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== Electronic Warfare == | == Electronic Warfare == | ||
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 is most often used in the context of fleets. (Note that most E-war will not work against NPC mission ships.) | |||
New players will likely put a premium on developing their offensive weapons skills. A small investment in the development of one or two low level e-war skills, however, can pay off in making the player more useful in fleet actions. | |||
There are four kinds of [[Electronic Warfare|''racial'' E-War]]: | |||
*[[Electronic_warfare#Weapon_Disruption|Weapons disruption]]<br> | |||
"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]]<br> | |||
"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. | |||
Sensor dampening reduces the targeting range and [[scan resolution]] of an opponent's ship. The ship is not damaged, but it becomes less effective. | Sensor dampening reduces the targeting range and [[scan resolution]] of an opponent's ship. The ship is not damaged, but it becomes less effective. | ||
*[[Electronic_warfare#Target_Painting|Target Painting]]<br> | |||
Target painting makes it easier for tracking turrets and missiles to hit the target ship and is especially effective against small, fast targets. Target painting improves everyone's chance of hitting the target and so is especially useful in fleet actions. | Target painting makes it easier for tracking turrets and missiles to hit the target ship and is especially effective against small, fast targets. Target painting improves everyone's chance of hitting the target and so is especially useful in fleet actions. | ||
*[[Electronic_warfare#Electronic_Countermeasures_.28ECM.29|Electronic Countermeasures]]<br> | |||
ECM "jammers" are used to disrupt the targeting apparatus of the target ship. Although ECM are a form of electronic warfare, they are often though of as separate, probably because they have a distinctly defensive aspect. | ECM "jammers" are used to disrupt the targeting apparatus of the target ship. Although ECM are a form of electronic warfare, they are often though of as separate, probably because they have a distinctly defensive aspect. | ||
The [[Electronic_warfare#Electronic_Countermeasures_.28ECM.29|basics of ecm jamming]] are fairly simple, although the [[Electronic_Countermeasures|mechanics of how it works]] are more complex. When you successfully jam an enemy ship, it cannot target lock on your fleetmates for a period of time. The drawback is that it can still attack ''you'', but it is easy to see why jamming is useful in many fleet actions. | The [[Electronic_warfare#Electronic_Countermeasures_.28ECM.29|basics of ecm jamming]] are fairly simple, although the [[Electronic_Countermeasures|mechanics of how it works]] are more complex. When you successfully jam an enemy ship, it cannot target lock on your fleetmates for a period of time. The drawback is that it can still attack ''you'', but it is easy to see why jamming is useful in many fleet actions. | ||
Each of the four player races has ships that specialize in one of these. In addition each race has a corresponding drone that does the same thing remotely. | |||
In addition, tackling and capacitor warfare modules may be considered E-war weapons. | |||
*[[Capacitor Warfare]]<br> | |||
Modules such as Energy Neutralizers and Nosferatu reduce the capacitor output on the target ship. Since many ships depend on capacitor for weapons or defense, this increases the target's vulnerability. | Modules such as Energy Neutralizers and Nosferatu reduce the capacitor output on the target ship. Since many ships depend on capacitor for weapons or defense, this increases the target's vulnerability. | ||
*Energy Neutralizers: use the player's ship capacitor to drain large amounts from the target ship | *Energy Neutralizers: use the player's ship capacitor to drain large amounts from the target ship | ||
*Nosferatu: drains small amounts from the target ship but transfers the power to the player's ship. | *Nosferatu: drains small amounts from the target ship but transfers the power to the player's ship. | ||
*[[Tackling]]<br> | |||
Webifier modules are used to slow down a target ship. Scramblers prevent a ship from warping out. Used together, these can trap an enemy ship until it can be destroyed. Tackling modules are among the most widely used weapons in EVE. | Webifier modules are used to slow down a target ship. Scramblers prevent a ship from warping out. Used together, these can trap an enemy ship until it can be destroyed. Tackling modules are among the most widely used weapons in EVE. | ||