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Electronic Countermeasures: Difference between revisions

From EVE University Wiki
m Flying ECM: Basics: Added retreating tactic to jam tackle for the more expensive ships
m Edited for Retribution changes
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[[Category:PvP]]
[[Category:PvP]]
This is a detailed guide to the effective use of ECM, the Caldari form of electronic warfare. Refer to the University's [[EWar 101 Guide]] for the very basics necessary to function as a rookie ECM pilot.
This is a detailed guide to the effective use of ECM, the Caldari form of electronic warfare. Refer to the University's [[EWar 101 Guide]] for the very basics necessary to function as a rookie ECM pilot.
''''''Updated for RETRIBUTION, December 2012''''''


You should read this guide if:
You should read this guide if:
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== What is ECM? ==
== What is ECM? ==


ECM stands for Electronic Counter Measures and is also often referred to as jamming. ECM modules allow you to cause a targeted ship to lose any targets it has locked already, and lose its ability to target anything for 20 seconds (or longer if you happen to get more than one successful jam in a row). During combat this means the affected ship cannot shoot you or any of your fleet mates. This also includes other effects which require targeting, e.g Webbing, Scrambling and their ability to use Ewar. Your target will still be able to use modules which don't require a target such as Smartbombs or other area effect weapons, and they may also use FoF missiles. ECM is generally regarded as the most effective Electronic Warfare technique.
ECM stands for Electronic Counter Measures and is also often referred to as jamming. ECM modules allow you to cause a targeted ship to lose any targets it has locked already, and lose its ability to target anything for 20 seconds (or longer if you happen to get more than one successful jam in a row). During combat this means the affected ship cannot shoot you or any of your fleet mates. This also includes other effects which require targeting, e.g Webbing, Scrambling, logistics support and their ability to use Ewar. Your target will still be able to use modules which don't require a target such as Smartbombs or other area effect weapons, and they may also use FoF missiles. ECM is generally regarded as the most effective Electronic Warfare technique.


== Who should use ECM? ==
== Who should use ECM? ==
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**Caldari Frigate Skill Bonus
**Caldari Frigate Skill Bonus
*** 15% bonus to ECM Target Jammer strength  
*** 15% bonus to ECM Target Jammer strength  
*** 10% bonus to ECM Target Jammers' capacitor need per level.
*** - 10% bonus to ECM Target Jammers' capacitor need per level. (You need less capacitor)




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**Caldari Cruiser Skill Bonus  
**Caldari Cruiser Skill Bonus  
*** 15% bonus to ECM Target Jammer strength per level
*** 15% bonus to ECM Target Jammer strength per level
*** 10% bonus to ECM Target Jammer optimal range and falloff per level.
*** 12.5% bonus to ECM Target Jammer optimal range and falloff per level.




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**Caldari Battleship Skill Bonus
**Caldari Battleship Skill Bonus
*** 15% bonus to ECM Target Jammer strength per level
*** 15% bonus to ECM Target Jammer strength per level
*** 20% bonus to ECM Target Jammer optimal and falloff range per level
*** 25% bonus to ECM Target Jammer optimal and falloff range per level
*** 20% Bonus to ECM Burst Range per level
*** 20% Bonus to ECM Burst Range per level


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***20% bonus to ECM target jammer strength and 10% reduction in ECM target jammers' capacitor need per level
***20% bonus to ECM target jammer strength and 10% reduction in ECM target jammers' capacitor need per level
**Electronic Attack Ships Skill Bonus
**Electronic Attack Ships Skill Bonus
***10% bonus to ECM target jammer optimal range and 5% bonus to capacitor capacity per level
***12.5% bonus to ECM target jammer optimal range and 5% bonus to capacitor capacity per level




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*Tengu (Caldari Strategic cruiser):
*Tengu (Caldari Strategic cruiser):
**Obfuscation Manifold subsystem
**Obfuscation Manifold subsystem
***10% bonus to ECM target jammer optimal range per level.
***12.5% bonus to ECM target jammer optimal range per level.
**Rifling Launcher Pattern subsystem
**Rifling Launcher Pattern subsystem
***10% bonus to ECM target jammer strength per level
***10% bonus to ECM target jammer strength per level
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There are 3 main types of ECM modules:  
There are 3 main types of ECM modules:  


*ECM Multispectral Jammers - These modules are reasonably effective on all targets with a high capacitor cost. These modules have a significantly lower range than racial jammers.  
'''NOTE: Optimal Range and Falloff of all ECM modules have been reduced by 10% in RETRIBUTION. This has been compensated for by the addition of 4 new recial sensor compensation skills which add back 4% per level for each ECM race module.'''
*ECM Racial Jammers - These modules are more effective against a single race's ships, and much less effective than a Multispectral against the other three. They have a longer range and lower capacitor cost than multispectral jammer modules.  
 
