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Electronic Countermeasures: Difference between revisions

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Update for Invasion patch
Updated summary, added GNI, ECM fighters, and Burst Projector. Various spelling & style changes.
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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 (5 seconds for ECM drones). 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 (with the exception of the jammer), and loses the ability to target anything that is not currently jamming it for 20 seconds (5 seconds for ECM drones). During combat this means the affected ship cannot shoot or use any targeted modules on any of your fleet mates. 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.


As at October 2018, [https://forums.eveonline.com/t/ecm-balance-pass-november/115696 changes to ECM] mean that if a jammed target can attack the ship that is targeting it.  This is a notable change in mechanics as a solo pilot flying an ECM ship cannot protect itself by jamming an enemy.
As at October 2018, [https://forums.eveonline.com/t/ecm-balance-pass-november/115696 changes to ECM] mean that if a jammed target can attack the ship that is targeting it.  This is a notable change in mechanics as a solo pilot flying an ECM ship cannot protect itself by jamming an enemy. Before then, ECM was generally regarded as the most effective Electronic Warfare technique, because of its potency and the safety it provided to the user.


== ECM Mechanics ==
== ECM Mechanics ==
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==Examples==
==Examples==


you are piloting a Griffin with a set of two racia gravimetric racial jammers on your griffin each giving you 8,39 jamming strength against gravimetric and 2,80 against other sensor types. your griffin also has two radar jammers with same strength but for radar. This is quite highly skilled setup.
you are piloting a Griffin with a set of two racial gravimetric racial jammers on your griffin each giving you 8,39 jamming strength against gravimetric and 2,80 against other sensor types. your griffin also has two radar jammers with same strength but for radar. This is quite highly skilled setup.


Your FC has instructed you to jam the enemy logi, whatever they may bring. The radar jammer works best against the Amarr logi ships (Augoror/Guardia) while the gravimetric is best against Caldari logi ships (Osprey/Basilisk).
Your FC has instructed you to jam the enemy logi, whatever they may bring. The radar jammer works best against the Amarr logi ships (Augoror/Guardian) while the gravimetric is best against Caldari logi ships (Osprey/Basilisk).


You end up against [[Augoror]]s with 54,2 sensor strength. With single radar jammer on an augoror the chanche of sucesful jam is
You end up against [[Augoror]]s with 54,2 sensor strength. With single radar jammer on an augoror the chanche of sucesful jam is
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The two gravimetric jammers are less useful against Augorors but you still decide to put them on the same Augoror. With two radar and two gravimetric jammers on the Augoror the jam chance is
The two gravimetric jammers are less useful against Augorors but you still decide to put them on the same Augoror. With two radar and two gravimetric jammers on the Augoror the jam chance is
::1 - ( 1 - 8,39/54,2 )^2 * ( 1 - 2,80/54,2 )^2 = 0.357 = 36%
::1 - ( 1 - 8,39/54,2 )^2 * ( 1 - 2,80/54,2 )^2 = 0.357 = 36%
It is clear that the gravimetric jammers are not helping much against Augorors. If there are any ships with vulnurable sensors (Caldari ships in this case) on field then it may be better to jam them even if they weren't as important jamming targets.
It is clear that the gravimetric jammers are not helping much against Augorors. If there are any ships with vulnerable sensors (Caldari ships in this case) on field then it may be better to jam them even if they weren't as important jamming targets.


On the other hand if you had had a crystal ball with you when you fit your ship you could have fitted full rack of four radar jammers. In that case the probability to succesfully jam one enemy Augoror would have been
On the other hand if you had had a crystal ball with you when you fit your ship you could have fitted full rack of four radar jammers. In that case the probability to succesfully jam one enemy Augoror would have been
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So far the examples have been about focusing all jams to single target. But the voice of your EWAR FC echoes in your mind ''"Spread the jams"''.
So far the examples have been about focusing all jams to single target. But the voice of your EWAR FC echoes in your mind ''"Spread the jams"''.


If all jams are on one target you may succesfully jam the target with one jam and be happy, or you may succesfully jam the same target with two jammers and wonder if things could be better. If you spread the jams to one jam per target the probability to jam ''at least'' one target does not change '''but''' there is the chance to jam multiple targets.
If all jams are on one target you may successfully jam the target with one jam and be happy, or you may successfully jam the same target with two jammers and wonder if things could be better. If you spread the jams to one jam per target the probability to jam ''at least'' one target does not change '''but''' there is the chance to jam multiple targets.


