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Weapons: Difference between revisions

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Technically, e-war does not do damage but generally acts to disable or otherwise reduce the effectiveness of enemy ships. E-war does require modules, however, and since these take up space that might otherwise have contributed to the ship's offense or defense, e-war makes the most sense in the context of fleet actions. In fact, most e-war will not work against NPC ships.
Technically, e-war does not do damage but generally acts to disable or otherwise reduce the effectiveness of enemy ships. E-war does require modules, however, and since these take up space that might otherwise have contributed to the ship's offense or defense, e-war makes the most sense in the context of fleet actions. In fact, most e-war will not work against NPC ships.
Most new players will put a premium on developing their offensive weapons skills. A small investment in the time it takes to develop one or two low level e-war skills, however, can pay off in making the player especially useful in fleet actions.


=== [[Electronic_warfare#Weapon_Disruption|Weapons disruption]] ===
=== [[Electronic_warfare#Weapon_Disruption|Weapons disruption]] ===
[[Electronic_warfare#Tracking_Disruptors|Tracking Disruptors]] affect the range and tracking of turrets, while [[Electronic_warfare#Guidance_Disruptors|Guidance Disruptors]] affects the accuracy and explosion of missiles.  
"Disruption" means reducing or closing down. [[Electronic_warfare#Tracking_Disruptors|Tracking Disruptors]] reduce the range and tracking of turrets, while [[Electronic_warfare#Guidance_Disruptors|Guidance Disruptors]] reduces the accuracy and explosion of missiles.  


=== [[Electronic_warfare#Remote_Sensor_Dampening|Sensor Dampening]] ===
=== [[Electronic_warfare#Remote_Sensor_Dampening|Sensor Dampening]] ===