as an ECM pilot:
There are a few skills which will improve your abilities as an ECM pilot:
* Caldari ship skill - Skill in the specific types of ships will give you the greatest improvement in ECM effectiveness (See the ship bonuses in the ship section)
* Caldari Frigate/Cruiser/Battleship - Skills for the specific types of ship you are flying will give you the greatest improvement in ECM effectiveness (see the ship bonuses in the ship section [[ECM Guide#Who should use ECM.3F|above]])
* Signal Dispersion - Increases your jam strength by 5% per level. This skill requires Electronics 5. If you have decided that you really enjoy being an EWAR pilot this is a great skill to work towards (But it certainly isn't required to have fun in fleets).
* Signal Dispersion - Increases your jam strength by 5% per level. This skill requires Electronics 5. If you have decided that you really enjoy being an EWAR pilot this is a great skill to work towards, but it certainly isn't required to have fun flying ECM in fleets.
* 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.
* 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.
* Electronic Warfare - Required to use ECM mods, reduces cap usage by 5% per level.
* Electronic Warfare - Required to use ECM mods, reduces their cap usage by 5% per level.
* Frequency Modulation - Increases the falloff distance (this will be explained later) of your ECM mods.
* Frequency Modulation - Increases the falloff distance (this will be explained later) of your ECM mods.
* Electronic Superiority Rigging - This will allow you to use the ECM rigs (Requires Jury rigging III)
* Electronic Superiority Rigging - This will allow you to use the ECM rigs (Requires Jury rigging III)


== Example Blackbird Ship Fitting for Fleets ==
== Example Blackbird Ship Fitting for Fleets ==
In University fleets you will usually want to fly a Cruiser class as an EWAR pilot (though this isn't a concrete rule). So in this section I will give a suggested fit for a Black bird (Cruiser class ECM boat). If you think ECM sounds awesome you can always ask in the E-Uni chat channel for help fitting an ECM frigate to have some fun.
In University fleets you will usually want to fly a Cruiser class as an EWAR pilot (though this isn't a concrete rule). So in this section I will give a suggested fit for a Blackbird. If you think ECM sounds awesome you can always ask in the E-Uni chat channel for help fitting an ECM frigate to have some fun.


High slots:
=== High slots (4) ===
:Anything you want which does not consume capacitor during a fight. Weapons should be fit after all other modules and they should consume no capacitor (for Caldari missiles work well). Energy neutralizers can be a great addition but remember they have a rather large capacitor usage (when in doubt, don't them). Some other options might be a Salvager or Tractor beam to clean up after the fight.
:Anything you want which does not consume capacitor during a fight. Weapons should be fit after all other modules and they should consume no capacitor. For most Caldari pilots this makes [[Missile Launchers|missile Launchers]] ideal: Heavy Missile Launchers have a nice long range to match your ECM ranges, Assault Missile Launchers have a medium range and can really hurt enemy frigates; Heavy Assault Missile Launchers are a pain to fit and have very short ranges. Energy neutralizers can be a great addition but remember they use a lot of cap (when in doubt, don't fit them). Some other options might be a Salvager or Tractor beam to clean up after the fight.


Mid slots(6):
=== Mid slots(6) ===
: 4 ECM modules - Either 4 multispectrals or 1 of each racial ECM modules (a.k.a Rainbow ECM)
: 4 ECM modules - Either 4 multispectrals or 1 of each racial ECM modules (a.k.a 'Rainbow ECM')
: Sensor booster I/II - This will allow you to lock targets faster. You may also like to use a targeting script for greater range.
: Sensor booster - This will allow you to lock targets faster and at longer ranges. You can use a Scan Resolution script to get even faster locking and no targeting range benefit, or a Targeting Range script to get even longer targeting range and no locking time benefit.
: Micro warp drive - MWD greatly increases effectiveness in PVP, allows you to get to your optimal/safe range quickly and also get in range of targets quickly.
: Microwarpdrive - a MWD greatly increases effectiveness in PVP, allows you to get to your optimal/safe range quickly and also get in range of targets quickly. The MWD reduces your total cap when you fit it, and uses a lot of cap when running -- pulse it, don't leave it on.


