Difference between revisions of "Electronic warfare"
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{{Update|Changes to EWAR in the December 2015 patch, including addition of Guidance Disruptors, needs to be added. This is being done in stages; please see comments in Edit History for details.}} | {{Update|Changes to EWAR in the December 2015 patch, including addition of Guidance Disruptors, needs to be added. This is being done in stages; please see comments in Edit History for details.}} | ||
{{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 dealing any direct damage, | + | '''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, EWAR can make a fleet several times more dangerous than it would be. |
There are four basic kinds of electronic warfare: | There are four basic kinds of electronic warfare: |
Revision as of 19:16, 1 April 2016
Reason: Changes to EWAR in the December 2015 patch, including addition of Guidance Disruptors, needs to be added. This is being done in stages; please see comments in Edit History for details.
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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, EWAR can make a fleet several times more dangerous than it would be.
There are four basic kinds of electronic warfare:
- Electronic Counter Measures (ECM, or "jams")
- Weapon Disruption
- Remote Sensor Dampening ("damps")
- 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. All four of these types of EWAR are generated by mid-slot modules with similar (but not identical) fitting and capacitor requirements. The use of tackling modules to hold the enemy in place, and of 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.
Electronic Counter Measures (ECM)
Targeted ECM: Mechanics, Modules, and Ships
ECM causes the targeted ship to lose all of its current target locks (often called 'jamming' the targeted ship). The jammed ship cannot target anyone or anything 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 renders an opponent virtually helpless, disabling their interactions with other ships and with their environment.
However, there are two important, 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. As a result, ECM pilots are often high-priority targets for opposing fleets. 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 and the sensor strength of the target (with larger targets generally harder to jam than smaller ones). That probability is also affected by the distance to the target; ECM modules have the same, base chance-to-jam anywhere within the module's optimal range, but the chance decreases through falloff, such that ECM is only half as likely to work at (optimal + falloff). Taken together, all this means that 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)
- 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)
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 EWAR-bonused battleships (the Scorpion and Widow). 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.
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"). All of these variations 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:
Item | CPU (tf) | Powergrid (MW) | Activation Cost (GJ) | Optimal Range | Falloff | Racial jam strength | Off-race jam strength | Required Electronic Warfare skill level |
---|---|---|---|---|---|---|---|---|
Radar ECM I | 40 | 1 | 48 | 24.0 km | 27.0 km | 3.0 | 1.0 | I |
Gloom Enduring Radar ECM | 40 | 1 | 38 | 24.0 km | 27.0 km | 3.3 | 1.1 | I |
Shade Compact Radar ECM | 32 | 1 | 48 | 24.0 km | 27.0 km | 3.3 | 1.1 | I |
Umbra Scoped Radar ECM | 40 | 1 | 48 | 26.4 km | 29.7 km | 3.3 | 1.1 | I |
Radar 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 | I |
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. All ECM modules have an activation (cycle) time of 20 seconds.
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) and match racial types according to intel on enemy fleet compositions. To put these numbers into perspective, a low-skill Griffin pilot with a jam strength of ~6 on each racially matched ECM module would have a 35% chance of jamming an opposing Tech I cruiser with each module's cycle. Given that the Griffin is typically fit with four ECM modules, it is easy to imagine a new Unista ECM pilot countering even a skilled enemy.
The UniWiki's ECM Guide covers ECM mechanics in more detail, including a mathematical analysis of jamming probabilities 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, 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.
Item | CPU (tf) | Powergrid (MW) | Activation Cost (GJ) | Optimal Range | Falloff | Jam strength | Required Electronic Warfare skill level |
---|---|---|---|---|---|---|---|
Burst Jammer I | 30 | 1 | 240 | 5 km | 5 km | 6.0 | I |
Burst Jammer II | 36 | 1 | 288 | 6 km | 6 km | 7.2 | IV |
Tech I Burst Jammers are also available in Compact, Enduring, and Scoped meta versions (not shown). Because they require so much capacitor, Burst Jammers can only practically be used on large ships. And, importantly, most of the Caldari ECM ships listed above 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 Bonuses
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.
