More actions
No edit summary |
|||
| Line 1: | Line 1: | ||
== Working on the EWAR Guide == | |||
'''Electronic Warfare (EWAR)''' decreases the enemy's effectiveness in battle using electronics-based modules. It is often categorized as a "force multiplier" because, without actually dealing any direct damage, electronic warfare can make a fleet several times more dangerous. | |||
There are 4 basic kinds of electronic warfare: | |||
* Electronic Counter Measures (ECM) | |||
* Tracking Disruption (TD) | |||
* Remote Sensor Dampening (Damps, RSD) | |||
* Target Painting (TP) | |||
Each of the four player races specializes in one of these four types of EWAR, and has ships specially bonused to that EWAR type. The use of [[Tackling Guide|tackling modules]] to hold the enemy in place, and of [[Capacitor Warfare Guide|capacitor warfare modules]] to drain or steal capacitor, are both sometimes casually referred to as EWAR. However, at Eve University, EWAR usually refers to the 4 varieties above. | |||
Visual effects for the different types of EWAR are shown on the [[Identifying Visual Effects]] page. | |||
== Electronic Counter Measures (ECM) == | |||
ECM causes the target to lose all of its current target locks (often called 'jamming' the target). The jammed ship cannot target anyone for the duration of the ECM module's cycle (20 seconds), and can only re-acquire its targets after the ECM module fails to jam its target or stops cycling. ECM is often considered the most powerful of the four types of EWAR, because it disables nearly all of the target's interactions with other ships. (A jammed ship's drones can still auto-agress opponents, and non-targeted weapons like smartbombs will still do damage.) However, there are two unique downsides to ECM, relative to the other flavors of EWAR. First, ECM modules jam their targets at the *end* of their 20-second module cycle, which means that the jamming ship has to stay alive and locked for 20 seconds before the opposing ship is jammed. Second, the success of each ECM module cycle is a matter of chance, with a probability that depends on the jam strength of the ECM module, the sensor strength of the target (with larger targets generally harder to jam than smaller ones), and target range beyond optimal. Sometimes you will jam the opposing ship, and sometimes you won't, and each cycle of your ECM modules is like a roll of the dice. | |||
ECM is the EWAR specialty of the Caldari race. A number of Caldari ships are bonused for ECM: | |||
[[Griffin]] (Tech I frigate) | |||
[[Caldari Navy Griffin]] (Faction frigate) | |||
[[Kitsune]] (Electronic Attack Ship) | |||
[[Blackbird]] (Tech I cruiser) | |||
[[Rook]] (Combat Recon Ship) | |||
[[Falcon]] (Force Recon Ship) | |||
[[Scorpion]] (Tech I battleship) | |||
[[Widow]] (Black Ops battleship) | |||
In addition, the [[Tengu]] (the Caldari Tech III cruiser) can be fit with subsystems that give it bonuses to ECM, but these subsystems are rarely used. The Caldari are the only race that fields an EWAR-bonused Tech I battleship (the [[Scorpion]]). Because of the low base strength of ECM modules, the bonuses from these Caldari ships are practically necessary to get any useful effect from ECM. | |||
ECM modules can be racially specific--excellent at jamming one target race's sensor type, but poor against the other three--or they can be "multispectral", equally mediocre at jamming all four races' sensors. Tech I ECM modules are available in meta versions with improved range ("Scoped"), CPU fitting ("Compact"), or capacitor usage ("Enduring"). That means that there are 20 Tech I modules that do targeted ECM, as well as Tech II, faction and storyline variants. To illustrate the differences between the most common modules, the table below compares Tech I and II ECM modules that target Gallente (Magnetometric) ships: | |||
