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Electronic warfare: Difference between revisions

From EVE University Wiki
m Removing update tag.
Updated EWAR tactics section, focusing on newbros.
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More information on EWAR drones is available in the [[Drones_102#Electronic_Warfare_Drones|syllabus for Drones 102]].
More information on EWAR drones is available in the [[Drones_102#Electronic_Warfare_Drones|syllabus for Drones 102]].


== How to use EWAR ==
== EWAR Tactics ==
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:'''
EWAR is an important element of fleet combat, and Unista EWAR pilots are nearly always welcome in UNI fleets, even if EWAR isn't explicitly called for in the fleet announcement. Make sure you check the announcement, or check with the FC, to find out whether one particular type of EWAR is preferred or excluded. In most cases, Unista EWAR pilots will be expected to fly a Tech I EWAR frigate (a [[Griffin]], [[Maulus]], [[Crucifier]] or [[Vigil]]) or Tech I EWAR Cruiser ([[Blackbird]], [[Celestis]], [[Arbitrator]] or [[Bellicose]]). If you are flying Caldari or Amarr, you may want to fit a "rainbow" of EWAR types--different racial ECM modules, or a mix of tracking and guidance disruptors--and also carry copies of all necessary scripts.
* 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.)
EWAR ships have much greater locking and optimal/falloff ranges than damage dealers, and are more fragile as well. As a result, EWAR pilots often operate independently from the rest of the fleet. They focus on different targets, at different ranges, and often have to warp in and out of combat to avoid being targeted, maybe even multiple times during an engagement. EWAR is a great role for Unistas just getting started with fleet combat, but there are some things you need to know in order to fly EWAR successfully.
* 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.


 
* '''Don't warp into battle with the main fleet.''' The FC will likely warp the fleet into an engagement at the optimal range of the fleet's damage dealers, which is too close for you. In addition, if the opposing fleet sees EWAR targets at close range, they will be targeted and eliminated right away. Either set yourself exempt from fleet warps using the Fleet window menu, or cancel the initial fleet warp when it starts. (Your FC may express a preference for which of these you do. If you are in a dedicated EWAR squad, that may also affect how you handle things.) Then, once the battle has started, warp yourself to one of your fleetmates at the appropraite distance.
'''If the target is outside range there are two possibilities:'''
* '''Know your modules' optimal range, and stay near that range.''' It's common for EWAR ships to have longer range than the damage dealers they fly with. As a result, don't stay close to the rest of your fleet. Stay at your own optimal range, far from the action.
* You messed up. You are in the wrong place.
* '''Be moving laterally, all the time.''' EWAR ships have small signature radii, so they are tough for enemies to hit with turrets, as long as they are in motion. A stationary target, on the other hand, has no transversal and is easy to hit. Stay in motion. Also, try to keep your microwarpdrive (MWD) off if you can; your MWD increases your signature radius dramatically.
* The target warped to a bookmark where only the longest-range electronic warfare can reach.
* '''Choose your own targets.''' If you are using target painters, then target the same primary that your FC has called, in order to maximize your fleet's applied damage. But otherwise--if you are using ECM, weapon disruption or damps--it makes no sense to apply EWAR to the primary, because it will hopefully be destroyed soon. Instead, ignore the FC's instructions to the rest of the fleet, and choose a target that is most appropriate to your EWAR type. For ECM pilots, this may mean opposing EWAR, logistics, or particular offensive ships. Damps work well on many of those same targets, but are especially effective against ranged (kiting) damage dealers. Weapons disruptors should be focused on ships with appropriate weapons systems: guidance disruptors on missile ships, tracking disruptors on turret ships. In all of these cases, try to focus on the enemy ships that you think will make the greatest impact on the battle, and use your EWAR to disable them. All this means that flying EWAR requires some familiarity with the ships of EVE and the kinds of weapons they typically bring to bear. You may want to have the UniWiki's [[ship reference guide|Ship type quick reference]] open, or print out one of the reference cards linked at that site, to help with this.
 
* '''Keep your eye on the battlefield, and especially on enemy drones and interceptors.''' Once your EWAR takes effect, your opponents will try to take you out--not just because they want to stop the EWAR, but also because they know that EWAR ships are typically the weakest ships on the field. Even if you are keeping your distance, your opponents may still try to catch you by sending drones or an interceptor towards you. If this happens, run away! If you are tackled, or surrounded by a cloud of combat drones, you won't survive for long.
'''Remember, always be either aligned to a celestial (preferably a planet) to warp to or be in range of a gate to jump through.'''
* '''Try to stay aligned to a celestial, so you can warp out at the first sign of trouble.''' The easiest way to evade combat is to warp out, and then warp back in again. Unfortunately, EWAR ships aren't so nimble, and they are slow to align and accelerate to warp speed. You can increase your chances of being able to warp away from combat by always flying aligned to a planet, Customs Office, or some other celestial you find on the PodSaver tab of your Overview. Then, if you need to warp away, you can always warp back in to one of your fleetmates at range. If you are lucky, that interceptor pilot might think you've gone for good, and forget to re-target you once you've returned.
* '''Spread out!''' If there is more than one EWAR pilot in your fleet, try not to stay together. It will be much harder for your opponents to target all of the EWAR in your fleet if you are far away from each other.
* '''Create bookmarks''' If you aren't overwhelmed by all of this, create bookmarks as you fly. You can use these bookmarks as different warp-ins when you return to the battle. Just make sure not to warp back to the same place you warped out of--that interceptor you were running away from might still be there.


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[[Category:PvP]]
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