Low slots(2):
=== Low slots(2) ===
: 2x Signal Distortion Amplifier
: 2x Signal Distortion Amplifier


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: 1x Signal Distortion Amplifier
: 1x Signal Distortion Amplifier
: 1x 1600mm armor plate (requires hull upgrades 3) - This setup may require you to have no guns on your ship but it will almost double the effective health points of your Blackbird. Some people believe it is worth taking the small hit on ECM strength to have this increased survivability
: 1x 1600mm armor plate (requires Hull Upgrades 3); fitting this module may require you to have no weapons on your ship but it will almost double the effective health points of your Blackbird. Some people believe it is worth taking the reduced ECM strength and range for this increased survivability. Remember that armor plates slow your ship down.


=== EFT Fitting ===
This is an example EFT fitting based on the above, using vanilla Tech 1 Meta 0 modules and no rigs: you can copy the following text to import it into EFT.


Remember to set your orbit range correctly with regards to the types of ECM modules you are using:
  [Blackbird, Basic Fleet BB]
* Multispectral modules have an optimal around 18km to 40km depending on skills with a falloff of 20-30km
  Signal Distortion Amplifier I
* Racial modules have an optimal around 40km -> 50km depending on skills with a falloff of 40-50km
  Signal Distortion Amplifier I
 
  ECM - Spatial Destabilizer I
  ECM - Phase Inverter I
  ECM - Ion Field Projector I
  ECM - White Noise Generator I
  Sensor Booster I, Scan Resolution
  10MN MicroWarpdrive I
 
  Heavy Missile Launcher I, Havoc Heavy Missile
  Heavy Missile Launcher I, Havoc Heavy Missile
  Heavy Missile Launcher I, Havoc Heavy Missile
  Salvager I


This is radically affected by your cruiser skill (most ships will modify optimal range with ship skill)
This fit does not have rigs since University pilots may not fly rigged Tech 1 ships smaller than [[Battlecruisers]] in wartime. You might want to carry one spare of each kind of jammer in your hold for quick refits if your fleet gets intelligence about the enemy's ships.


== How does ECM work? ==
== How does ECM work? ==
Every ship in the game has a base sensor strength and this sensor is always of a known type(Gravimetric, Ladar, Radar, Magenetometric). Your chance to jam a target is based on this equation:
Every ship in the game has a base sensor strength and this sensor is always of a known type (Gravimetric, Ladar, Radar, Magenetometric). Your chance to jam a target is based on this equation:




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What are your chances that you won't get turned into a fine mist?
What are your chances that you won't get turned into a fine mist?


Let's assume that the Raven has no mods/skills that increase his sensor strength and the Raven has 22 point Gravimetric sensor strength.
Let's assume that the Raven has no modules active that increase his sensor strength and therefore has 22 points of Gravimetric sensor strength.


Let's assume you are flying the Blackbird above with 2 distortion amplifiers and 0 skills to increase your jamming strength (and you also only have Caldari Cruisers II (you are a noob)) and you have all tech 1 meta 1 jammer modules.
Let's assume you are flying the Blackbird above with 2 Signal Distortion Amplifiers and no skills to increase your jamming strength; you also only have Caldari Cruisers II (you are a noob) and you have all Tech 1 Meta 1 jammers.


First let's calculate your jammer strength:
First let's calculate your jammer strength:
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The "ECM - Spatial Destablizer I" has a Gravimetric strength of 3
The "ECM - Spatial Destablizer I" has a Gravimetric strength of 3


This will be improved by all the modules which increase it by percents.
This will be improved by the Blackbird's ship bonuses and by the Signal Distortion Amplifiers.
* Caldari Cruiser II -> 30% ECM jammer strength for a Blackbird which will add : 0.9 strength
* Caldari Cruiser II -> 30% ECM jammer strength for a Blackbird which will add : 0.9 strength
* Signal Distortion Amplifier I(2 of them) -> 10% ECM jammer strength : 0.3 strength
* Signal Distortion Amplifier I (2 of them) -> 10% ECM jammer strength : 0.3 strength


So in total we will have 4.2 jammer strength (uh oh)
So in total we will have 4.2 jammer strength (uh oh)
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Now lets assume we run into the same Raven but this time we are rolling with 4 Multispectral jammers. We get him targeted and we throw all of our jammers at once.
Now lets assume we run into the same Raven but this time we are rolling with 4 Multispectral jammers. We get him targeted and we throw all of our jammers at once.


