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'''Electronic Counter Measures''', also known as '''ECM''' or "jamming". ECM gives a chance to cause the targeted ship to lose all targets it has locked, and loses the ability to target anything new for 20 seconds. During combat this means the affected ship cannot shoot or use any targeted modules on you or any of your fleet mates. This almost completely eliminates their ability to take part in the fight. Your target will still be able to use modules which don't require a target such as [[Smart Bomb|Smartbombs]] or other area effect weapons; however, because those untargeted modules have niche use, ECM is generally regarded as the most effective Electronic Warfare technique. | '''Electronic Counter Measures''', also known as '''ECM''' or "jamming". ECM gives a chance to cause the targeted ship to lose all targets it has locked, and loses the ability to target anything new for 20 seconds. During combat this means the affected ship cannot shoot or use any targeted modules on you or any of your fleet mates. This almost completely eliminates their ability to take part in the fight. Your target will still be able to use modules which don't require a target such as [[Smart Bomb|Smartbombs]] or other area effect weapons; however, because those untargeted modules have niche use, ECM is generally regarded as the most effective Electronic Warfare technique. | ||
== ECM Mechanics == | |||
Every ship in the game has a base sensor strength and this sensor is always of a certain type (Gravimetric, Ladar, Radar, Magenetometric). | |||
The jam strength of your ECM is compared to the sensor strength of your target and the jamming is applied based on probapility. | |||
Each individual ECM module is applied separately and there are no stacking penalties. This makes it opssible to scale up ECM without limit. | |||
Your chance to jam a target is based on this equation: | |||
[[Image:Ecm chance.png]] | [[Image:Ecm chance.png]] | ||
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== Falloff and Optimal range == | == Falloff and Optimal range == | ||
The ECM modules have two separate range attributes: Optimal and falloff. As long as you are within your optimal range your ECM modules will work with full efficiency but once you go to your falloff the ECM module will start to lose its effectiveness. | |||
The | The ECM module follows same formula for range as all other modules that have a falloff mechanic: | ||
[[image:ECM falloff.png]] | |||
Going slightly beyond your optimal is not a problem but the effectiveness of ECM will degrade more rapidly as you go further away as seen in the table below. | |||
{| class="wikitable" border=0 | |||
| '''Parts into Falloff''' || '''Relative jam chance''' | |||
|- | |||
| 0 || 1.0000 | |||
|- | |||
| 0.2 || 0.9727 | |||
|- | |||
| 0.4 ||0.8950 | |||
|- | |||
| 0.6 ||0.7792 | |||
|- | |||
| 0.8 ||0.6417 | |||
|- | |||
| 1.0 || 0.5000 | |||
|- | |||
| 1.2 || 0.3686 | |||
|- | |||
| 1.4 || 0.2570 | |||
|- | |||
| 1.6 || 0.1696 | |||
|- | |||
| 1.8 || 0.1058 | |||
|- | |||
| 2.0 || 0.0625 | |||
|} | |||
As seen in the table above at range of optimal + 0.4×falloff the jammers are still 90% effective. | |||
Here is an example: | |||
let's assume your ECM module has a 50 km range and has a 40km falloff. When your target is within optimal range you have a 20% chance to jam them per cycle of your modules. | |||
* If your target is 50 km away you will have the full 20% chance to jam | |||
* At 60 km (50 km + 10 km) you will now have 17% chance to jam (84% of 20%) | |||
* At is 90 km away (50 km + 40 km) you will now have 10% chance to jam (50% of 20%) | |||
* At 130 km away (50 km + 40 km + 40 km) you now have a 1,25% chance to jam (6,25% of 20%) | |||
== Using your ECM Modules == | == Using your ECM Modules == | ||
The race-specific modules are not named in a way that makes it obvious what race of ships they're effective against | The race-specific modules are not named in a way that makes it obvious what race of ships they're effective against. Remember that each race's ship's all have the same colour background in the portrait image you see when you have them targeted. | ||
* Amarr - Radar (yellow-coloured jammers) | * Amarr - Radar (yellow-coloured jammers) | ||
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* Gallente - Magnetometric (green-coloured jammers) | * Gallente - Magnetometric (green-coloured jammers) | ||
* Minmatar - Ladar (red-coloured jammers) | * Minmatar - Ladar (red-coloured jammers) | ||
{| class="wikitable" border="1" | {| class="wikitable" border="1" | ||
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If you can remember these colour match ups then you will remember exactly which module to activate on a ship you are targeting. | If you can remember these colour match ups then you will remember exactly which module to activate on a ship you are targeting. | ||
When you have successfully jammed your target, you will see a gray circle surrounding the jammer that acquired the jam (shown below the locked ship). Hovering over this will tell you how long until the jam ends. The circle will slowly disappear as the jam ticks down. See the image below. | When you have successfully jammed your target, you will see a gray circle surrounding the jammer that acquired the jam (shown below the locked ship). Hovering over this will tell you how long until the jam ends. The circle will slowly disappear as the jam ticks down. See the image below. | ||
[[Image:JammedPostRetribution.jpg | [[Image:JammedPostRetribution.jpg|right|In this case, the Ladar jam was successful but the Radar and Magnetometric were not.]] | ||
In this case, the Ladar jam was successful but the Radar and Magnetometric were not. | |||
== Skills to improve ECM == | == Skills to improve ECM == | ||
As with everything in EVE there are multiple skills that will greatly increase your effectiveness when using ECM. | |||
* | *{{sk|Electronic Warfare}} - Reduces capacitor usage on ECM modules by 5% per level. Requirement for using ECM. | ||
*{{sk|Frequency Modulation}} - Increases the falloff distance of all EWAR modules by 10% per level. | |||
*{{sk|Long Distance Jamming}} - Increases the optimal range of all EWAR modules by 10% per level. | |||
*{{sk|Signal Dispersion}} - Increases your jam strength by 5% per level. | |||
*{{sk|Electronic Superiority Rigging}} - Reduces the drawbacks of EWAR and sensor rigs by 10% per level. | |||
* | Additional skills useful for ECM pilots: | ||
*{{sk|Long Range Targeting}} - 5% Bonus to targeting range per skill level. | |||
*{{sk|Caldari Frigate}} - Increases hull bonuses of Caldari EWAR frigates. | |||
*{{sk|Caldari Cruisers}} - Increases hull bonuses of Caldari EWAR cruisers. | |||
*{{sk|Caldari Battleship}} - Increases hull bonuses of Caldari EWAR battleships. | |||
== ECM bonused ships== | == ECM bonused ships== | ||