{| class="wikitable" style="text-align:center" | |||
|+ ECM: Representative Base Stats | |||
! Item | |||
! width="90px" ! CPU (tf) | |||
! width="90px" ! Powergrid (MW) | |||
! width="90px" ! Activation Cost (GJ) | |||
! width="90px" ! Optimal Range | |||
! width="90px" ! Falloff | |||
! width="90px" ! Racial jam strength | |||
! width="90px" ! Off-race jam strength | |||
! width="90px" ! Required Electronic Warfare skill level | |||
|- | |||
! Magnetometric ECM I | |||
| 40 || 1 || 48 || 24.0 km || 27.0 km || 3.0 || 1.0 || I | |||
|- | |||
! Morpheus Enduring Magnetometric ECM | |||
| 40 || 1 || 38 || 24.0 km || 27.0 km || 3.3 || 1.1 || I | |||
|- | |||
! Aergia Compact Magnetometric ECM | |||
| 32 || 1 || 48 || 24.0 km || 27.0 km || 3.3 || 1.1 || I | |||
|- | |||
! Hypnos Scoped Magnetometric ECM | |||
| 40 || 1 || 48 || 26.4 km || 29.7 km || 3.3 || 1.1 || I | |||
|- | |||
! Magnetometric ECM II | |||
| 48 || 1 || 58 || 26.4 km || 29.7 km || 3.6 || 1.2 || IV | |||
|- | |||
! Multispectral ECM I | |||
| 50 || 1 || 72 || 16.0 km || 18.0 km || 2.0 || 2.0 || I | |||
|} | |||
The first five modules in the table--Tech I, meta, and Tech II--also exist, with slightly different names, for specific targeting of Amarr (Radar), Minmatar (Ladar) and Caldari (Gravimetric) sensors. The color of the module graphic illustrates the race that the module targets (see graphic at right). | |||
There are also meta and Tech II variants of the Multispectral ECM module that are not shown. This table shows that multispectral ECM modules are harder to fit, use more capacitor, and have poorer range than racially specific ECM modules. As a result, Unistas are often advised to initially fit a "rainbow" of racially specific modules, covering all four target races, instead of multispectral modules. ECM pilots can then carry additional modules in their cargo holds, to re-fit in station (or in space, if they also carry a Mobile Depot) according to intel on enemy fleet compositions. | |||
The UniWiki's [[ECM Guide]] covers ECM mechanics in more detail, including a mathematical analysis of the jamming probability for different scenarios. | |||
=== Burst Jammers === | |||
Burst Jammers are non-targeted, multispectral ECM modules that jam all surrounding targets within an effect radius. Burst Jammers do not distinguish between enemy, friendly, or NPC ships; all nearby targets are jammed, including your fleetmates. Burst Jammers have much shorter range than targeted ECM modules, but higher jam strength, making them particularly effective against close-range frigates and drones. | |||
{| class="wikitable" style="text-align:center" | |||
|+ Burst Jammers | |||
! Item | |||
! width="90px" ! CPU (tf) | |||
! width="90px" ! Powergrid (MW) | |||
! width="90px" ! Activation Cost (GJ) | |||
! width="90px" ! Optimal Range | |||
! width="90px" ! Falloff | |||
! width="90px" ! Jam strength | |||
! width="90px" ! Required Electronic Warfare skill level | |||
|- | |||
! Burst Jammer I | |||
| 30 || 1 || 240 || 5.0 km || 5.0 km || 6.0 || I | |||
|- | |||
! Burst Jammer II | |||
| 36 || 1 || 288 || 6.0 km || 6.0 km || 7.2 || IV | |||
|} | |||
Tech I Burst Jammers are also available in Compact, Enduring, and Scoped meta versions (not shown above). Importantly, most Caldari ECM ships are *not* bonused for Burst Jammers, only for targeted ECM; the [[Scorpion]] is the only ship in EVE that receives a Burst Jammer range bonus. Burst Jammers are especially dangerous to use in high-security space, because if there is anything non-engageable within the module's effect radius--including neutral ships, gates, stations, even asteroids--CONCORD will respond by destroying your ship. | |||
== Mining Doctrine: Wormhole Mining == | == Mining Doctrine: Wormhole Mining == | ||