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==Purpose of this Guide== | ==Purpose of this Guide== | ||
This guide is designed to detail the use of ECM Drones and AMC assigned ECM | This guide is designed to detail the use of [[Drones#Electronic_warfare_drones|ECM Drones]] and [[AMC]] assigned [[ECM Guide|ECM]] [[Griffin]]s for the purpose of defending yourself and other AMC members who may need assistance. | ||
It is '''NOT''' intended to be a guide to help you instigate or participate in Combat Operations with War targets in AMC space. | It is '''NOT''' intended to be a guide to help you instigate or participate in Combat Operations with War targets in AMC space. | ||
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It is not intended to be a full EWAR or ECM fleet operations guide. Detailed Guides for these broader topics can be found [[ECM_Guide|Here]] | It is not intended to be a full EWAR or ECM fleet operations guide. Detailed Guides for these broader topics can be found [[ECM_Guide|Here]] | ||
===What are AMC Search & Rescue Ops?=== | ===What are AMC Search & Rescue Ops?=== | ||
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The techniques described in this guide will give you an increased chance to escape from a Combat Situation and hopefully allow you and your Corpmates to recover to a place of safety. | The techniques described in this guide will give you an increased chance to escape from a Combat Situation and hopefully allow you and your Corpmates to recover to a place of safety. | ||
===Why do we need ECM/EWAR in the AMC?=== | ===Why do we need ECM/EWAR in the AMC?=== | ||
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This aggression can come from either simple Gankers or, more importantly, Enemy War Targets. | This aggression can come from either simple Gankers or, more importantly, Enemy War Targets. | ||
As a part of EVE University, the AMC often finds itself at War with various player owned Corporations. Despite our best efforts some of these Corporations are aware of the location of the AMC, during times of war unexpected visits from War Targets are not uncommon. | As a part of EVE University, the AMC often finds itself at War with various player owned Corporations. Despite our best efforts some of these Corporations are aware of the location of the AMC, during times of war unexpected visits from War Targets are not uncommon. | ||
{{important note box|War Targets can attack you without any interference from CONCORD or act of aggression from you.}} | |||
As it is against AMC guidelines to engage War Targets in open combat (to do so merely encourages more frequent visits from the Enemy to the AMC Home Systems) the AMC Officers recommend all members of the AMC are capable of defending themselves and, if they wish to do so, their Corpmates, using ECM. | |||
==Using ECM for self defence== | ==Using ECM for self defence== | ||
If we are discouraged from engaging | If we are discouraged from engaging War Targets or Gankers in open combat, what can we do to prevent them getting an easy killmail? Fortunately EVE has within it a set of Items and Skills whose primary purpose is to disrupt the tracking and targeting capabilities of enemy ships. Further to this there are also ships that provide specific bonuses to the use of these modules. More about those later in the guide. These modules are referred to as ECM (Electronic Counter Measures). | ||
===What is ECM?=== | ===What is ECM?=== | ||
{{main|ECM Guide}} | |||
ECM is effectively Jamming. The successful use of an ECM module or Drone on an enemy Target will break any active Targeting lock that ship has on any other ship. It will also disrupt the targeting systems of the enemy ship '''after''' the lock has been broken, making it impossible for '''THAT''' ship to re-target any other ship for a period of 20 seconds. ECM, however '''DOES NOT''' prevent the use of weapons and systems that do not require a target lock to function, such as Smart Bombs or unguided missiles. | ECM is effectively Jamming. The successful use of an ECM module or Drone on an enemy Target will break any active Targeting lock that ship has on any other ship. It will also disrupt the targeting systems of the enemy ship '''after''' the lock has been broken, making it impossible for '''THAT''' ship to re-target any other ship for a period of 20 seconds. ECM, however '''DOES NOT''' prevent the use of weapons and systems that do not require a target lock to function, such as Smart Bombs or unguided missiles. | ||
===How does ECM help me escape?=== | |||
===How does ECM help me | |||