Ok, the meta 1 Multispectral has a jammer strenght of: 2
Ok, the Meta 1 Multispectral has a jammer strength of: 2
With all of our bonuses the strength comes up to: 2.8
With all of our bonuses the strength comes up to: 2.8


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=== Scenario 3 ===
=== Scenario 3 ===


Ok now let's assume we were going to hunt a known target, a raven! We are so sure this is the only thing we will run into that we put 4 racial jammers on our Blackbird and let out an evil giggle.
Ok now let's assume we were going to hunt a known target, a Raven! We are so sure this is the only thing we will run into that we put 4 racial jammers on our Blackbird and let out an evil giggle.


We found above that using a racial jammer gives us a gravimetric strength of 4.2 (per module)
We found above that using a racial jammer gives us a gravimetric strength of 4.2 (per module)
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Chance to Jam = ~ 57%
Chance to Jam = ~ 57%


So you can see you have a slight advantage when you know your target type and fit appropriately. But this advantage isn't that great and it's generally accepted to fit rainbow (one of each racial) or multispecs.
So you can see you have an advantage when you know your target type and fit appropriately. But this advantage isn't that great and most of the time you can fit rainbow (one of each racial) or multispectrals.


=== Scenario 4 ===
=== Scenario 4 ===


Ok let's assume you have a little bit of money and can afford to use meta 4 jamming modules (these will generally cost 500,000 isk per module) and you can fit 2 Medium Particle Dispersion Augmentors (rigs (not allowed on cruisers in E-uni fleet ops)) at 900,000 isk each.
Ok let's assume you have a little bit of money and can afford to use Meta 4 jamming modules and you can fit two Medium Particle Dispersion Augmentors (rigs which would not be allowed on cruisers in wartime in the University).


let's assume you fit a rainbow fit (one of each racial jammer) and you came up against the same Raven.
let's assume you fit a rainbow fit (one of each racial jammer) and you came up against the same Raven.
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Chance to jam = 49% with a single module
Chance to jam = 49% with a single module


You can do the maths to work out how well 4x multi specs would work in this setup.
You can do the maths to work out how well 4x multispecs would work in this setup.


=== Summary of scenarios ===
=== Summary of scenarios ===
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== Falloff and Optimal range ==
== Falloff and Optimal range ==
Remember to set your orbit range correctly with regards to the types of ECM modules you are using:
* Multispectral modules have an optimal around 18km to 40km depending on skills with a falloff of 20-30km
* Racial modules have an optimal around 40km -> 50km depending on skills with a falloff of 40-50km
The Blackbird, Scorpion and Kitsune (but not the Griffin, Rook and Falcon) have bonuses to ECM range based on your ship command skill which will modify these values. Tech 2 or Meta 4 jammers fitted in a Blackbird fitted with two T2 or Meta 4 Signal Distortion Amplifiers and piloted by a character with Frequency Modulation, Long Range Jamming and Caldari Cruiser all at level IV will have an optimal of 75km and a falloff of 70km.


The above scenarios are correct when your target is between you and your optimal range. When your target is past this optimal range it affects the chance that you will jam them. This works much in the same way weapon's fall off ranges work.
The above scenarios are correct when your target is between you and your optimal range. When your target is past this optimal range it affects the chance that you will jam them. This works much in the same way weapon's fall off ranges work.
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Without any skills in targeting a Black Bird has a 75km targeting range and 112.5km with a targeting script in your sensor booster. So the rule of thumb for a new player should be: '''If you can target them, try to jam them!!'''
Without any skills in targeting a Black Bird has a 75km targeting range and 112.5km with a targeting script in your sensor booster. So the rule of thumb for a new player should be: '''If you can target them, try to jam them!!'''


