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Electronic warfare: Difference between revisions

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Part 1 of March 2016 patch changes. Re-wrote ECM section.
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{{related class|Electronic Warfare 101}}
{{related class|Electronic Warfare 101}}
'''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 doing any damage itself, electronic warfare can make a fleet several times more dangerous.
'''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:
There are four basic kinds of electronic warfare:
* Electronic Counter Measures (ECM)
* Electronic Counter Measures (ECM, or "jams")
* Tracking Disruption (TD)
* Weapon Disruption
* Remote Sensor Dampening (Damps, RSD)
* Remote Sensor Dampening (RSD, or "damps")
* Target Painting (TP)
* Target Painting


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.
Each of the four player races specializes in one of these 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 typically refers to the four varieties above.


A variety of visual effects for the various kinds of EWAR are shown on the [[Identifying Visual Effects]] page.
Visual effects for the different types of EWAR are shown on the [[Identifying Visual Effects]] page.


== Electronic Counter Measures (ECM) ==
== Electronic Counter Measures (ECM) ==


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.
=== Mechanics, Modules, and Ships ===


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 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.


The Caldari race has ships that get bonuses for using ECM modules.
However, there are two unique downsides to ECM. 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.
The Tech 1 ships that have bonuses for ECM are the [[Griffin]] (frigate), the [[Blackbird]] (cruiser), and the [[Scorpion]] (battleship). The tech 2 ships are the [[Kitsune]] (Electronic Attack Ship), the [[Rook]] (Combat Recon Ship), the [[Falcon]] (Force Recon Ship), and the [[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 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'''.
ECM is the EWAR specialty of the Caldari race. A number of Caldari ships are bonused for ECM:
*[[Griffin]] (Tech I frigate)
*[[Griffin Navy Issue]] (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)


There are 5 types of ECM modules: 4 racial jammers and a multispectral module.
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 necessary, in practice, to get any useful effect from ECM. Fitting ECM to any other ship is a waste of a slot.
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:
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 very many Tech I modules that accomplish targeted ECM, and even more 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 Amarr (Radar) ships:
* Gravimetric (Caldari, Blue). Basic Tech 1 module: ECM - Spatial Destabilizer I
* Magnetometric (Gallente, Green). Basic Tech 1 module: ECM - Ion Field Projector I
* Radar (Amarr, Yellow). Basic Tech 1 module: ECM - White Noise Generator I
* Ladar (Minmatar, Red). Basic Tech 1 module: ECM - Phase Inverter I
* Multispectrum (Non-racial). Basic Tech 1 module: ECM - Multispectral Jammer I


{| class="wikitable sortable" style="text-align:center"
{| class="wikitable" style="text-align:center;"
|+ ECM - Ranges and falloffs
|+ style="text-align:left; font-size:120%"| Targeted ECM Module Stats
! Item !! Optimal Range !! Falloff !! Racial jam strength !! Non-racial jam strength !! Activation Cost
|-
|-
! Tech 1 Racial
! width="170px" | Item
| 24.057km || 26.73km || 3 || 1 || 48
! width="40px" | CPU (tf)
! width="70px" | Powergrid (MW)
! width="70px" | Activation Cost (GJ)
! width="70px" | Optimal Range
! width="70px" | Falloff
! width="70px" | Racial jam strength
! width="70px" | Off-race jam strength
! width="85px" | Required {{sk|Electronic Warfare}} skill level
|-
|-
! Meta 4 Racial 
| Radar ECM I
| 28.868km || 32.076km || 3.6 || 1.2 || 38
| 40 || 1 || 48 || 24.0 km || 27.0 km || 3.0 || 1.0 || I
|-
|-
! Tech 2 Racial  
| Gloom Enduring Radar ECM  
| 28.868km || 32.076km || 3.6 || 1.2 || 57
| 40 || 1 || 38 || 24.0 km || 27.0 km || 3.3 || 1.1 || I
|-
|-
! Tech 1 Multispectrum
| Shade Compact Radar ECM 
| 16.038km || 17.82km || 2 || 2 || 72
| 32 || 1 || 48 || 24.0 km || 27.0 km || 3.3 || 1.1 || I
|-
|-
! Meta 4 Multispectrum
| Umbra Scoped Radar ECM
| 19.246km || 21.384km || 2.4 || 2.4 || 57
| 40 || 1 || 48 || 26.4 km || 29.7 km || 3.3 || 1.1 || I
|-
|-
! Tech 2 Multispectrum
| Radar ECM II
| 19.246km || 21.384km || 2.4 || 2.4 || 79
| 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
|}
|}


Required Skills:
The first five modules in the table—Tech I, meta, and Tech II—also exist, with slightly different names, for specific targeting of Minmatar (Ladar), Gallente (Magnetometric), and Caldari (Gravimetric) sensors. Multispectral ECM modules are likewise available in meta, Tech II, faction and storyline variants. For racially specific modules, the color of the module indicates the race that it targets. Multispectral ECM modules are white.
 
The table above 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.


