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m →Burst Jammers: Corrected pluralization. |
m Bot: Adding category Weapons; cosmetic changes |
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* Target Painting | * Target Painting | ||
Each of the four player races specializes in one of these types of EWAR, and has ships specially bonused to that EWAR type. All four of these types of EWAR are generated by mid-slot modules with similar (but not identical) fitting and capacitor requirements. | Each of the four player races specializes in one of these types of EWAR, and has ships specially bonused to that EWAR type. All four of these types of EWAR are generated by mid-slot modules with similar (but not identical) fitting and capacitor requirements. | ||
Additional forms of electronic warfare are [[Tackling Guide|tackling modules]] to hold the enemy in place, and [[Capacitor Warfare Guide|capacitor warfare modules]] to drain or steal capacitor. | Additional forms of electronic warfare are [[Tackling Guide|tackling modules]] to hold the enemy in place, and [[Capacitor Warfare Guide|capacitor warfare modules]] to drain or steal capacitor. | ||
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ECM is the EWAR specialty of the Caldari race. A number of Caldari ships are bonused for ECM: | ECM is the EWAR specialty of the Caldari race. A number of Caldari ships are bonused for ECM: | ||
*[[Griffin]] (Tech I frigate) | * [[Griffin]] (Tech I frigate) | ||
*[[Griffin Navy Issue]] (Faction frigate) | * [[Griffin Navy Issue]] (Faction frigate) | ||
*[[Kitsune]] (Electronic Attack Ship) | * [[Kitsune]] (Electronic Attack Ship) | ||
*[[Blackbird]] (Tech I cruiser) | * [[Blackbird]] (Tech I cruiser) | ||
*[[Rook]] (Combat Recon Ship) | * [[Rook]] (Combat Recon Ship) | ||
*[[Falcon]] (Force Recon Ship) | * [[Falcon]] (Force Recon Ship) | ||
*[[Scorpion]] (Tech I battleship) | * [[Scorpion]] (Tech I battleship) | ||
*[[Widow]] (Black Ops battleship) | * [[Widow]] (Black Ops battleship) | ||
In addition, the [[Tengu]] (the Caldari Tech III cruiser) can be fit with subsystems that give it bonuses to ECM, but these subsystems are rarely used. The Caldari have some of the only EWAR-bonused battleships (the [[Scorpion]] and [[Widow]]). Because of the low base strength of ECM modules, the bonuses from these Caldari ships are necessary, in practice, to get any useful effect from ECM. Fitting an ECM module to any other ship is a waste of a slot. | In addition, the [[Tengu]] (the Caldari Tech III cruiser) can be fit with subsystems that give it bonuses to ECM, but these subsystems are rarely used. The Caldari have some of the only EWAR-bonused battleships (the [[Scorpion]] and [[Widow]]). Because of the low base strength of ECM modules, the bonuses from these Caldari ships are necessary, in practice, to get any useful effect from ECM. Fitting an ECM module to any other ship is a waste of a slot. | ||
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Because the Tech I, meta 4 'Hypnos' module has better stats than the Tech II module, it is the only version commonly used. | Because the Tech I, meta 4 'Hypnos' module has better stats than the Tech II module, it is the only version commonly used. | ||
There are two Electronics Superiority rigs that specifically enhance ECM: | There are two Electronics Superiority rigs that specifically enhance ECM: | ||
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Skills that enhance ECM: | Skills that enhance ECM: | ||
* {{sk|Electronic Warfare}}: 5% less capacitor need for ECM and ECM Burst systems per skill level. | * {{sk|Electronic Warfare}}: 5% less capacitor need for ECM and ECM Burst systems per skill level. | ||
* {{sk|Signal Dispersion}}: 5% bonus to strength of all targeted ECM jammers per skill level. | * {{sk|Signal Dispersion}}: 5% bonus to strength of all targeted ECM jammers per skill level. | ||
* {{sk|Long Distance Jamming}}: 10% bonus to optimal range for targeted EWAR modules per skill level. | * {{sk|Long Distance Jamming}}: 10% bonus to optimal range for targeted EWAR modules per skill level. | ||
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== Weapon Disruption == | == Weapon Disruption == | ||
Weapon disruption is used to interfere with the range of enemy weapons and their ability to hit moving targets. As a result, weapon disruption can allow pilots to evade being hit by weapons that might otherwise damage them. There are two types of weapon disruption: | Weapon disruption is used to interfere with the range of enemy weapons and their ability to hit moving targets. As a result, weapon disruption can allow pilots to evade being hit by weapons that might otherwise damage them. There are two types of weapon disruption: | ||
* Tracking Disruption (TD) which specifically affects the range and tracking of enemy [[ | * Tracking Disruption (TD) which specifically affects the range and tracking of enemy [[turrets]] | ||