Item | CPU (tf) | Powergrid (MW) | Scan Strength Increase | Range Increase | Required 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 can 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%)
Signal Disruption Amplifier: Reduces the activation cost (capacitor need) of ECM and Burst Jammer modules. (Tech I: -20%; Tech II: -25%)
Particle Dispersion Projector: Increases the optimal range of all targeted EWAR 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:
Electronic Warfare: 5% less capacitor need for ECM and ECM Burst systems per skill level.
Long Distance Jamming: 10% bonus to optimal range for targeted EWAR modules per skill level.
Frequency Modulation: 10% bonus to falloff for targeted EWAR modules per skill level.
Signal Dispersion: 5% bonus to strength of all ECM jammers per skill level.
In addition, the Low- and Mid-Grade Centurion implant sets provide bonuses to the optimal range of all EWAR modules, and the Zainou 'Gypsy' Electronic Warfare EW-901/906 series reduces the activation cost of ECM and Burst Jammers by 1-6%.
Countering ECM: Electronic Counter-Counter Measures (ECCM)
ECM is directly countered by Sensor Boosters, Remote Sensor Boosters, and Signal Amplifiers. All of these modules provide a bonus to all four types (Gravimetric, Magnetometric, Radar and Ladar) of sensor strength, along with bonuses to targeting range and scan resolution (locking time). Sensor boosters and remote sensor boosters are active, mid-slot modules, and can be fitted with an ECCM Script that doubles the sensor strength effect at the expense of the targeting range and scan resolution effects. As their names suggest, a sensor booster affects the fitted ship, while remote sensor boosters are used to assist other ships. Signal amplifiers are passive, low-slot modules that affect the fitted ship. Signal amplifiers cannot be scripted.
Ships that are frequently the target of enemy jamming, such as logistics and other EWAR ships, will often fit a sensor booster or signal amplifier to counter enemy ECM. Prior to the March 2016 patch, there were individual modules that provided ECCM bonuses for individual sensor types, and you may still find these described in fits on the web. However, in March 2016, CCP simplified matters by integrating ECCM into sensor boosting modules.
Weapon Disruption
Mechanics and Ships
Weapon disruption is used to interfere with the range of enemy weapons and their ability to hit moving targets. As a result, weapon disruption can allow pilots to evade being hit by weapons that might otherwise damage them. For most of EVE's history, there was only one type of weapon disruption—Tracking Disruption (TD)—which specifically affects the range and tracking of enemy turrets. However, in December 2015, CCP introduced a second disruption mechanic, Guidance Disruption, which affects the travel and explosion characteristics of enemy missiles. These two types of weapon disruption are associated with two different modules: Tracking Disruptors and Guidance Disruptors. That means that EWAR pilots fitting weapon disruptors have to choose which type of module to fit: Do I want my modules to interfere with turret damage, or missile damage? (Or should I fit some of each?)
Weapon disruption is the EWAR specialty of the Amarr. Amarr ships that are bonused for weapon disruption include:
- Crucifier (Tech I frigate)
- Crucifier Navy Issue (Faction frigate)
- Sentinel (Electronic Attack Ship)
- Arbitrator (Tech I cruiser)
- Curse (Combat Recon Ship)
- Pilgrim (Force Recon Ship)
Unlike ECM, and like all other types of EWAR, weapon disruption always succeeds. However, the extent of disruption is affected by the distance to the target. If the target is anywhere within the optimal range of the disruptor, the module will exert 100% of its effect on the target. Beyond optimal range, the effectiveness of disruption decreases; at (optimal + falloff), a weapon disruptor is only half as effective. This mechanic was newly introduced with the December 2015 patch. Before then, tracking disruption beyond optimal range worked via the same chance-to-hit mechanism as ECM (with 100% chance at optimal, and a decreasing chance of 100% disruption beyond that). Sadly, you can still find many websites that reference this old mechanic.
Weapon disruption—and specifically tracking disruption—was long considered the weakest form of EWAR in fleet PvP, as most of the PvP meta was focused on missiles and drones, which tracking disruption doesn't affect. But the introduction of guidance disruptors, and a shift of the PvP meta away from droneboats, has led to a resurgence of weapon disruption in PvP. Wings of Crucifiers, in particular, have become popular components of SovNull fleets.
