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Electronic Countermeasures: Difference between revisions

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There are 7 Caldari ships which give specific bonuses to ECM:
There are 7 Caldari ships which give specific bonuses to ECM:
=== Tech 1 ships ===
* Griffin (Caldari frigate):  
* Griffin (Caldari frigate):  
**Caldari Frigate Skill Bonus
**Caldari Frigate Skill Bonus
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=== Tech 2 ships ===
*Kitsune (Caldari tech 2 Electronic Attack Frigate):  
*Kitsune (Caldari Electronic Attack Frigate):  
**Caldari Frigate Skill Bonus
**Caldari Frigate Skill Bonus
***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
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*Rook (Caldari tech 2 Recon ship):
*Rook (Caldari Recon ship):
**Caldari Cruiser Skill Bonus
**Caldari Cruiser Skill Bonus
***10% Bonus to ECM Target Jammer capacitor use per level
***10% Bonus to ECM Target Jammer capacitor use per level
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*Falcon(Caldari tech 2 Recon ship):
*Falcon(Caldari Recon ship):
**Caldari Cruiser Skill Bonus  
**Caldari Cruiser Skill Bonus  
***10% Bonus to ECM Target Jammer capacitor use per level
***10% Bonus to ECM Target Jammer capacitor use per level
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*Widow (Caldari tech 2 Black ops):  
*Widow (Caldari Black ops):  
**Black Ops Skill Bonus
**Black Ops Skill Bonus
***30% bonus to ECM target jammer strength
***30% bonus to ECM target jammer strength
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The race specific modules are not named such that it's obvious what race of ships it is effective against. I have compiled a series of images to help you make a quick decision when in the heat of battle. Remember that each race of ship has the same colour background.
The race specific modules are not named such that it's obvious what race of ships it is effective against. I have compiled a series of images to help you make a quick decision when in the heat of battle. Remember that each race of ship has the same colour background.
* Amarr - Radar
* Caldari - Gravimetric
* Gallente - Magnetometric
* Minmatar - Ladar


{| class="wikitable" border="1"
{| class="wikitable" border="1"
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When you get a successful jam you will know because a 4th bar will be added to the target (under the structure bar) which shows you how long the jam has until it ends. See the image below.
When you get a successful jam you will know because a 4th bar will be added to the target (under the structure bar) which shows you how long the jam has until it ends. See the image below.
'''TODO: Image of Jammed target'''
'''TODO: Image of Jammed target'''


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What are your chances that you won't get turned into a fine mist?
What are your chances that you won't get turned into a fine mist?
Let's assume that the Raven has no mods/skills that increase his sensor strength and the Raven has 22 point Gravimetric sensor strength.
Let's assume that the Raven has no mods/skills that increase his sensor strength and the Raven has 22 point Gravimetric sensor strength.
Let's assume you are flying the Blackbird above with 2 distortion amplifiers and 0 skills to increase your jamming strength (and you also only have Caldari Cruisers II (you are a noob)) and you have all tech 1 meta 1 jammer modules.
Let's assume you are flying the Blackbird above with 2 distortion amplifiers and 0 skills to increase your jamming strength (and you also only have Caldari Cruisers II (you are a noob)) and you have all tech 1 meta 1 jammer modules.


First let's calculate your jammer strength:
First let's calculate your jammer strength:
The "ECM - Spatial Destablizer I" has a Gravimetric strength of 3
The "ECM - Spatial Destablizer I" has a Gravimetric strength of 3
This will be improved by all the modules which increase it by percents.
This will be improved by all the modules which increase it by percents.
* Caldari Cruiser II -> 30% ECM jammer strength for a Blackbird which will add : 0.9 strength
* Caldari Cruiser II -> 30% ECM jammer strength for a Blackbird which will add : 0.9 strength
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Chance to jam = (4.2 / 22) * 100%
Chance to jam = (4.2 / 22) * 100%
Chance to jam = ~ 19%
Chance to jam = ~ 19%


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Chance to jam = (1.4/22) * 100%
Chance to jam = (1.4/22) * 100%
Chance to jam = ~ 6%
Chance to jam = ~ 6%
If you activate all you get ~32% (please check my maths)


So that is pretty bad, but it is still something!
So that is pretty bad, but it is still something!
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Chance to Jam = (1 -(1 - 2.8 / 22 ) ^ 4)*100%
Chance to Jam = (1 -(1 - 2.8 / 22 ) ^ 4)*100%
Chance to Jam = ~ 42%
Chance to Jam = ~ 42%
or ~13% per module
or ~13% per module


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Chance to Jam = (1 -(1 - 4.2 / 22 ) ^ 4)*100%
Chance to Jam = (1 -(1 - 4.2 / 22 ) ^ 4)*100%
Chance to Jam = ~ 57%
Chance to Jam = ~ 57%


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Your new shiny racial jammer has a base strength of 6.78
Your new shiny racial jammer has a base strength of 6.78
Caldari Cruiser II -> 30%
Caldari Cruiser II -> 30%


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Chance to jam = ( 10.84 / 22 ) * 100%
Chance to jam = ( 10.84 / 22 ) * 100%
Chance to jam = 49% with a single module
Chance to jam = 49% with a single module


You can do the maths to work out how well 4x multi specs would work in this setup.
You can do the maths to work out how well 4x multi specs would work in this setup.


=== Summary of scenarios ===
{| class="wikitable" border="1"
|-
!  Scenario
!  Modules fitted
!  Chance of jamming
!  Optimal range of fit (Cruisers II)
!  Capacitor usage
!  Advantages
!  Disadvantages
|-
| 1
| Single Racial module (tech 1)
| 32%
| 38km with 35km Falloff
| 2.4GJ/sec per module (9.6GJ/sec)
| Cheap!
| Low chance to jam
|-
| 2
| 4 Multi spectral modules (tech 1)
| 42%
| 26km with 23km Falloff
| 3.6GJ/sec per module (14.4GJ/sec)
| Cheap and High chance to jam single target
| Very low range, in range of most weapons
|-
| 3
| 4 Racial modules (tech 1)
| 57%
| 38km with 35km Falloff
| 2.4GJ/sec per module (9.6GJ/sec)
| High chance to jam the right type
| Not versatile, only effective against single race
|-
| 4
| High quality Racial with rigs (tech 1 meta 4)
| 49%
| 38km with 35k Falloff
| 2.4GJ/sec (single module)
| High chance to jam at low cap cost
| Expensive
|-
|}


== Falloff and Optimal range ==
== Falloff and Optimal range ==