* Guidance Disruption, which affects the travel and explosion characteristics of enemy [[missiles]]. | * Guidance Disruption, which affects the travel and explosion characteristics of enemy [[missiles]]. | ||
These two types of weapon disruption are associated with two different modules: Tracking Disruptors and Guidance Disruptors. That means that EWAR pilots fitting weapon disruptors have to choose which type of module to fit: Do I want my modules to interfere with [[Turret Damage|turret damage]], or [[Missile Damage|missile damage]]? (Or should I fit some of each?) | These two types of weapon disruption are associated with two different modules: Tracking Disruptors and Guidance Disruptors. That means that EWAR pilots fitting weapon disruptors have to choose which type of module to fit: Do I want my modules to interfere with [[Turret Damage|turret damage]], or [[Missile Damage|missile damage]]? (Or should I fit some of each?) | ||
Weapon disruption is the EWAR specialty of the Amarr. Amarr ships that are bonused for weapon disruption include: | Weapon disruption is the EWAR specialty of the Amarr. Amarr ships that are bonused for weapon disruption include: | ||
*[[Crucifier]] (Tech I frigate) | * [[Crucifier]] (Tech I frigate) | ||
*[[Crucifier Navy Issue]] (Faction frigate) | * [[Crucifier Navy Issue]] (Faction frigate) | ||
*[[Sentinel]] (Electronic Attack Ship) | * [[Sentinel]] (Electronic Attack Ship) | ||
*[[Arbitrator]] (Tech I cruiser) | * [[Arbitrator]] (Tech I cruiser) | ||
*[[Curse]] (Combat Recon Ship) | * [[Curse]] (Combat Recon Ship) | ||
*[[Pilgrim]] (Force Recon Ship) | * [[Pilgrim]] (Force Recon Ship) | ||
Unlike ECM, and like all other types of EWAR, weapon disruption always succeeds. However, the extent of disruption is affected by the distance to the target. If the target is anywhere within the optimal range of the disruptor, the module will exert 100% of its effect on the target. Beyond optimal range, the effectiveness of disruption decreases; at (optimal + falloff), a weapon disruptor is only half as effective. The effectiveness at distance follows same formula as [[Turret]] hit chance with range. | Unlike ECM, and like all other types of EWAR, weapon disruption always succeeds. However, the extent of disruption is affected by the distance to the target. If the target is anywhere within the optimal range of the disruptor, the module will exert 100% of its effect on the target. Beyond optimal range, the effectiveness of disruption decreases; at (optimal + falloff), a weapon disruptor is only half as effective. The effectiveness at distance follows same formula as [[Turret]] hit chance with range. | ||
Weapon disruption—and specifically tracking disruption—was long considered the weakest form of EWAR in fleet PvP, as most of the PvP meta was focused on missiles and drones, which tracking disruption doesn't affect. But the introduction of guidance disruptors, and a shift of the PvP meta away from droneboats, has led to a resurgence of weapon disruption in PvP. Wings of [[Crucifier | Weapon disruption—and specifically tracking disruption—was long considered the weakest form of EWAR in fleet PvP, as most of the PvP meta was focused on missiles and drones, which tracking disruption doesn't affect. But the introduction of guidance disruptors, and a shift of the PvP meta away from droneboats, has led to a resurgence of weapon disruption in PvP. Wings of [[Crucifier]]s, in particular, have become popular components of SovNull fleets. | ||
=== Tracking Disruptors === | === Tracking Disruptors === | ||
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[[File:Icon track disruptor 64.png|left]]Tracking disruptors are used to decrease the optimal range and falloff, and decrease the tracking speed, of [[turrets]]. Range disruption is most effective against opponents at long range, because it can keep you beyond the range of enemy guns. Tracking speed disruption, by contrast, is most effective at short range, because it makes it difficult for your opponents to hit ships moving at high transversal (and the highest transversal speeds occur at short range). Unscripted, tracking disruptors do both range disruption and tracking speed disruption. But tracking disruptors can be fitted with scripts (the Optimal Range Disruption Script and the Tracking Speed Disruption Script) that double their effectiveness in one area at the expense of the other. In general, all disruptor-fitted ships should carry as many copies of each script as they have fitted disruptors. (The scripts are very inexpensive.) | [[File:Icon track disruptor 64.png|left]]Tracking disruptors are used to decrease the optimal range and falloff, and decrease the tracking speed, of [[turrets]]. Range disruption is most effective against opponents at long range, because it can keep you beyond the range of enemy guns. Tracking speed disruption, by contrast, is most effective at short range, because it makes it difficult for your opponents to hit ships moving at high transversal (and the highest transversal speeds occur at short range). Unscripted, tracking disruptors do both range disruption and tracking speed disruption. But tracking disruptors can be fitted with scripts (the Optimal Range Disruption Script and the Tracking Speed Disruption Script) that double their effectiveness in one area at the expense of the other. In general, all disruptor-fitted ships should carry as many copies of each script as they have fitted disruptors. (The scripts are very inexpensive.) | ||