* {{sk|CPU Management|I}}
=== Burst Jammers ===
* Tech 1: {{sk|Electronic Warfare|I}}
* Tech 2: {{sk|Electronic Warfare|IV}}
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, and NPC ships; all nearby targets are jammed, including fleetmates and neutral pilots. Burst Jammers have much shorter range than targeted ECM modules, but higher jam strength, making them particularly effective against close-range frigates and drones.


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).
{| class="wikitable" style="text-align:center;"
|+ style="text-align:left; font-size:120%"| Burst Jammer Stats
|-
! width="120px" | Item
! width="40px" | CPU (tf)
! width="70px" | Powergrid (MW)
! width="70px" | Activation Cost (GJ)
! width="70px" | Optimal Range
! width="70px" | Falloff
! width="70px" | Jam strength
! width="90px" | Required {{sk|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
|}


This wiki's longer [[ECM Guide|ECM guide]] covers ECM mechanics in more detail.
Tech I Burst Jammers are also available in Compact, Enduring, and Scoped meta versions (not shown). 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 bonus (to range). 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.


=== ECM Burst ===
=== ECM Bonuses ===


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.
==== Modules: Signal Distortion Amplifiers and Warfare Links ====
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, billboards, etc.
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.


{| class="wikitable"
ECM is also unique in being the only type of EWAR with a low-slot assistance module, the Signal Distortion Amplifier. Signal Distortion Amplifiers are passive modules that provide a percentage increase to the jam strength and ECM range of your ECM modules.


|+ ECM Burst - Optimal ranges and falloffs
{| class="wikitable" style="text-align:center;"
| Item   || Optimal Range || Falloff || Jam Strength
|+ style="text-align:left; font-size:120%"| Signal Distortion Amplifier Stats
! width="180px" | Item
! width="40px" | CPU (tf)
! width="70px" | Powergrid (MW)
! width="70px" | Scan Strength Increase
! width="70px" | Range Increase
! width="90px" | Required {{sk|Electronic Warfare}} skill level
|-
|-
| Tech 1 || 5km || 5km || 6
| Signal Distortion Amplifier I
| 30 || 1 || 5% || 5% || III
|-
|-
| Tech 2 || 6km || 6km || 7.2
| 'Hypnos' Signal Distortion Amplifier I (meta 4)
| 29 || 1 || 10% || 10% || III
|-
| Signal Distortion Amplifier II
| 30 || 1 || 10% || 10% || IV
|}
|}


Required skills:
Unlike ECM modules, Signal Distortion Amplifiers have not yet been re-balanced by CCP. So, because the Tech I, meta 4 'Hypnos' module has better stats than the Tech II module, it is the only version commonly used.
* {{sk|CPU Management|I}}
* Tech 1: {{sk|Electronic Warfare|I}}
* Tech 2: {{sk|Electronic Warfare|IV}}


General rule 1: DO NOT USE IT ... unless you know how to work with it.
ECM is also assisted by a combat booster with the '''Information Warfare Link - Electronic Superiority''' (increases jam strength) and/or '''Recon Operation''' (increases range) modules active.


General Rule 2: DO NOT USE IT IN HIGHSEC. Scratch a neutral object and you will die.
==== ECM Rigs ====


=== Signal Distortion Amplifier ===
There are a few Electronics Superiority rigs that enhance ECM:


The signal distortion amplifier provides a percentage increase to the jam strength and ECM range bonus of your ECM modules. Using these will give you a greater chance to jam the target ship. These are passive modules, so you don't have to click them to activate them.
'''Particle Dispersion Augmentor:''' Increases the jam strength of a ship's ECM modules. (Tech I: 10%; Tech II: 15%) <br />
'''Particle Dispersion Projector:''' Increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%) <br />
'''Signal Disruption Amplifier:''' Reduces the activation cost (capacitor need) of ECM and Burst Jammer modules. (Tech I: -20%; Tech II: -25%)


{| class="wikitable"
These rigs are available in all sizes (Small, Medium, Large and Capital) and in both Tech I and Tech II variants. They all share the same drawback, a decrease in shields.
|+ Signal Distortion Amplifier
 
| Item || Scan Strength Increase || Range Increase
==== ECM Skills and Implants ====
|-
 
| Tech 1 || 5% || 5%
Skills that enhance ECM:
|-
 
| Tech 2 || 10% || 10%
{{sk|Electronic Warfare}}: 5% less capacitor need for ECM and ECM Burst systems per skill level. <br />
|}
{{sk|Long Distance Jamming}}: 10% bonus to optimal range for targeted EWAR modules per skill level. <br />
{{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level. <br />
{{sk|Signal Dispersion}}: 5% bonus to strength of all ECM jammers per skill level.
 
In addition, the '''Low-''' and '''Mid-Grade Centurion''' implant series provides bonuses to the optimal range of all EWAR modules, and the '''Zainou 'Gypsy' Electronic Warfare EW-901/906''' reduces the activation cost of ECM and Burst Jammers by 1-6%.


Required skills:
* {{sk|CPU Management|I}}
* Tech 1: {{sk|Electronic Warfare|III}}
* Tech 2: {{sk|Electronic Warfare|IV}}


== Tracking Disruption (TD) ==
== Tracking Disruption (TD) ==