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→ECM equipment and ships: they're kinda like Smartbombs really |
→Jamming and aggression: actual short section on Overheating |
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Weapons timers also prevent pilots from jumping through stargates, and so the same principle applies if you want to keep someone aggressed on one side of a stargate. | Weapons timers also prevent pilots from jumping through stargates, and so the same principle applies if you want to keep someone aggressed on one side of a stargate. | ||
If in doubt, don't overheat. Better to miss a few jams than to miss ''all'' the jams after the first minute because you burned your midslots out | === [[Overheating]] === | ||
Overheating can be a powerful tool on an ECM ship, as overheating a jammer increases its jam strength by a full 20%, which can make a large difference in the odds of getting or missing the jam. However, because jammers have a fairly long cycle time (at 20 seconds), and fairly high Heat Damage (of 6.6HP) (or even more for Burst Jammers), a single overheated jam cycle from multiple jammers can build up a lot of Rack Heat, and cause a lot of collateral damage to the rack. | |||
If in doubt, don't overheat. Better to miss a few jams than to miss ''all'' the jams after the first minute because you burned your midslots out. | |||
==See also== | ==See also== | ||