Like other EWAR modules, Tech I tracking disruptors are available in Scoped, Compact, and Enduring meta versions. | Like other EWAR modules, Tech I tracking disruptors are available in Scoped, Compact, and Enduring meta versions. | ||
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=== Guidance Disruptors === | === Guidance Disruptors === | ||
[[File:Icon missile guidance computer i.png|left]]Guidance disruptors reduce the range and precision of enemy [[missiles]]. Missile range disruption reduces both missile speed and flight time; by making enemy missiles fly slower, and for a shorter period of time, missile range disruption dramatically reduces missile range. In this way, missile range disruption is analogous to the optimal range disruption offered by Tracking Disruptors. Missile precision disruption, by contrast, is unique. By decreasing the explosion velocity of enemy missiles, precision disruption makes it harder for a missile's explosion to keep up with small, fast-moving targets. (It makes it easier for a small ship to speed away from the explosion.) And by increasing explosion radius, precision disruption makes the missile explosion more diffuse, decreasing the amount of damage dealt. Unlike tracking speed disruption, missile precision disruption is not affected by range or flight vector. But like tracking disruption, it does favor small, speedy ships. Unscripted, guidance disruptors affect both range and precision, but they can be fitted with scripts (either the Missile Range Disruption Script or Missile Precision Disruption Script) to double one effect at the expense of the other. | [[File:Icon missile guidance computer i.png|left]]Guidance disruptors reduce the range and precision of enemy [[missiles]]. Missile range disruption reduces both missile speed and flight time; by making enemy missiles fly slower, and for a shorter period of time, missile range disruption dramatically reduces missile range. In this way, missile range disruption is analogous to the optimal range disruption offered by Tracking Disruptors. Missile precision disruption, by contrast, is unique. By decreasing the explosion velocity of enemy missiles, precision disruption makes it harder for a missile's explosion to keep up with small, fast-moving targets. (It makes it easier for a small ship to speed away from the explosion.) And by increasing explosion radius, precision disruption makes the missile explosion more diffuse, decreasing the amount of damage dealt. Unlike tracking speed disruption, missile precision disruption is not affected by range or flight vector. But like tracking disruption, it does favor small, speedy ships. Unscripted, guidance disruptors affect both range and precision, but they can be fitted with scripts (either the Missile Range Disruption Script or Missile Precision Disruption Script) to double one effect at the expense of the other. | ||
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=== Weapon Disruption Bonuses === | === Weapon Disruption Bonuses === | ||
There is just one Electronics Superiority rig set that specifically enhances weapon disruption: | There is just one Electronics Superiority rig set that specifically enhances weapon disruption: | ||
* Tracking Diagnostic Subroutines: increases the effectiveness of weapons disruption modules. (Tech I: +5%; Tech II: +7.5%) | * Tracking Diagnostic Subroutines: increases the effectiveness of weapons disruption modules. (Tech I: +5%; Tech II: +7.5%) | ||
* Particle Dispersion Projector rigs: increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%) | * Particle Dispersion Projector rigs: increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%) | ||
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Skills and implants that enhance weapon disruption: | Skills and implants that enhance weapon disruption: | ||
* {{sk|Weapon Disruption}}: 5% less capacitor need for weapon disruptors per skill level. | * {{sk|Weapon Disruption}}: 5% less capacitor need for weapon disruptors per skill level. | ||
* {{sk|Weapon Destabilization}}: 5% bonus to the effectiveness of weapon disruptor modules per skill level. | * {{sk|Weapon Destabilization}}: 5% bonus to the effectiveness of weapon disruptor modules per skill level. | ||
* {{sk|Long Distance Jamming}}: 10% bonus to optimal range for targeted EWAR modules per skill level. | * {{sk|Long Distance Jamming}}: 10% bonus to optimal range for targeted EWAR modules per skill level. | ||
* {{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level. | * {{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level. | ||
