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Electronic warfare: Difference between revisions

From EVE University Wiki
Uryence (talk | contribs)
m Electronic Counter Measures (ECM): Replaced a paragraph of detailed mathematics w/ link to the new detailed ECM guide.
Uryence (talk | contribs)
m Electronic Counter Measures (ECM): Minor spelling/clarity.
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ECM is used to make the target (the 'jammed ship') lose all its current target locks. The jammed ship cannot target anyone for the duration of the ECM module's cycle (20 seconds), and will have to re-acquire its targets afterwards.
ECM is used to make the target (the 'jammed ship') lose all its current target locks. The jammed ship cannot target anyone for the duration of the ECM module's cycle (20 seconds), and will have to re-acquire its targets afterwards.


ECM success is chance-based and all-or-nothing. For example: If your module has an adjusted strength of 4 and the ship you are trying to jam has a sensor strength of 20, then your chance of success (20%) is lower than if you target a ship with a sensor strength of 12 (33%). If the module succeeds in jamming, the full effect will always be produced.  If it fails, you have to wait 20 seconds before you can try again with that module.  Note that you always have some chance of success.  
ECM success is chance-based and all-or-nothing. For example: if your module has an adjusted strength of 4 and the ship you are trying to jam has a sensor strength of 20, then your chance of success (20%) is lower than if you target a ship with a sensor strength of 12 (33%). If the module succeeds in jamming, the full effect will always be produced.  If it fails, you have to wait 20 seconds before you can try again with that module.  Note that you always have some chance of success.  


The Caldari race has ships that get bonuses for using ECM modules.
The Caldari race has ships that get bonuses for using ECM modules.
The tech 1 ships that have bonuses for ECM are the '''Griffin''' (frigate), '''Blackbird''' (cruiser), and '''Scorpion''' (battleship). The tech 2 ships are the '''Kitsune''', (Electronic Attack Ship), '''Rook''' (Combat Recon Ship), '''Falcon''' (Force Recon Ship), '''Widow''' (Black Ops).  
The Tech 1 ships that have bonuses for ECM are the '''Griffin''' (frigate), '''Blackbird''' (cruiser), and '''Scorpion''' (battleship). The tech 2 ships are the '''Kitsune''', (Electronic Attack Ship), '''Rook''' (Combat Recon Ship), '''Falcon''' (Force Recon Ship), '''Widow''' (Black Ops). The Tech 3 Tengu can use subsystems which give it bonuses to ECM, but these subsystems are rarely used.  


Note that, due to the low base strength of even the most powerful modules, these bonuses are, in practice, necessary to get any useful effect from ECM.  '''In other words, if you're fitting ECM on a ship without ECM bonuses, you're probably making a horrible mistake'''.
Note that, due to the low base strength of even the most powerful ECM modules, the bonuses from these Caldari ships are, in practice, necessary to get any useful effect from ECM.  '''In other words, if you're fitting ECM on a ship without ECM bonuses, you're probably making a horrible mistake'''.


There are 5 types of ECM modules: 4 racial jammers and a multispectral module.
There are 5 types of ECM modules: 4 racial jammers and a multispectral module.
The racial jammers each have an increased sensor jam strength against their specific race listed below.  The multispectral jammer has an equal (but lower than the racial) strength against all races.
The racial jammers each have an increased jamming strength against their specific race listed below.  The multispectral jammer has an equal (but lower than the racial) strength against all races.


The 5 types are:
The 5 types are:
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* Tech 2: Electronic Warfare IV
* Tech 2: Electronic Warfare IV


Note that using multispectral jammers over racial jammers usually (though not always) unwise. They have way less range, use more capacitor and have less jam strength in general. If you have time and you know the race you are going to go up against, refit to jam that race specifically. If you're not sure, fit a mix of all racial types (a so-called 'rainbow' fit that includes all four colours of jammer).
Note that using multispectral jammers over racial jammers is usually (though not always) unwise. They have way less range, use more capacitor and have less jam strength in general. If you have time and you know the race you are going to go up against, refit to jam that race specifically. If you're not sure, fit a mix of all racial types (a so-called 'rainbow' fit that includes all four colours of jammer).


This wiki's longer [[ECM Guide|ECM guide]] covers ECM mechanics in more detail.
This wiki's longer [[ECM Guide|ECM guide]] covers ECM mechanics in more detail.
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The ECM burst module will try to jam everything in a certain radius. Just as the multispectrum jammer, it has the same jamming strength for each race.
The ECM burst module will try to jam everything in a certain radius. Just as the multispectrum jammer, it has the same jamming strength for each race.
The biggest downside of this module is that you hit everything. Enemies, friendlies, neutrals. If you hit a neutral using this module while in high security space (0.5 - 1.0) you will lose your ship to CONCORD.  This includes gates, stations, gate guns, etc.
The biggest downside of this module is that you hit everything. Enemies, friendlies, neutrals. If you hit a neutral using this module while in high security space (0.5 - 1.0) you will lose your ship to CONCORD.  This includes gates, stations, gate guns, etc.
The other disadvantage of the ECM burst is that it only breaks the lock. People will be able to directly lock you again afterwards.
The other disadvantage of the ECM burst is that it only breaks the lock. People will be able to directly start locking you again afterwards.


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