Tracking Disruptors
Tracking disruptors are used to decrease the optimal range and falloff, and decrease the tracking speed, of turrets. Range disruption is most effective against opponents at long range, because it can keep you beyond the range of enemy guns. Tracking speed disruption, by contrast, is most effective at short range, because it makes it difficult for your opponents to hit ships moving at high transversal (and the highest transversal speeds occur at short range). Unscripted, tracking disruptors do both range disruption and tracking speed disruption. But tracking disruptors can be fitted with scripts (the Optimal Range Disruption Script and the Tracking Speed Disruption Script) that double their effectiveness in one area at the expense of the other. In general, all disruptor-fitted ships should carry as many copies of each script as they have fitted disruptors. (The scripts are very inexpensive.)
Like other EWAR modules, Tech I tracking disruptors are available in Scoped, Compact, and Enduring meta versions.
Item | CPU (tf) | Powergrid (MW) | Activation Cost (GJ) | Optimal Range | Falloff | Range Bonus | Tracking Speed Bonus | Required Weapon Disruption skill level |
---|---|---|---|---|---|---|---|---|
Tracking Disruptor I | 40 | 1 | 15 | 40 km | 20 km | -15.30% | -15.30% | I |
Baker Nunn Enduring Tracking Disruptor I | 40 | 1 | 12 | 40 km | 20 km | -16.24% | -16.24% | I |
Balmer Series Compact Tracking Disruptor I | 32 | 1 | 15 | 40 km | 20 km | -16.24% | -16.24% | I |
DDO Scoped Tracking Disruptor I | 40 | 1 | 15 | 44 km | 22 km | -16.24% | -16.24% | I |
Tracking Disruptor II | 48 | 1 | 18 | 48 km | 24 km | -17.19% | -17.19% | IV |
All tracking disruptors have an activation (cycle) time of 10 seconds. Tracking disruptors (as well as guidance disruptors below) are the most capacitor-efficient form of EWAR, have the longest optimal range, and are just as easy or easier to fit compared to other EWAR modules.
The chart above shows disruption penalties like EVE's infoboxes do, as negative "bonuses". The Range Bonus numbers are simple; range disruption cuts down the range of an opponent's turrets. The Tracking Speed Bonus numbers are less intutitive, because their effects depend on the tracking characteristics of an opponent's guns. To put these numbers into perspective, an E-UNI Derptron (Atron) pilot that has tackled a typically fit Stabber Fleet Issue (SFI)—an empire faction cruiser especially good against frigates—might have 10-15 seconds to live, because the SFI's guns apply most of their typical damage even at high transversal. If the Unista's Crucifier fleetmate, however, applied two scripted tracking disruptors to that SFI, it could drop the turret damage taken by the Atron to nearly zero. Tracking disruptors work poorly on drones (because drones track so well), and so that SFI's drones would still probably take down the Atron eventually. And the SFI could counter the disruption by fitting Tracking Computers or Tracking Enhancers. But it is easy to imagine how tracking disruptors might affect the outcome of a fight involving turrets.
Guidance Disruptors
Guidance disruptors reduce the range and precision of enemy missiles. Missile range disruption reduces both missile speed and flight time; by making enemy missiles fly slower, and for a shorter period of time, missile range disruption dramatically reduces missile range. In this way, missile range disruption is analogous to the optimal range disruption offered by Tracking Disruptors. Missile precision disruption, by contrast, is unique. By decreasing the explosion velocity of enemy missiles, precision disruption makes it harder for a missile's explosion to keep up with small, fast-moving targets. (It makes it easier for a small ship to speed away from the explosion.) And by increasing explosion radius, precision disruption makes the missile explosion more diffuse, decreasing the amount of damage dealt. Unlike tracking speed disruption, missile precision disruption is not affected by range or flight vector. But like tracking disruption, it does favor small, speedy ships. Unscripted, guidance disruptors affect both range and precision, but they can be fitted with scripts (either the Missile Range Disruption Script or Missile Precision Disruption Script) to double one effect at the expense of the other.
