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→ECM: Tweaked outdated advice (predating standardised doctrines and flight deck fits, assuming Blackbirds not Griffins, &c) |
→Rookie EW Tips: Tried to clean this section up. Removed some old info, and some self-contradictory info. Clarified advice for different types of EWAR. |
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* Check the optimal range on your EWAR modules (not on any weapons fitted, which are less important), and try where possible to enter fights at that range. This might entail warping in at a different range than the damage-dealing part of the fleet. | |||
* EWAR ships are often high-priority targets for opponents. In most fleets, it's acceptable and encouraged for you to "bounce", that is, warp off to a nearby point when you are targeted and then warp back in to the engagement. | |||
** Check with your fleetmates before the fight if you're unsure about this. Don't worry about leaving your allies: by repeatedly diving in and out and forcing the enemy to re-target you, you will be highly disruptive. | |||
** To help you bounce when targeted, pre-align to something so you're ready to warp out | |||
* The specific sections below offer some advice on target selection, but if you're very new to the game and have no idea what you're doing: | |||
** EWAR that is not target painting can pick targets the same way tacklers do when they need to point at random: pick a target that has a character name that starts with the same letter as your own character name, or as close to possible in the alphabet. Sorting the overview by character name can help in the target selection if it is done this way. | |||
** EWAR that is not target painting can be spread among targets: hit one target with one module and then move on to the next. | |||
** Target painting can be applied to the primary target | |||
=== Target Painters === | |||
* Target painters should be applied to the primary target | |||
* Your role is to make the primary target easier to lock, hit, and damage for your fleetmates | |||
* If your fleetmates are burning enemies down quickly and you have multiple painters, try getting ahead of your allies by locking up and painting the secondary called by the FC as well | |||
=== Weapon Disruptors === | |||
* | * Weapon disruptors should usually be applied to the largest hostile damage-dealing ships other than the primary target (which should, all being well, die soon anyway) | ||
* Tracking disruptors should be applied to ships which use turrets; guidance disruptors should be used on ships which use missile launchers | |||
** It is worth learning some common damage-dealing ship types so you can tell what to apply to what | |||
* Pay attention to the range at which the two fleets are fighting to help you pick or swap between scripts: | |||
** If the damage-dealing parts of both fleets are within 10–20km of each other, tracking speed disruption and missile precision disruption are likely to be most useful. | |||
** If the two fleets are fighting at longer range, range disruption is likely to be more useful. | |||
=== Sensor Dampening === | |||
* Unless otherwise instructed by the FC / EWAR squad commander, the following is a decent target prioritization: | |||
** Enemy [[logistics]] ships, if present (damping these makes a whole fleet easier to defeat) | |||
** Enemy EWAR ships, if present | |||
** The largest class of enemy damage-dealing ships present, avoiding jamming the general fleet's primary target | |||
* Pay attention to the range at which the two fleets are fighting to help you pick or swap between scripts: | |||
** If the damage-dealing parts of both fleets are within 10–20km of each other, scan resolution dampening might be most helpful. | |||
** If the two fleets are fighting at longer range, targeting range disruption is likely to be more useful | |||
** If enemy logistics ships are flying close to the rest of their fleet, scan resolution dampening will work best on them | |||
** If enemy logisticS ships are flying at a distance from the rest of their fleet, targeting range disruption might be most useful on them. | |||
=== ECM === | === ECM === | ||