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User:Hirmuolio Pine/sandbox2: Difference between revisions

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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.


== ECM Mechanics ==
Your chance to jam a target is based on this equation:
Every ship in the game has a base sensor strength and this sensor is always of a certain type (Gravimetric, Ladar, Radar, Magenetometric). 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 ==


Remember to set your orbit range correctly with regards to the types of ECM modules you are using:
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.
* Multispectral modules have an optimal around 18km to 40km depending on skills with a falloff of 20-30km
* Racial modules have an optimal around 40km -> 50km depending on skills with a falloff of 40-50km


The Blackbird, Scorpion and Kitsune (but not the Griffin, Rook and Falcon) have bonuses to ECM range based on your ship command skill which will modify these values. Tech 2 jammers fitted in a Blackbird fitted with two T2 or Meta 4 Signal Distortion Amplifiers and piloted by a character with Frequency Modulation, Long Range Jamming and Caldari Cruiser all at level IV will have an optimal of 75km and a falloff of 70km.
The ECM module follows same formula for range as all other modules that have a falloff mechanic:


The above scenarios are correct when your target is between you and your optimal range. When your target is past this optimal range it affects the chance that you will jam them. This works much in the same way weapon's fall off ranges work.
[[image:ECM falloff.png]]


* When your target is at optimal you will get the percentages found in the scenarios above.
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.
* When your target is at optimal + falloff you have a 50% chance to have the above chances
* When your target is at optimal + 2 x falloff you have a 0% chance of jamming them
 
Here is an example:
let's assume your ECM module has a 50km 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 50km away you will have a 20% chance to jam them
* If your target is 90km away (50km + 40km) you will now have 10% chance to jam them (50% of 20%)
* If your target is 130km away (50km + 40km + 40km) you now have a 0% chance to jam them
 
Without any skills in targeting a Black Bird has a 75km targeting range and 112.5km with a targeting script in your sensor booster. So the rule of thumb for a new player should be: '''If you can target them, try to jam them!!'''


{| 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. I have compiled a series of images to help you make a quick decision when in the heat of battle. Remember that each race's ship's all have the same colour background in the portrait image you see when you have them targeted.
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 ==


*[[Skills:Spaceship_Command#Caldari_Cruiser|Caldari Cruiser]] - Skills for the specific types of ship you are flying will give you the greatest improvement in ECM effectiveness. 15% bonus to ECM Target Jammer strength per level. +12.5% bonus to ECM Target Jammer optimal range and falloff per level. Requires spaceship command III and Caldari Frigate IV.
As with everything in EVE there are multiple skills that will greatly increase your effectiveness when using ECM.
 
*[[Skills:Targeting#Long Range_Targeting|Long Range Targeting]] - 5% Bonus to targeting range per skill level. Requires CPU Management Level 2.
 
*[[Skills:Electronic_Systems#Frequency_Modulation|Frequency Modulation]] - Increases the falloff distance (this will be explained later) of your ECM modules by 10% per level. Requires CPU Management Level 3 and Electronics Warfare Level 2.
 
*[[Skills:Electronic_Systems#Long_Distance_Jamming|Long Distance Jamming]] - Increases the optimal range of your ECM modules by 10% per level. Requires CPU Management Level 4 and Electronics Warfare Level 3.  


*[[Skills:Rigging#Electronic_Superiority_Rigging|Electronic Superiority Rigging]] - This will allow you to use the ECM rigs. (See section on ECM modules). Requires Jury rigging Level 3 and Mechanics Level 3.  
*{{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.


*[[Skills:Electronic_Systems#Signal_Dispersion|Signal Dispersion]] - Increases your jam strength by 5% per level. This skill requires CPU Management 5 and Electronic Warfare Level 4. If you have decided that you really enjoy being an EWAR pilot this is a great skill to work towards, but it certainly isn't required to have fun flying ECM in fleets.
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==