Item | CPU (tf) | Powergrid (MW) | Activation Cost (GJ) | Optimal Range | Falloff | Missile Velocity Bonus | Flight Time Bonus | Explosion Velocity Bonus | Explosion Radius Bonus | Required Weapon Disruption skill level |
---|---|---|---|---|---|---|---|---|---|---|
Guidance Disruptor I | 40 | 1 | 15 | 40 km | 20 km | -8.0% | -8.0% | -8.0% | 8.0% | I |
A-211 Enduring Guidance Disruptor | 40 | 1 | 12 | 40 km | 20 km | -8.5% | -8.5% | -8.5% | 8.5% | I |
C-IR Compact Guidance Disruptor | 32 | 1 | 15 | 40 km | 20 km | -8.5% | -8.5% | -8.5% | 8.5% | I |
Highstroke Scoped Guidance Disruptor | 40 | 1 | 15 | 44 km | 22 km | -8.5% | -8.5% | -8.5% | 8.5% | I |
Guidance Disruptor II | 48 | 1 | 18 | 48 km | 24 km | -9.0% | -9.0% | -9.0% | 9.0% | IV |
Again, penalties are listed as negative bonuses. And again, even though the explosion velocity and radius effects aren't intuitive, the end result is that missiles that are intended to hit smaller targets—say, Rapid Light Missiles aimed at frigates—can be made to do no damage by applying bonused guidance disruptors at the enemy pilot.
Weapon Disruption Bonuses
There is just one Electronics Superiority rig set that specifically enhances weapon disruption: Tracking Diagnostic Subroutines, which increases the effectiveness of weapons disruption modules. (Tech I: +5%; Tech II: +7.5%) Weapon disruption also benefits from the Particle Dispersion Projector rig, which increases the optimal range of all targeted EWAR modules.
Skills and implants that enhance weapon disruption:
Weapon Disruption: 5% less capacitor need for weapon disruptors per skill level.
[[Skills:Turret Destabilization]]: 5% bonus to the effectiveness of weapon disruptor modules per skill level.
The Zainou 'Gypsy' Weapon Disruption WD-901/906 implant series reduces the activation cost of weapon disruptors by 1-6%. Skill in Long Distance Jamming and Frequency Modulation, along with the Low- and Mid-Grade Centurion implant sets, also benefit weapon disruptors by increasing the range of all EWAR modules.
Countering Weapon Disruption
Tracking Disruption is countered by Tracking Computers and Tracking Enhancers, both of which provide bonuses to turret range and tracking speed. Tracking computers are active, mid-slot modules, and can be fitted with scripts (Optimal Range Script and Tracking Speed Script) which double one bonus at the expense of the other. Tracking enhancers are passive, low-slot modules that cannot be scripted.
Guidance Disruption is countered by an analogous set of modules for missiles, "Missile Guidance Computers and Missile Guidance Enhancers, which provide bonuses to missile range and precision. Similar to tracking computers, missile guidance computers are active, fitted to mid-slots, and can be scripted (with either a Missile Range Script or Missile Precision Script). Missile guidance enhancers are passive, low-slot modules, and can't be scripted.
Remote Sensor Dampening
Mechanics, Modules and Ships
Remote sensor dampening (or "damps") is used to reduce the targeting range and scan resolution (which is related to the locking time) of an opponent's ship. Range damps can be concentrated onto one target, to reduce its targeting range to nearly zero; or it can be spread across multiple attackers, to strategically create a mismatch between opponents' weapons range and targeting range. Scan resolution damps are less common, but can make it such that a battleship requires minutes to lock smaller ships. Unscripted, remote sensor dampeners apply both range damps and scan resolution damps. But sensor dampeners can be fitted with scripts (the Targeting Range Dampening Script and the Scan Resolution Dampening Script) that double their effectiveness in one area at the expense of the other. Damps pilots usually carry both.
Remote sensor dampening is the EWAR specialty of the Gallente. Gallente ships that are bonused for damps include:
- Maulus (Tech I frigate)
- Keres (Electronic Attack Ship)
- Celestis (Tech I cruiser)
- Lachesis (Combat Recon Ship)
- Arazu (Force Recon Ship)
Damps and ECM are used in comparable situations—interfering with enemy logistics, sidelining an enemy fleet's most powerful ships, and countering opponents' own EWAR. But the mechanics of damps and ECM are very different. Unlike ECM, the effects of damps are felt immediately by the target, at the beginning of module activation. Damps are guaranteed to affect the target; there is no chance-to-hit, like there is with ECM. (Prior to December 2015, damps had a chance to fail in the falloff region. This was changed in the Frostline update, so that now, damps just become less effective in falloff.) This has led remote sensor dampening to be more popular than ECM in solo and small-gang combat, where a 20-second module cycle can seem like an eternity, and has made the Maulus and Keres very popular small-gang support ships. However, a damped ship can still lock at short ranges, and so damps are less effective than ECM against close-range brawlers.