Spreading four radar jamers to four different Augorors gives you still the same 49% chance to jam at least one of them But you will also have the chance to jam two, three or four target. The jamming probabilities in this case follow [https://en.wikipedia.org/wiki/Binomial_distribution binomial distribution].
Spreading four radar jammers to four different Augorors gives you still the same 49% chance to jam at least one of them But you will also have the chance to jam two, three or four target. The jamming probabilities in this case follow [https://en.wikipedia.org/wiki/Binomial_distribution binomial distribution].


{| class="wikitable" border=0
{| class="wikitable" border=0
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|-
|-
|[[File:Icon ecm ladar.png|link=|]]
|[[File:Icon ecm ladar.png|link=|]]
|'''Racial ECM jammers''' - These are the usual jammers used. Each works well against the rigth kind of target but poorly against the wrong kind of target.
|'''Racial ECM jammers''' - These are the usual jammers used. Each works well against one sensor type but poorly against others.


|-
|-
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|[[File:Icon target spectrum breaker.png|link=|]]
|[[File:Icon target spectrum breaker.png|link=|]]
|''' Target Spectrum Breaker''' - The Target Spectrum Breaker is an unusual ECM module. This module will attempt to jam all ships that are targeting you. The jam strength depends on how many ships are targeting or attempting to target you with more people targeting -> stronger jamming. This module will also jam your own ship. Only useable on battleships.
|''' Target Spectrum Breaker''' - The Target Spectrum Breaker is an unusual ECM module. This module will attempt to jam all ships that are targeting you. The jam strength depends on how many ships are targeting or attempting to target you with more people targeting -> stronger jamming. This module will also jam your own ship. Only useable on battleships.
 
|-
|[[File:Icon ecm jammer burst projector.png|link=]]
|'''ECM Jammer Burst Projector''' - [[Supercarriers]] can use an ECM Jammer Burst Projector to apply a 5 strength jam to all ships within a 10km radius bubble projected at a location chosen by the super pilot. Jams from this projector may last for 40 seconds, rather than the 20 seconds of normal jams.
|-
|-
|[[File:Icon gyrostablizer.png|link=|]]
|[[File:Icon gyrostablizer.png|link=|]]
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|-
|-
|[[File:Hornet.png|link=|]]
|[[File:Hornet.png|link=|]]
|ECM drones are useful for any pilot but are unaffected by any skills or ship bonuses.  
|ECM drones are useful for any pilot but are unaffected by any skills or ship bonuses. Jams only last 5 seconds, while still having a regular 20 second duration.


*Hornet EC-300 - Light drone - Has a strength of 1 for all sensor types  
*Hornet EC-300 - Light drone - Has a strength of 1 for all sensor types  
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*Wasp EC-900 - Heavy drone - Has a strength of 2 for all sensor types
*Wasp EC-900 - Heavy drone - Has a strength of 2 for all sensor types


|-
|[[File:Dragonfly.jpg|64px|link=]]
|Carriers have the option of using ECM [[Fighters|fighters]]. The {{Sh|Chimera}} and {{Sh|Wyvern}} receive bonuses to fighter ECM strength.
* Dragonfly I - Has a strength of 1.6 for all sensor types per fighter in squadron (max 3)
* Dragonfly II - Has a strength of 2.3 for all sensor types per fighter in squadron (max 3)
|}
|}


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** 25% bonus to ECM Target Jammer optimal and falloff range per caldari battleship level
** 25% bonus to ECM Target Jammer optimal and falloff range per caldari battleship level
** 25% Bonus to ECM Burst Range per caldari battleship level
** 25% Bonus to ECM Burst Range per caldari battleship level
Faction ships:
* {{sh|Griffin Navy Issue}}
** 20% bonus to ECM Target Jammer strength per caldari frigate level
** -85% penalty to ECM optimal range and falloff
** -85% reduction to ECM Jammer activation cost and CPU requirements