The Zainou 'Gypsy' Weapon Disruption WD-901/906 implant series reduces the activation cost of weapon disruptors by 1-6%. Also the Low- and Mid-Grade Centurion implant sets provide bonuses to the optimal range of all EWAR modules. | The Zainou 'Gypsy' Weapon Disruption WD-901/906 implant series reduces the activation cost of weapon disruptors by 1-6%. Also the Low- and Mid-Grade Centurion implant sets provide bonuses to the optimal range of all EWAR modules. | ||
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Remote sensor dampening is the EWAR specialty of the Gallente. Gallente ships that are bonused for damps include: | Remote sensor dampening is the EWAR specialty of the Gallente. Gallente ships that are bonused for damps include: | ||
*[[Maulus]] (Tech I frigate) | * [[Maulus]] (Tech I frigate) | ||
*[[Keres]] (Electronic Attack Ship) | * [[Keres]] (Electronic Attack Ship) | ||
*[[Celestis]] (Tech I cruiser) | * [[Celestis]] (Tech I cruiser) | ||
*[[Lachesis]] (Combat Recon Ship) | * [[Lachesis]] (Combat Recon Ship) | ||
*[[Arazu]] (Force Recon Ship) | * [[Arazu]] (Force Recon Ship) | ||
Damps and ECM are used in comparable situations—interfering with enemy logistics, sidelining an enemy fleet's most powerful ships, and countering opponents' own EWAR. But the mechanics of damps and ECM are different. Damps are guaranteed to affect the target; there is no chance-to-hit, like there is with ECM. This has led remote sensor dampening to be more popular than ECM in solo and small-gang combat, where waiting for a second chance after a failed 20-second ECM module cycle can seem like an eternity, and has made the [[Maulus]] and [[Keres]] very popular small-gang support ships. However, a damped ship can still lock at short ranges, and so damps are less effective than ECM against close-range brawlers. | Damps and ECM are used in comparable situations—interfering with enemy logistics, sidelining an enemy fleet's most powerful ships, and countering opponents' own EWAR. But the mechanics of damps and ECM are different. Damps are guaranteed to affect the target; there is no chance-to-hit, like there is with ECM. This has led remote sensor dampening to be more popular than ECM in solo and small-gang combat, where waiting for a second chance after a failed 20-second ECM module cycle can seem like an eternity, and has made the [[Maulus]] and [[Keres]] very popular small-gang support ships. However, a damped ship can still lock at short ranges, and so damps are less effective than ECM against close-range brawlers. | ||
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=== Remote Sensor Dampening Bonuses === | === Remote Sensor Dampening Bonuses === | ||
There is just one Electronics Superiority rig set that specifically enhances remote sensor dampening: | There is just one Electronics Superiority rig set that specifically enhances remote sensor dampening: | ||
* Inverted Signal Field Projector: increases the effectiveness of damps modules. (Tech I: +5%; Tech II: +7.5%) | * Inverted Signal Field Projector: increases the effectiveness of damps modules. (Tech I: +5%; Tech II: +7.5%) | ||
* Particle Dispersion Projector rigs: increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%) | * Particle Dispersion Projector rigs: increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%) | ||
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* {{sk|Sensor Linking}}: 5% less capacitor need for remote sensor dampeners per skill level. <br /> | * {{sk|Sensor Linking}}: 5% less capacitor need for remote sensor dampeners per skill level. <br /> | ||
* {{sk|Signal Suppression}}: 5% bonus to the effectiveness of remote sensor dampening modules per skill level. | * {{sk|Signal Suppression}}: 5% bonus to the effectiveness of remote sensor dampening modules per skill level. | ||
* {{sk|Long Distance Jamming}}: 10% bonus to optimal range for targeted EWAR modules per skill level. | * {{sk|Long Distance Jamming}}: 10% bonus to optimal range for targeted EWAR modules per skill level. | ||
* {{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level. | * {{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level. | ||
The Zainou 'Gypsy' Sensor Linking SL-901/906 implant series reduces the activation cost of remote sensor dampeners by 1-6%. Also the Low- and Mid-Grade Centurion implant sets provide bonuses to the optimal range of all EWAR modules. | The Zainou 'Gypsy' Sensor Linking SL-901/906 implant series reduces the activation cost of remote sensor dampeners by 1-6%. Also the Low- and Mid-Grade Centurion implant sets provide bonuses to the optimal range of all EWAR modules. | ||
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Target painting is the EWAR specialty of the Minmatar. Minmatar ships that are bonused for target painting include: | Target painting is the EWAR specialty of the Minmatar. Minmatar ships that are bonused for target painting include: | ||