Generally speaking, the successful destruction of another players ship relies on your ability to keep it within range of your offensive weapons. To do this, the first thing most enemy players or gankers will do when attacking another vessel is disable that ships warp drive. To do this they will use a Warp Disruptor or Warp Scramble module. However the use of [[Warp_disruption | Warp Scramblers & Disruptors]] and other movement impairing ship modules requires that the enemy target has a stable target lock on the ship being scrambled. By breaking that lock, any movement impairing effects that were applied to your ship will be removed, leaving you free to warp to a place of safety. | Generally speaking, the successful destruction of another players ship relies on your ability to keep it within range of your offensive weapons. To do this, the first thing most enemy players or gankers will do when attacking another vessel is disable that ships warp drive. To do this they will use a Warp Disruptor or Warp Scramble module. However the use of [[Warp_disruption | Warp Scramblers & Disruptors]] and other movement impairing ship modules requires that the enemy target has a stable target lock on the ship being scrambled. By breaking that lock, any movement impairing effects that were applied to your ship will be removed, leaving you free to warp to a place of safety. | ||
==ECM drones== | |||
==ECM | {{main|Drones#Electronic_warfare_drones|ECM drones}} | ||
So now we know what ECM is and how it will help us escape enemy aggression, how do we apply ECM to enemy targets? | So now we know what ECM is and how it will help us escape enemy aggression, how do we apply ECM to enemy targets? | ||
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What this means is that in the majority of cases you can carry a full complement of 5 defensive [[Drones_101#Combat_Drones | Light Combat Drones]] along with 5 Hornet EC-300 Light ECM Drones. Or if you would prefer you could carry more of any one type, however the amount of drones you can fly at any one time depends on the capabilities of the ship you are flying. | What this means is that in the majority of cases you can carry a full complement of 5 defensive [[Drones_101#Combat_Drones | Light Combat Drones]] along with 5 Hornet EC-300 Light ECM Drones. Or if you would prefer you could carry more of any one type, however the amount of drones you can fly at any one time depends on the capabilities of the ship you are flying. | ||
===Using Hornet EC-300 Drones=== | ===Using Hornet EC-300 Drones=== | ||
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The Hornet EC-300 requires the following skills to use; | The Hornet EC-300 requires the following skills to use; | ||
* | *{{sk|Drones|V|mult=yes}} | ||
* | *{{sk|Advanced Drone Avionics|I|mult=yes}} | ||
* | *{{sk|Electronic Warfare|I|mult=yes}} | ||
* | *{{sk|CPU Management|I|mult=yes}} | ||
Some of these skills may take a little while to train for newer pilots – however the obvious advantage they give to you in terms of defensive capabilities often make it a worthwhile investment. | Some of these skills may take a little while to train for newer pilots – however the obvious advantage they give to you in terms of defensive capabilities often make it a worthwhile investment. | ||
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The second, and more effective way you can help a corpmate in peril is via the use of the AMC Griffin. | The second, and more effective way you can help a corpmate in peril is via the use of the AMC Griffin. | ||
==The AMC Griffin== | ==The AMC Griffin== | ||
{{Ship | Griffin | box}} | {{Ship | Griffin | box}} | ||
In order to assist Corpmates that might find themselves in need of assistance, the decision was taken to supply a standard fit ECM specific ship to those members of the AMC willing to take on the added responsibility of a Search & Rescue role. | In order to assist Corpmates that might find themselves in need of assistance, the decision was taken to supply a standard fit ECM specific ship to those members of the AMC willing to take on the added responsibility of a Search & Rescue role. | ||
The Ship that was selected was the Caldari Frigate, the [[Griffin | Griffin]] | The Ship that was selected was the Caldari Frigate, the [[Griffin | Griffin]] | ||
===Required Skills for the AMC Griffin=== | ===Required Skills for the AMC Griffin=== | ||
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The skill requirements for flying the Griffin are relatively low for a ship that is so effective against enemy targets. In simple terms the only skills you '''need''' in order to be able to fly the Griffin are; | The skill requirements for flying the Griffin are relatively low for a ship that is so effective against enemy targets. In simple terms the only skills you '''need''' in order to be able to fly the Griffin are; | ||