Advanced ships:
Advanced ships:
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Then, if you find yourself being targeted or if the FC orders the fleet to scatter, you can get out quickly by warping to the celestial you're aligned to. If the fight's still going on, you can then warp back in (warp at your optimal range to one of your fleetmates who was in the middle of things) and carry on jamming. Be careful when choosing an object to align to, however.  If the enemy is between you and the celestial you are aligned to, your course will take you towards the fight, and your range advantage will be negated.  If you align to an object in the opposite direction of the enemy, you risk straying out of your optimal range, and decreasing the likelihood of successfully jamming your opponent. Whenever possible, pick a celestial which, when aligned to, will put you on a course perpendicular to that of your foe, assuming you're near your optimal range, and the enemy isn't burning directly towards you.  This will ensure that you don't rapidly get out of range, or wander into the midst of the battle.
Then, if you find yourself being targeted or if the FC orders the fleet to scatter, you can get out quickly by warping to the celestial you're aligned to. If the fight's still going on, you can then warp back in (warp at your optimal range to one of your fleetmates who was in the middle of things) and carry on jamming. Be careful when choosing an object to align to, however.  If the enemy is between you and the celestial you are aligned to, your course will take you towards the fight, and your range advantage will be negated.  If you align to an object in the opposite direction of the enemy, you risk straying out of your optimal range, and decreasing the likelihood of successfully jamming your opponent. Whenever possible, pick a celestial which, when aligned to, will put you on a course perpendicular to that of your foe, assuming you're near your optimal range, and the enemy isn't burning directly towards you.  This will ensure that you don't rapidly get out of range, or wander into the midst of the battle.


If your fleet is losing the engagement and the FC calls for a retreat take a moment to see if any of your fleetmates are tackled by the opposing fleet. If so, and their ship is more expensive than yours, a valuable tactic is to jam the ships which have points on that ship.  If it's not obvious which ships to jam ask the pilot in Mumble to call out the ships with points on him.  If you think you can jam out the tackle tell your fleetmate to align out (he should be already) and spam their warp-to buttom as you jam the tackle. Call out any succesful jams so your fleetmate can see if they're free to warp off.
If your fleet is losing the engagement and the FC calls for a retreat take a moment to see if any of your fleetmates are tackled by the opposing fleet. If so, and their ship is more expensive than yours, a valuable tactic is to jam the ships which have points on that ship.  If it's not obvious which ships to jam ask the pilot in Mumble to call out the ships with points on him.  If you think you can jam out the tackle tell your fleetmate to align out (he should be already) and spam their warp-to buttom as you jam the tackle. Call out any successful jams so your fleetmate can see if they're free to warp off.


With more experience you may notice situations where it might be worth staying around until you die to get a crucial jam in, but that's something you have to make a call on yourself.
With more experience you may notice situations where it might be worth staying around until you die to get a crucial jam in, but that's something you have to make a call on yourself.
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This time we decide to turn on one module per target.
This time we decide to turn on one module per target.
Target 1 is lucky and doesnt get jammed.
Target 1 is lucky and doesn't get jammed.
Target 2 is unlucky and we jam them.
Target 2 is unlucky and we jam them.


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=== Overheating ===
=== Overheating ===


Like many other modules, ECM jammers can be [[Overloading|overheated]]. Overheating an ECM jammer increases its jamming strength. This can be very useful but, as with ECM in general, since it only increases your chance to jam, it's still a gamble: overheated jammers can fail to jam their targets, and when that happens you still have the heat damage from overheating. And, just like any other module that can be overheated, if you overheat too much you'll burn your jammers out. You may find it useful to persuade a fellow unista to be your practice dummy, letting you practice overheating and get a feel for how long you can heat your jammers before you do it in battle.
Like many other modules, ECM jammers can be [[Overloading|overheated]]. Overheating an ECM jammer increases its jamming strength. This can be very useful but, as with ECM in general, since it only increases your chance to jam, it's still a gamble: overheated jammers can fail to jam their targets, and when that happens you still have the heat damage from overheating. And, just like any other module that can be overheated, if you overheat too much you'll burn your jammers out. You may find it useful to persuade a fellow corpmate to be your practice dummy, letting you practice overheating and get a feel for how long you can heat your jammers before you do it in battle.


