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Electronic Countermeasures: Difference between revisions

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You should read this guide if:
You should read this guide if:
* You are flying Caldari ships (other races ships offer little to no benefit to ECM)
* You are flying Caldari ships (other race's ships offer little to no benefit to ECM)
* You love to annoy enemies
* You love to annoy enemies
* You want to fly with groups of people
* You want to fly with groups of people
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There are 3 main types of ECM modules:
There are 3 main types of ECM modules:
* ECM Multispectral Jammers - These module are reasonable effective on all targets with a high capacitor cost. These modules have a significantly lower range than racial jammers.
* 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.
* ECM Racial Jammers - These modules are effective against a single race of ships. They have a longer range and lower capacitor cost than multispectral jammer modules.
* ECM Racial Jammers - These modules are effective against a single race of ships. They have a longer range and lower capacitor cost than multispectral jammer modules.
* 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 in low sec while you are by yourself!!!'''
* 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 in low sec while you are by yourself!!!'''
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Chance to jam = ~ 19%
Chance to jam = ~ 19%


So you have a small chance to survive and you will probably be turned into goo! Oh well.. for the fun of it let us work out the chance of the NON-racial jammers on him (hey, everything little bit helps right?)
So you have a small chance to survive and you will probably be turned into goo! Oh well.. for the fun of it let us work out the chance of the NON-racial jammers on him (hey, every little bit helps right?)


Lets assume you have 1 of each racial jammer. Their jamming strength when miss matched with the target is 1.
Lets assume you have 1 of each racial jammer. Their jamming strength when miss matched with the target is 1.
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=== Scenario 3 ===
=== Scenario 3 ===


Ok now let's assume we were going to hunt a known target, a raven! We are so sure this is the only thing we will run into that we put 4 racial jammers on our Black bird and let out an evil giggle.
Ok now let's assume we were going to hunt a known target, a raven! We are so sure this is the only thing we will run into that we put 4 racial jammers on our Blackbird and let out an evil giggle.


We found above that using a racial jammer gives us a gravimetric strength of 4.2 (per module)
We found above that using a racial jammer gives us a gravimetric strength of 4.2 (per module)
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Chance to Jam = ~ 57%
Chance to Jam = ~ 57%


So you can see you have a slight advantage when you know your target type and fit appropriately. But this advantage isn't that great and its generally accepted to fit rainbow (one of each racial) or multispecs.
So you can see you have a slight advantage when you know your target type and fit appropriately. But this advantage isn't that great and it's generally accepted to fit rainbow (one of each racial) or multispecs.


=== Scenario 4 ===
=== Scenario 4 ===
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== Falloff and Optimal range ==
== Falloff and Optimal range ==


The above scenarios are correct when your target is between you and your optimal range. When you target is past this optimal range it affects the chance that you will jam them. This works much in the same way weapons fall off ranges work.
The above scenarios are correct when your target is between you and your optimal range. When your target is past this optimal range it affects the chance that you will jam them. This works much in the same way weapon's fall off ranges work.


* When your target is at optimal you will get the above chances.
* When your target is at optimal you will get the percentages found in the scenarios above.
* When your target is at optimal + falloff you have a 50% chance to have the above chances
* When your target is at optimal + falloff you have a 50% chance to have the above chances
* When your target is at optimal + 2 x falloff you have a 0% chance of jamming them
* When your target is at optimal + 2 x falloff you have a 0% chance of jamming them


Here is an example:
Here is an example:
let's assume your ECM module has a 50km range and has a 40km falloff. When your target is within optimal range you have a 20% chance to jam him per cycle of your modules.
let's assume your ECM module has a 50km range and has a 40km falloff. When your target is within optimal range you have a 20% chance to jam them per cycle of your modules.
* If your target is 50km away you will have a 20% chance to jam him
* If your target is 50km away you will have a 20% chance to jam them
* If your target is 90km away (50km + 40km) you will now have 10% chance to jam him (50% of 20%)
* If your target is 90km away (50km + 40km) you will now have 10% chance to jam them (50% of 20%)
* If your target is 130km away (50km + 40km + 40km) you now have a 0% chance to jam him
* If your target is 130km away (50km + 40km + 40km) you now have a 0% chance to jam them


Without any skills in targeting a Black Bird has a 75km targeting range and 112.5km with a targeting script in your sensor booster. So the rule of thumb for a new player should be: '''If you can target them, try to jam them!!'''
Without any skills in targeting a Black Bird has a 75km targeting range and 112.5km with a targeting script in your sensor booster. So the rule of thumb for a new player should be: '''If you can target them, try to jam them!!'''


== ECCM Electronic Counter-Counter Measure ==
== ECCM Electronic Counter-Counter Measure ==
So now you should understand exactly what ECM is and how it works within eve (If not, just read the scenario section) and are asking yourself how you can counter such an annoying electronic warfare. It is obvious that in order to make it harder for ECM to work you simply need to increase your sensor strength. You can do this in a variety of ways:
So now you should understand exactly what ECM is and how it works within Eve (If not, just read the scenario section) and are asking yourself how you can counter such an annoying electronic warfare. It is obvious that in order to make it harder for ECM to work you simply need to increase your sensor strength. You can do this in a variety of ways:


* Get a bigger ship. Bigger more powerful ships have naturally larger sensor strength: e.g a Merlin (frigate) has a sensor strength of 11 gravimetric while a Caldari Navy Raven (Battleship) has a sensor strength of 27 gravimetric.
* Get a bigger ship. Bigger, more powerful ships have naturally larger sensor strength: e.g a Merlin (frigate) has a sensor strength of 11 gravimetric while a Caldari Navy Raven (Battleship) has a sensor strength of 27 gravimetric.
* ECCM modules (mid slot) - These modules can be used to increase the strength of a specific type of sensor (Gravimetric, Radar, Ladar, Magnetometric) by a percent (80% to 96% increase in strength)
* ECCM modules (mid slot) - These modules can be used to increase the strength of a specific type of sensor (Gravimetric, Radar, Ladar, Magnetometric) by a percent (80% to 96% increase in strength)
* Sensor backup Arrays (low slot) - These modules are similar to ECCM modules but use low slots. (40% to 48% increase in strength)
* Sensor backup Arrays (low slot) - These modules are similar to ECCM modules but use low slots. (40% to 48% increase in strength)
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== Advanced ECM tactics ==
== Advanced ECM tactics ==


=== Never activate all of your ECM on a target at the same time ===
=== Never activate all of your ECM modules on a target at the same time ===
If you have some time (you are not about to die) you can gain a large advantage if you do not active all of your ECM modules on a target.
If you have some time (you are not about to die) you can gain a large advantage if you do not active all of your ECM modules on a target.


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At this point we have 2 more modules to work with.
At this point we have 2 more modules to work with.
We attempt to jam target number 2 with another module and he is AGAIN lucky (just like in the first example)
We attempt to jam target number 1 with another module and he is AGAIN lucky (just like in the first example)
We finally turn a third module onto target 2 and this time we jam him and live to fight another day!
We finally turn a third module onto target 1 and this time we jam him and live to fight another day!


You can see with this example that it is in your best interest to use as little number of jammers on your targets until you get an actual jam. Remember that the activation time of ECM modules is 20 seconds, which is the same length of time that the jam will last.
You can see with this example that it is in your best interest to use as little number of jammers on your targets until you get an actual jam. Remember that the activation time of ECM modules is 20 seconds, which is the same length of time that the jam will last.