* | *{{sk|Caldari Frigate|I|mult=yes}} | ||
* | *{{sk|Spaceship Command|I|mult=yes}} | ||
These 2 skills represent a total training time of approx 25 minutes. | These 2 skills represent a total training time of approx 25 minutes. | ||
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There are additional skills you can train that will make your use of the Griffin more effective. | There are additional skills you can train that will make your use of the Griffin more effective. | ||
* | *{{sk|Caldari Frigate|mult=yes}} - Skills for the specific types of ship you are flying will give you the greatest improvement in ECM effectiveness. 15% bonus to ECM Target Jammer strength per level. +12.5% bonus to ECM Target Jammer optimal range and falloff per level. Requires {{sk|Spaceship Command|I}}. | ||
* | *{{sk|Long Range Targeting|mult=yes}} - 5% Bonus to targeting range per skill level. Requires {{sk|CPU Management|II}}. | ||
* | *{{sk|Frequency Modulation|mult=yes}} - Increases the falloff distance (this will be explained later) of your ECM modules by 10% per level. Requires {{sk|CPU Management|III}} and {{sk|Electronic Warfare|II}}. | ||
* | *{{sk|Long Distance Jamming|mult=yes}} - Increases the optimal range of your ECM modules by 10% per level. Requires {{sk|CPU Management|IV}} and {{sk|Electronic Warfare|III}}. | ||
* | *{{sk|Electronic Superiority Rigging|mult=yes}} - This will allow you to use the ECM rigs. (See section on ECM modules). Requires {{sk|Jury Rigging|III}} and {{sk|Mechanics|III}}. | ||
* | *{{sk|Signal Dispersion|mult=yes}} - Increases your jam strength by 5% per level. This skill requires {{sk|CPU Management|V}} and {{sk|Electronic Warfare|IV}}. 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. | ||
Obviously some of these skills will take your ECM skills way beyond what is required to be effective as a Search & Rescue Pilot within the AMC. Looking at the skills purely from the perspective of return on time invested | Obviously some of these skills will take your ECM skills way beyond what is required to be effective as a Search & Rescue Pilot within the AMC. Looking at the skills purely from the perspective of return on time invested {{sk|Caldari Frigate}}, {{sk|Long Range Targeting}} and {{sk|Long Distance Jamming}} are worth training to level III. | ||
{{note box|The skills detailed above allow you to fly the Griffin. Additional Skills are required to operate all of the modules that make up the AMC Griffin Standard fit. These are detailed below.}} | |||
===The AMC Griffin standard fit=== | ===The AMC Griffin standard fit=== | ||
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| [[Image:Minmatar Jammer Colour.jpg|150px|center]] Phase Inverter | | [[Image:Minmatar Jammer Colour.jpg|150px|center]] Phase Inverter | ||
|} | |} | ||
If you can remember these colour match ups then you will remember exactly which module to activate on a ship you are targeting. Modules should be fitted for the right target before leaving the your ship Hanger. When you receive your AMC griffin you will receive 4 of each type of racial jammer – enough to fill 4 of the 5 Mid-slots on your Griffin and give you the best chance of a successful rescue. | If you can remember these colour match ups then you will remember exactly which module to activate on a ship you are targeting. Modules should be fitted for the right target before leaving the your ship Hanger. When you receive your AMC griffin you will receive 4 of each type of racial jammer – enough to fill 4 of the 5 Mid-slots on your Griffin and give you the best chance of a successful rescue. | ||
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***The number and racial type(s) of ship(s) attacking them. | ***The number and racial type(s) of ship(s) attacking them. | ||
***How many Search & Rescue Pilots are available to assist? | ***How many Search & Rescue Pilots are available to assist? | ||
All of this information willow allow you to determine if a rescue attempt is sensible or even possible. For example, if there are many ships attacking your corpmate and he is several jumps away, chances are you will never get to him in time. Even if you are close or in the same system, would rescue be possible? How many enemy ships are there Vs. how many available AMC S&R pilots willing to engage. Even 1 to 1 is an extreme risk. If there is a reasonable chance that by attempting a rescue you will be giving the enemy 2 killmails instead of just one, '''DO NOT''' attempt a rescue. | All of this information willow allow you to determine if a rescue attempt is sensible or even possible. For example, if there are many ships attacking your corpmate and he is several jumps away, chances are you will never get to him in time. Even if you are close or in the same system, would rescue be possible? How many enemy ships are there Vs. how many available AMC S&R pilots willing to engage. Even 1 to 1 is an extreme risk. If there is a reasonable chance that by attempting a rescue you will be giving the enemy 2 killmails instead of just one, '''DO NOT''' attempt a rescue. | ||
