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== Working on the EWAR Guide ==
== Working on the EWAR Guide ==


{{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 dealing any direct damage, 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, or "jams")
* Electronic Counter Measures (ECM, or "jams")
* Tracking Disruption (TD)
* Weapon Disruption
* Remote Sensor Dampening (RSD, or "damps")
* Remote Sensor Dampening (RSD, or "damps")
* Target Painting (TP)
* Target Painting


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 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.


Visual effects for the different types 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.
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=== Burst Jammers ===
=== 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 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.
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.


{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
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|}


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 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.
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.


=== Bonus Modules, Skills, and Implants ===
=== Bonus Modules, Skills, and Implants ===


==== Signal Distortion Amplifiers ====
==== Modules: Signal Distortion Amplifiers and Warfare Links ====
 
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.
 
{| class="wikitable" style="text-align:center;"
|+ 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
|-
| Signal Distortion Amplifier I
| 30 || 1 || 5% || 5% || III
|-
| 'Hypnos' Signal Distortion Amplifier I (meta 4)
| 29 || 1 || 10% || 10% || III
|-
| Signal Distortion Amplifier II
| 30 || 1 || 10% || 10% || IV
|}
 
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.
 
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.
 
==== ECM Rigs ====
 
There are a few Electronics Superiority rigs that enhance ECM:
 
'''Particle Dispersion Augmentor:''' Increases the jam strength of a ship's ECM modules. (Tech I: 10%; Tech II: 15%)
'''Particle Dispersion Projector:''' Increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%)
'''Signal Disruption Amplifier:''' Reduces the activation cost (capacitor need) of ECM and Burst Jammer modules. (Tech I: -20%; Tech II: -25%)
 
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.
 
==== ECM Skills and Implants ====
 
Skills that enhance ECM:
 
{{sk|Electronic Warfare}}: 5% less capacitor need for ECM and ECM Burst systems per skill level.
{{sk|Long Distance Jamming}}: 10% bonus to optimal range for targeted EWAR modules per skill level.
{{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level.
{{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%.
 
 


== Mining Doctrine: Wormhole Mining ==
== Mining Doctrine: Wormhole Mining ==