Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Electronic Countermeasures: Difference between revisions

From EVE University Wiki
Uryence (talk | contribs)
Edits; added a few things.
Uryence (talk | contribs)
m Edited intro, added link to ewar 101 for basics, added categories.
Line 1: Line 1:
= ECM Guide =
[[Category:Guides]]
 
[[Category:PvP]]
This guide will help you start out your Electronic Warfare career with a specific focus on ECM (Electronic Counter Measure (a.k.a Jamming)) and using it effectively.
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.


You should read this guide if:
You should read this guide if:
Line 148: Line 148:
:Anything you want which does not consume capacitor during a fight. Weapons should be fit after all other modules and they should consume no capacitor. For most Caldari pilots this makes [[Missile Launchers|missile Launchers]] ideal: Heavy Missile Launchers have a nice long range to match your ECM ranges, Assault Missile Launchers have a medium range and can really hurt enemy frigates; Heavy Assault Missile Launchers are a pain to fit and have very short ranges. Energy neutralizers can be a great addition but remember they use a lot of cap (when in doubt, don't fit them). Some other options might be a Salvager or Tractor beam to clean up after the fight.
:Anything you want which does not consume capacitor during a fight. Weapons should be fit after all other modules and they should consume no capacitor. For most Caldari pilots this makes [[Missile Launchers|missile Launchers]] ideal: Heavy Missile Launchers have a nice long range to match your ECM ranges, Assault Missile Launchers have a medium range and can really hurt enemy frigates; Heavy Assault Missile Launchers are a pain to fit and have very short ranges. Energy neutralizers can be a great addition but remember they use a lot of cap (when in doubt, don't fit them). Some other options might be a Salvager or Tractor beam to clean up after the fight.


=== Mid slots(6) ===
=== Mid slots (6) ===
: 4 ECM modules - Either 4 multispectrals or 1 of each racial ECM modules (a.k.a 'Rainbow ECM')
: 4 ECM modules - Either 4 multispectrals or 1 of each racial ECM modules (a.k.a 'Rainbow ECM')
: Sensor booster - This will allow you to lock targets faster and at longer ranges. You can use a Scan Resolution script to get even faster locking and no targeting range benefit, or a Targeting Range script to get even longer targeting range and no locking time benefit.
: Sensor booster - This will allow you to lock targets faster and at longer ranges. You can use a Scan Resolution script to get even faster locking and no targeting range benefit, or a Targeting Range script to get even longer targeting range and no locking time benefit.
: Microwarpdrive - a MWD greatly increases effectiveness in PVP, allows you to get to your optimal/safe range quickly and also get in range of targets quickly. The MWD reduces your total cap when you fit it, and uses a lot of cap when running -- pulse it, don't leave it on.
: Microwarpdrive - a MWD greatly increases effectiveness in PVP, allows you to get to your optimal/safe range quickly and also get in range of targets quickly. The MWD reduces your total cap when you fit it, and uses a lot of cap when running -- pulse it, don't leave it on.


=== Low slots(2) ===
=== Low slots (2) ===
: 2x Signal Distortion Amplifier
: 2x Signal Distortion Amplifier