*ECM Multispectral Jammers - These modules are reasonably effective on all targets with a high capacitor cost. These modules have a significantly lower range and strength than racial jammers.  
*ECM Racial Jammers - These modules are more effective against a single race's ships, and much less effective than a Multispectral against the other three. They have a longer range, greater strength and lower capacitor cost than multispectral jammer modules.  However, they do need to be appropriately targeted.
*ECM Burst Jammers - These modules will cause all ships within a certain range of your ship to be jammed. You do not need to be targeting anyone to use a Burst module. Burst modules consume a high amount of capacitor and are generally only used on Battleships. '''REMEMBER: The ECM burst modules will get you concorded when used in high sec and they will also jam your fellow fleet members if used in close proximity. These modules should only be used outside of high sec, and when you know what you are doing!!!'''
*ECM Burst Jammers - These modules will cause all ships within a certain range of your ship to be jammed. You do not need to be targeting anyone to use a Burst module. Burst modules consume a high amount of capacitor and are generally only used on Battleships. '''REMEMBER: The ECM burst modules will get you concorded when used in high sec and they will also jam your fellow fleet members if used in close proximity. These modules should only be used outside of high sec, and when you know what you are doing!!!'''


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(Tech 1 Rigs on Frigates, Destroyers and Cruisers are optional.)  
(Tech 1 Rigs on Frigates, Destroyers and Cruisers are optional.)  


*Particle Dispersion Augmentors - These rigs also increase the strength of your jammers  
*Particle Dispersion Augmentors - These rigs increase the strength of your jammers by +10%.
*Particle Dispersion Projectors - These rigs increase the range of your jammers
 
*Particle Dispersion Projectors - These rigs increase the range of your jammers by 20%.


Drones:  
Drones:  
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== Skills to improve ECM ==
== Skills to improve ECM ==
There are a few skills which will improve your abilities as an ECM pilot:
 
* Caldari Frigate/Cruiser/Battleship - Skills for the specific types of ship you are flying will give you the greatest improvement in ECM effectiveness (see the ship bonuses in the ship section [[ECM Guide#Who should use ECM.3F|above]])
* Caldari Frigate/Cruiser/Battleship - Skills for the specific types of ship you are flying will give you the greatest improvement in ECM effectiveness (see the ship bonuses in the ship section [[ECM Guide#Who should use ECM.3F|above]])
* Signal Dispersion - Increases your jam strength by 5% per level. This skill requires Electronics 5. If you have decided that you really enjoy being an EWAR pilot this is a great skill to work towards, but it certainly isn't required to have fun flying ECM in fleets.
 
* Long Distance Jamming - Increases the optimal range of your ECM modules by 10% per level. Requires Electronics 4. Another great skill to work towards if you enjoy EWAR.
* Electronic Warfare - Required to use ECM mods, reduces their cap usage by 5% per level. Requires Electronics Level 1
* Electronic Warfare - Required to use ECM mods, reduces their cap usage by 5% per level.
 
* Frequency Modulation - Increases the falloff distance (this will be explained later) of your ECM mods.
* Gravimetric Sensor Compensation - increases the strength of your Gravimetric ECM module by 4% per level. Requires Electronics Level 4
* Electronic Superiority Rigging - This will allow you to use the ECM rigs (Requires Jury rigging III)
 
* Ladar Sensor Compensation - increases the strength of your Ladar ECM module by 4% per level. Requires Electronics Level 4
 
* Magnetometric Sensor Compensation - increases the strength of your Magnetometric ECM module by 4% per level. Requires Electronics Level 4
 
* Radar Sensor Compensation - increases the strength of your Radar ECM module by 4% per level. Requires Electronics Level 4
 
* Frequency Modulation - Increases the falloff distance (this will be explained later) of your ECM modules by 10% per level. Requires Electronics Level 3 and Electronics Warfare Level 2.
 
* Long Distance Jamming - Increases the optimal range of your ECM modules by 10% per level. Requires Electronics Level 4 and Electronics Warfare Level 3.
 
* Electronic Superiority Rigging - This will allow you to use the ECM rigs. (See section on ECM modules). Requires Jury rigging Level 3 and Mechanics Level 3.
 
* Signal Dispersion - Increases your jam strength by 5% per level. This skill requires Electronics 5 and Electronic Warfare Level 4. If you have decided that you really enjoy being an EWAR pilot this is a great skill to work towards, but it certainly isn't required to have fun flying ECM in fleets.
 


== Fitting Fleet Blackbirds ==
== Fitting Fleet Blackbirds ==