{{note box|Rescues should only be attempted if there is a reasonable chance of success.}} | |||
Ok, lets assume that the attack is being carried out by a single Enemy War Target. There are 2 S&R pilots available and the rescue will be in the current system. You decide to go ahead and attempt a rescue. | Ok, lets assume that the attack is being carried out by a single Enemy War Target. There are 2 S&R pilots available and the rescue will be in the current system. You decide to go ahead and attempt a rescue. | ||
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**Wait for a successful Jam. | **Wait for a successful Jam. | ||
**When you have successfully jammed your target, you will see a gray circle surrounding the jammer that acquired the jam (shown below the locked ship). Hovering over this will tell you how long until the jam ends. The circle will slowly disappear as the jam ticks down. See the image below. | **When you have successfully jammed your target, you will see a gray circle surrounding the jammer that acquired the jam (shown below the locked ship). Hovering over this will tell you how long until the jam ends. The circle will slowly disappear as the jam ticks down. See the image below. | ||
[[Image:JammedPostRetribution.jpg]] | [[Image:JammedPostRetribution.jpg]] | ||
** As soon as you have jammed successfully, warp to your place of safety. | ** As soon as you have jammed successfully, warp to your place of safety. | ||
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**Dock up and wait '''AT LEAST''' 20 minutes before you or any of your corpmates venture back out into space. | **Dock up and wait '''AT LEAST''' 20 minutes before you or any of your corpmates venture back out into space. | ||
**If the aggressor or any War Targets return to the system with 20 minutes, start the 20 minute timer again. | **If the aggressor or any War Targets return to the system with 20 minutes, start the 20 minute timer again. | ||
{{note box|EVE University Warsop states that you must wait 20 minutes of enemy inaction before you return to space.}} | |||
===What if it all goes wrong?=== | ===What if it all goes wrong?=== | ||
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*The corpmate under attack panics and starts behaving in an erratic manner. | *The corpmate under attack panics and starts behaving in an erratic manner. | ||
{{note box|Any change to the scenario that may introduce an additional risk to you and your Griffin, should result in an immediate abort to your place of safety.}} | |||
==What if I am the one under attack?== | ==What if I am the one under attack?== | ||
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*Warp out '''IMMEDIATELY''' upon loss of target lock. '''DO NOT''' wait for Drones to come back, do not try to collect ore in cans. Just get out of there. | *Warp out '''IMMEDIATELY''' upon loss of target lock. '''DO NOT''' wait for Drones to come back, do not try to collect ore in cans. Just get out of there. | ||
*Inform the AMC Search & Rescue pilots of lock break. They should see it but confirm it yourself so they too, can get to their place of safety. | *Inform the AMC Search & Rescue pilots of lock break. They should see it but confirm it yourself so they too, can get to their place of safety. | ||
The availability of the AMC Griffins does not give any miner an excuse for flying a badly tanked, badly fitted or inappropriate ship. You '''MUST''' ensure your ship has the best tank possible. In this scenario Tank = Time. Time is your friend and your enemy when tackled, have enough of it to be rescued and all will be well. Have too little of it via inadequate tank and no amount of ECM pilots will get to you in time to save you. | The availability of the AMC Griffins does not give any miner an excuse for flying a badly tanked, badly fitted or inappropriate ship. You '''MUST''' ensure your ship has the best tank possible. In this scenario Tank = Time. Time is your friend and your enemy when tackled, have enough of it to be rescued and all will be well. Have too little of it via inadequate tank and no amount of ECM pilots will get to you in time to save you. | ||
'''GOOD LUCK, HAPPY FLYING AND STAY SAFE!''' | '''GOOD LUCK, HAPPY FLYING AND STAY SAFE!''' | ||
See [[EWar_101_Guide]] and [[ECM Guide]] for more information on the topics contained within this Guide. | |||
[[Category:Guides]][[Category:AMC]] | |||
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