== ECM targets ==
== ECM targets ==


Unless you only have one or two enemies, judging which enemy you should try to jam is an important decision. Your Fleet Commander may tell you to jam a particular target or even appoint an ewar target caller, in which case you should obviously follow their orders. However, most FCs, most of the time, will not issue specific orders for their ECM ships, leaving the decision to you.
Unless you only have one or two enemies, judging which enemy you should try to jam is an important decision. Your Fleet Commander may tell you to jam a particular target or even appoint an EWAR target caller, in which case you should obviously follow their orders. However, most FCs, most of the time, will not issue specific orders for their ECM ships, leaving the decision to you.


Often, particularly when you're in a large fleet, the primary target called by the FC for the damage-dealers is not the best ship to jam, since hopefully it will die soon anyway. Instead you should quickly look at what the enemy have and find some good targets for ECM.
Often, particularly when you're in a large fleet, the primary target called by the FC for the damage-dealers is not the best ship to jam, since hopefully it will die soon anyway. Instead you should quickly look at what the enemy have and find some good targets for ECM.


If there are other ECM pilots in your fleet it can be useful to coordinate with them so that you don't waste time jamming the same target several times over. In a small fleet you might report your jams textually in the fleet chat channel, or even over Mumble on ECM subchannel. In a large fleet you could try setting up a separate ewar chat channel for ewar pilots.
If there are other ECM pilots in your fleet it can be useful to coordinate with them so that you don't waste time jamming the same target several times over. In a small fleet you might report your jams textually in the fleet chat channel, or even over Mumble on ECM subchannel. In a large fleet you could try setting up a separate EWAR chat channel for EWAR pilots.


Here are some ships that often make good ECM targets.
Here are some ships that often make good ECM targets.
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===Enemy EWAR===
===Enemy EWAR===


If the enemy have their own ewar ships it can be useful to jam them. This goes especially for enemy ECM ships. Equally, of course, electronic warfare ships and especially ECM ships have high sensor strengths for their hull size.
If the enemy have their own EWAR ships it can be useful to jam them. This goes especially for enemy ECM ships. Equally, of course, electronic warfare ships and especially ECM ships have high sensor strengths for their hull size.


===Damage dealers===
===Damage dealers===
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If you don't see any stand-out targets, like logistics ships, jamming enemy damage-dealers is probably a safe decision. This usually means [[Battleship|battleships]] and [[Battlecruiser|battlecruisers]] but the enemy might field a fast-moving gang of smaller ships. The T2 cruiser-sized [[Cruiser#Heavy Assault Cruisers|heavy assault cruisers]] and frigate-sized [[Frigate#Assault Frigates|assault frigates]] are noteworthy smaller damage-dealers, and they don't have very high sensor strengths.
If you don't see any stand-out targets, like logistics ships, jamming enemy damage-dealers is probably a safe decision. This usually means [[Battleship|battleships]] and [[Battlecruiser|battlecruisers]] but the enemy might field a fast-moving gang of smaller ships. The T2 cruiser-sized [[Cruiser#Heavy Assault Cruisers|heavy assault cruisers]] and frigate-sized [[Frigate#Assault Frigates|assault frigates]] are noteworthy smaller damage-dealers, and they don't have very high sensor strengths.


If you're flying a Blackbird, Scorpion or Kitsune you will have a long enough range that you will be one of the few ships in the fleet that might be able to counter enemy snipers. With good ECM range skills, the Blackbird and Kitsune should have a decent chance to jam sniper HACs, and the Scorpion should have a decent chance to jam sniper battleships. (This is where a Targeting Range script can come in useful if you fitted a Sensor Booster.)
If you're flying a Blackbird, Scorpion or Kitsune you will have a long enough range that you will be one of the few ships in the fleet that might be able to counter enemy snipers. With good ECM range skills, the Blackbird and Kitsune should have a decent chance to jam sniper HACs, and the Scorpion should have a decent chance to jam sniper battleships. (This is where a Targeting Range script can come in useful if you fitted a Sensor Booster.) Keep in mind that your jammed target can still shoot back at you if you're in range, and that damps or tracking/guidance disruptors may be more appealing, depending on the situation.
 
=== Triglavian Ships ===
Ships from the [[Triglavian Collective]] have a spooling mechanic, whereby their damage or reps get stronger the longer they're sustained on a single target. A Triglavian ship can be jammed to break its spool on a ship, reducing its potency. Like with jamming sniper damage-dealers, damps or tracking disruptors are more reliable for this purpose.


=== Jamming and aggression ===
=== Jamming and aggression ===