*[[Vigil]] (Tech I frigate) | * [[Vigil]] (Tech I frigate) | ||
*[[Hyena]] (Electronic Attack Ship) | * [[Hyena]] (Electronic Attack Ship) | ||
*[[Bellicose]] (Tech I cruiser) | * [[Bellicose]] (Tech I cruiser) | ||
*[[Huginn]] (Combat Recon Ship) | * [[Huginn]] (Combat Recon Ship) | ||
*[[Rapier]] (Force Recon Ship) | * [[Rapier]] (Force Recon Ship) | ||
:: ''Special note:'' [[Golem]] (Marauder) is a Caldari ship bonused for target painting. | :: ''Special note:'' [[Golem]] (Marauder) is a Caldari ship bonused for target painting. This is an exception to the normal 1-1 correlation between racial faction and electronic warfare type. | ||
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=== Target Painting Bonuses === | === Target Painting Bonuses === | ||
There are no rigs specific to target painting. Only the one generig EWAR rig has an effect: | There are no rigs specific to target painting. Only the one generig EWAR rig has an effect: | ||
* Particle Dispersion Projector rigs: increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%) | * Particle Dispersion Projector rigs: increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%) | ||
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* {{sk|Target Painting}}: 5% less capacitor need for target painters per skill level. <br /> | * {{sk|Target Painting}}: 5% less capacitor need for target painters per skill level. <br /> | ||
* {{sk|Signature Focusing}}: 5% bonus to the effectiveness of target painting modules per skill level. <br /> | * {{sk|Signature Focusing}}: 5% bonus to the effectiveness of target painting modules per skill level. <br /> | ||
* {{sk|Long Distance Jamming}}: 10% bonus to optimal range for targeted EWAR modules per skill level. | * {{sk|Long Distance Jamming}}: 10% bonus to optimal range for targeted EWAR modules per skill level. | ||
* {{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level. | * {{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level. | ||
The Zainou 'Gypsy' Target Painting TG-901/906 implant series reduces the activation cost of target painters by 1-6%. Also the Low- and Mid-Grade Centurion implant sets provide bonuses to the optimal range of all EWAR modules. | The Zainou 'Gypsy' Target Painting TG-901/906 implant series reduces the activation cost of target painters by 1-6%. Also the Low- and Mid-Grade Centurion implant sets provide bonuses to the optimal range of all EWAR modules. | ||
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The magnitude of each drone's effect is much smaller than that of an individual EWAR module, and stacking penalties affect sensor dampening, weapon disrupting and target painting drones. Because drones are normally used in flights of five, the end result is that a flight of EWAR drones give the effect of two-and-a-half very weakened EWAR modules: stacking penalties significantly reduce the third drone’s effect and render the fourth and fifth drones’ effects negligible, and the starting strength of the drones was low anyway. | The magnitude of each drone's effect is much smaller than that of an individual EWAR module, and stacking penalties affect sensor dampening, weapon disrupting and target painting drones. Because drones are normally used in flights of five, the end result is that a flight of EWAR drones give the effect of two-and-a-half very weakened EWAR modules: stacking penalties significantly reduce the third drone’s effect and render the fourth and fifth drones’ effects negligible, and the starting strength of the drones was low anyway. | ||
The one exception to this pattern are ECM drones. ECM drones have weak jamming strength but, like ECM modules, they do not suffer from stacking penalties. Though the chance of any one drone successfully jamming a target is low, the chance of one of five drones getting lucky is rather higher. ECM drones therefore find small-scale PvP uses in situations in which one broken target lock can change a battle, e.g. breaking the damage ramp-up on a Triglavian [[Turrets# | The one exception to this pattern are ECM drones. ECM drones have weak jamming strength but, like ECM modules, they do not suffer from stacking penalties. Though the chance of any one drone successfully jamming a target is low, the chance of one of five drones getting lucky is rather higher. ECM drones therefore find small-scale PvP uses in situations in which one broken target lock can change a battle, e.g. breaking the damage ramp-up on a Triglavian [[Turrets#Precursor turrets|entropic disintegrator]] or briefly breaking hostile tackle so a ship can escape. As with other ECM, the downside to this tactic is that it is chance-based, and an unlucky pilot might find that their drones operate for a whole fight without jamming the enemy. | ||
== EWAR Tactics == | == EWAR Tactics == | ||
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{{EWAR Links}} | {{EWAR Links}} | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||
[[Category:Fitting]] | [[Category:Fitting]] | ||
[[Category:Weapons]] | |||