Item | CPU (tf) | Powergrid (MW) | Activation Cost (GJ) | Optimal Range | Falloff | Maximum Targeting Range Bonus | Scan Resolution Bonus | Required Sensor Linking skill level |
---|---|---|---|---|---|---|---|---|
Remote Sensor Dampener I | 35 | 1 | 30 | 25.0 km | 50.0 km | -13.7% | -13.7% | I |
LFT Enduring Sensor Dampener | 35 | 1 | 20 | 25.0 km | 50.0 km | -14.5% | -14.5% | I |
Kapteyn Compact Sensor Dampener | 28 | 1 | 30 | 25.0 km | 50.0 km | -14.5% | -14.5% | I |
Phased Muon Scoped Sensor Dampener | 35 | 1 | 30 | 27.5 km | 55.0 km | -14.5% | -14.5% | I |
Remote Sensor Dampener II | 42 | 1 | 36 | 30.0 km | 60.0 km | -15.3% | -15.3% | IV |
As the table above shows, in general, remote sensor dampeners are easier to fit (require less CPU) than other EWAR modules. However, they require much more capacitor per 10-second cycle than other forms of EWAR.
Remote Sensor Dampening Bonuses
There is just one Electronics Superiority rig set that specifically enhances remote sensor dampening: Inverted Signal Field Projector, which increases the effectiveness of damps modules. (Tech I: +5%; Tech II: +7.5%) Remote sensor dampening also benefits from the Particle Dispersion Projector rig, which increases the optimal range of all targeted EWAR modules.
Skills and implants that enhance remote sensor dampening:
Sensor Linking: 5% less capacitor need for remote sensor dampeners per skill level.
Signal Suppression: 5% bonus to the effectiveness of remote sensor dampening modules per skill level.
The Zainou 'Gypsy' Sensor Linking SL-901/906 implant series reduces the activation cost of remote sensor dampeners by 1-6%. Skill in Long Distance Jamming and Frequency Modulation, along with the Low- and Mid-Grade Centurion implant sets, also benefit dampss by increasing the range of all EWAR modules.
Countering Damps: Sensor Boosters
Like ECM, remote sensor dampening is countered by Sensor Boosters, Remote Sensor Boosters, and Signal Amplifiers. All of these modules provide a bonus to targeting range and scan resolution, along with the bonuses described above to sensor strength. Sensor boosters and remote sensor boosters—active, mid-slot modules—can be fitted with either a Targeting Range Script or a Scan Resolution Script that doubles either of those stats at the expense of the other (and also at the expense of the sensor strength effect). Signal amplifiers are passive, low-slot modules that cannot be scripted.
Target Painting
Mechanics, Modules and Ships
Target painting increases the signature radius of a target, making it easier for tracking turrets and missiles to hit. Target painting is especially effective against small, speedy targets that would otherwise evade turret tracking and missile and bomb explosion velocities. Target painting improves everyone's chance of hitting the targeted foe, not just the painting pilot, and so a single target painting ship can be a great complement to a fleet of damage dealers. All of this makes target painting unique, relative to the other three types of EWAR, in that it helps your friends rather than hindering your foes.
Target painting is the EWAR specialty of the Minmatar. Minmatar ships that are bonused for target painting include:
- Vigil (Tech I frigate)
- Hyena (Electronic Attack Ship)
- Bellicose (Tech I cruiser)
- Huginn (Combat Recon Ship)
- Rapier (Force Recon Ship)
Item | CPU (tf) | Powergrid (MW) | Activation Cost (GJ) | Optimal Range | Falloff | Signature Radius Modifier | Required Target Painting skill level |
---|---|---|---|---|---|---|---|
Target Painter I | 35 | 1 | 10 | 30.0 km | 75.0 km | +25.0% | I |
Parallel Enduring Target Painter | 35 | 1 | 6 | 30.0 km | 75.0 km | +27.5% | I |
Peripheral Compact Target Painter | 28 | 1 | 10 | 30.0 km | 75.0 km | +27.5% | I |
Phased Scoped Target Painter | 35 | 1 | 10 | 33.0 km | 82.5 km | +27.5% | I |
Target Painter II | 42 | 1 | 12 | 36.0 km | 90.0 km | +30.0% | IV |
As the chart above shows, target painters have extremely long falloff ranges. Through this falloff range, target painting becomes less effective, but it always succeeds. Target painters have a 5-second activation cycle, which is shorter than that of other EWAR modules. As a result, even though the activation cost numbers above look small, target painters require about the same amount of capacitor per time as other EWAR modules.