== ECCM Electronic Counter-Counter Measure ==
== ECCM: Electronic Counter-countermeasures ==
So now you should understand exactly what ECM is and how it works within Eve (If not, just read the scenario section) and are asking yourself how you can counter such an annoying electronic warfare. It is obvious that in order to make it harder for ECM to work you simply need to increase your sensor strength. You can do this in a variety of ways:
Now you should understand exactly what ECM is and how it works within Eve. How is it countered? In order to make it harder for ECM modules to jam you you simply need to increase your sensor strength. You can do this in a variety of ways:


* Get a bigger ship. Bigger, more powerful ships have naturally larger sensor strength: e.g a Merlin (frigate) has a sensor strength of 11 gravimetric while a Caldari Navy Raven (Battleship) has a sensor strength of 27 gravimetric.
* Get a bigger ship. Bigger, more powerful ships have naturally larger sensor strength: e.g a Merlin (frigate) has a sensor strength of 11 while a Raven (battleship) has a sensor strength of 22.
* ECCM modules (mid slot) - These modules can be used to increase the strength of a specific type of sensor (Gravimetric, Radar, Ladar, Magnetometric) by a percent (80% to 96% increase in strength)
* ECCM modules (mid slot) - These active modules can be used to increase the strength of a specific type of sensor (Gravimetric, Radar, Ladar, Magnetometric) by a percentage (80% from a Tech 1 Meta 0 ECCM module). Since they give a percentage bonus, they give larger ships much bigger bonuses than smaller ships.
* Sensor backup Arrays (low slot) - These modules are similar to ECCM modules but use low slots. (40% to 48% increase in strength)
* Sensor Backup Arrays (low slot) - These modules are similar to ECCM modules but use low slots and give smaller bonuses (40% from a Tech 1 Meta 0 SBA).
* Have someone else use a ECCM projector on you - This module allows someone else to increase your sensor strength by 100% to 120%
* ECCM Projectors - These allow other people to remotely project ECCM support on to your ship. A Tech 1 Meta 0 ECCM Projector increases your sensor strength by 100%.


== Advanced ECM tactics ==
== Advanced ECM tactics ==
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If you have some time (you are not about to die) you can gain a large advantage if you do not active all of your ECM modules on a target.
If you have some time (you are not about to die) you can gain a large advantage if you do not active all of your ECM modules on a target.


Let's assume there are 2 targets attacking you and your friends. Immediately you target both of them and decide you will turn on 2 multispectral jammers for each. One of the targets gets lucky and avoids both of the jams and the other target gets jammed from your first ECM module. The lucky enemy (that didn't get jammed) then happily targets you and blows you up! woops.
Let's assume there are two targets attacking you and your friends. Immediately you target both of them and decide you will turn on two multispectral jammers for each. One of the targets gets lucky and avoids both of the jams and the other target gets jammed from your first ECM module. The lucky enemy (that didn't get jammed) then happily targets you and blows you up! Ouch.


Now that is an unpleasant scenario we might have avoided.
Now that is an unpleasant scenario we might have avoided.


This time we decide to turn on 1 module per target.
This time we decide to turn on one module per target.
Target 1 is lucky and doesnt get jammed
Target 1 is lucky and doesnt get jammed.
Target 2 is unlucky and we jam them
Target 2 is unlucky and we jam them.


At this point we have 2 more modules to work with.
At this point we have 2 more modules to work with.
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You can see with this example that it is in your best interest to use as little number of jammers on your targets until you get an actual jam. Remember that the activation time of ECM modules is 20 seconds, which is the same length of time that the jam will last.
You can see with this example that it is in your best interest to use as little number of jammers on your targets until you get an actual jam. Remember that the activation time of ECM modules is 20 seconds, which is the same length of time that the jam will last.


=== Jamming during docking games ===
=== 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 something he starts a so-called [[Timers#Aggression Timer .28AT.29|aggression timer]] and cannot dock for 60 seconds, hopefully giving you time to kill him. If you happen to get a jam off on a person playing docking games he has twenty seconds during which he cannot target anyone and thus gets closer to being able to dock. You generally want someone playing docking games to be trying to shoot someone.


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 something he cannot dock for 30 seconds (giving you time to kill him). If you happen to get a jam off on a person playing docking games he has 20 seconds where he cannot target anyone and thus is getting closer to being able to dock. You generally want someone playing docking games to be trying to shoot someone.
Aggression 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.