Target Painting Bonuses
There are no rigs specific to target painting. However, target painters are enhanced by Particle Dispersion Projector rigs, which increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%)
Skills that enhance target painting:
Target Painting: 5% less capacitor need for target painters per skill level.
Signature Focusing: 5% bonus to the effectiveness of target painting modules per skill level.
Long Distance Jamming: 10% bonus to optimal range for targeted EWAR modules per skill level.
Frequency Modulation: 10% bonus to falloff for targeted EWAR modules per skill level.
The Low- and Mid-Grade Centurion implant series provides bonuses to the optimal range of all EWAR modules. Also, the Zainou 'Gypsy' Target Painting TG-901/906 reduces the activation cost of target painters by 1-6%.
Target Painters Have No Counter
There are no modules or rigs that decrease signature radius, so there is no direct counter to the effects of a target painter module.
EWAR Drones
All four types of EWAR can be generated not only by fitted modules, but also by electronic warfare drones. Variants of the small, medium and large combat drones of each race provide that race's EWAR specialty effect instead of the usual damage effects. For example, the Gallente EWAR specialty is damps, and so three sizes of Gallente EWAR drone—the Hobgoblin SD-300, Hammerhead SD-600, and Ogre SD-900—apply damps to targets. The magnitude of each drone's effect is much smaller than that of an individual EWAR module, and stacking penalties make it such that a flight of EWAR drones doesn't have much more of an effect than two or three. As a result, EWAR drones are almost never used in EVE. The one exception to this would be the Hornet EC-300 ECM drone, because its chance-based effect is not subject to stacking penalties. Industrial ships, and other ships hoping to escape combat, can sometimes use Hornet EC-300's to break the lock of a warp disrupting or warp scrambling attacker, and this can sometimes provide a window for escape. Nevertheless, this narrow exception illustrates how much less broadly useful EWAR drones are compared to EWAR modules.
More information on EWAR drones is available in the syllabus for Drones 102.
How to use EWAR
There are two techniques commonly used for EWAR. One is to sit at range with minimal tank and attack your enemies while hopefully being out of range of their damage. The other, is to fit (often a very heavy) tank and remain with the DPS. The advantage of this is being able to get reps from any logi ships you have with you and not being in trouble if you jump into a fleet. The disadvantage is that you give up rig slots (and, if in an ECM ship, low slots) for tank which could be used to make your EWAR more effective. The ranged technique is outlined below.
If the target is in range:
- 1. Turn Sensor Booster on. (If you have one. If are camping a gatecamp, this should be on already.)
- 2. Lock target.
- This step depends on the FC's orders and your location. Generally speaking ECM, TD and damps should be spread out on the opponents, ignoring primary. TP's should all be on the primary. (The designated targets should match the EW modules you have equipped: so don't put a TD on a missile boat. And it might be a good thing to open up a separate chat channel for all the EW people, so you can keep everything well spread.)
- 3a. If your orders are to orbit a gate, keep orbiting. If you get targeted you can jump through. (Unless you activated an aggressive module so cannot.)
- 3b. If you are at your optimal range, align to a planet. If you are targeted you can warp away and warp back in.
- 4. Activate the electronic warfare module on your designated target. You may want to overheat your ECM module for the (often critical) first cycle and gain a 20% higher strength. TD/RSD/TP modules can't be overheated.
- 5. If the hit on the designated target is successful, put a second electronic warfare module (if you have it) on another target in the opposing fleet.
- 6. There is no 6, let's jam it.
- 7. ECM: If you 'miss' a cycle be ready to warp away if you get targeted.
If the target is outside range there are two possibilities:
- You messed up. You are in the wrong place.
- The target warped to a bookmark where only the longest-range electronic warfare can reach.
Remember, always be either aligned to a celestial (preferably a planet) to warp to or be in range of a gate to jump through.