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User:Antei thantonne: Difference between revisions

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There are 4 basic kinds of electronic warfare:
There are 4 basic kinds of electronic warfare:
* Electronic Counter Measures (ECM)
* Electronic Counter Measures (ECM, or "jams")
* Tracking Disruption (TD)
* Tracking Disruption (TD)
* Remote Sensor Dampening (Damps, RSD)
* Remote Sensor Dampening (RSD, or "damps")
* Target Painting (TP)
* Target Painting (TP)


Each of the four player races specializes in one of these four types of EWAR, and has ships specially bonused to that EWAR type. The use of [[Tackling Guide|tackling modules]] to hold the enemy in place, and of [[Capacitor Warfare Guide|capacitor warfare modules]] to drain or steal capacitor, are both sometimes casually referred to as EWAR. However, at Eve University, EWAR usually refers to the 4 varieties above.
Each of the four player races specializes in one of these types of EWAR, and has ships specially bonused to that EWAR type. The use of [[Tackling Guide|tackling modules]] to hold the enemy in place, and of [[Capacitor Warfare Guide|capacitor warfare modules]] to drain or steal capacitor, are both sometimes casually referred to as EWAR. However, at Eve University, EWAR typically refers to the 4 varieties above.


Visual effects for the different types of EWAR are shown on the [[Identifying Visual Effects]] page.
Visual effects for the different types of EWAR are shown on the [[Identifying Visual Effects]] page.
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== Electronic Counter Measures (ECM) ==
== Electronic Counter Measures (ECM) ==


ECM causes the target to lose all of its current target locks (often called 'jamming' the target). The jammed ship cannot target anyone for the duration of the ECM module's cycle (20 seconds), and can only re-acquire its targets after the ECM module fails to jam its target or stops cycling. ECM is often considered the most powerful of the four types of EWAR, because it disables nearly all of the target's interactions with other ships. (A jammed ship's drones can still auto-agress opponents, and non-targeted weapons like smartbombs will still do damage.)
ECM causes the target to lose all of its current target locks (often called 'jamming' the target). The jammed ship cannot target anyone for the duration of the ECM module's cycle (20 seconds), and can only re-acquire its targets after the ECM module fails to jam its target or stops cycling. ECM is often considered the most powerful of the four types of EWAR, because it disables nearly all of the target's interactions with other ships.


However, there are two unique downsides to ECM, relative to the other flavors of EWAR. First, ECM modules jam their targets at the '''end''' of their 20-second module cycle, which means that the jamming ship has to stay alive and locked for 20 seconds before the opposing ship is jammed. Second, the success of each ECM module cycle is a matter of chance, with a probability that depends on the jam strength of the ECM module, the sensor strength of the target (with larger targets generally harder to jam than smaller ones), and target range beyond optimal. Sometimes you will jam the opposing ship, and sometimes you won't, and each cycle of your ECM modules is like a roll of the dice.
However, there are two unique downsides to ECM. First, ECM modules jam their targets at the '''end''' of their 20-second module cycle, which means that the jamming ship has to stay alive and locked for 20 seconds before the opposing ship is jammed. Second, the success of each ECM module cycle is a matter of chance, with a probability that depends on the jam strength of the ECM module, the sensor strength of the target (with larger targets generally harder to jam than smaller ones), and target range beyond optimal. Sometimes you will jam the opposing ship, and sometimes you won't, and each cycle of your ECM modules is like a roll of the dice.


ECM is the EWAR specialty of the Caldari race. A number of Caldari ships are bonused for ECM:
ECM is the EWAR specialty of the Caldari race. A number of Caldari ships are bonused for ECM:
*[[Griffin]] (Tech I frigate)
*[[Griffin]] (Tech I frigate)
*[[Caldari Navy Griffin]] (Faction frigate)
*[[Griffin Navy Issue]] (Faction frigate)
*[[Kitsune]] (Electronic Attack Ship)
*[[Kitsune]] (Electronic Attack Ship)
*[[Blackbird]] (Tech I cruiser)
*[[Blackbird]] (Tech I cruiser)
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*[[Widow]] (Black Ops battleship)
*[[Widow]] (Black Ops battleship)


In addition, the [[Tengu]] (the Caldari Tech III cruiser) can be fit with subsystems that give it bonuses to ECM, but these subsystems are rarely used. The Caldari are the only race that fields an EWAR-bonused Tech I battleship (the [[Scorpion]]). Because of the low base strength of ECM modules, the bonuses from these Caldari ships are practically necessary to get any useful effect from ECM.
In addition, the [[Tengu]] (the Caldari Tech III cruiser) can be fit with subsystems that give it bonuses to ECM, but these subsystems are rarely used. The Caldari are the only race that fields an EWAR-bonused Tech I battleship (the [[Scorpion]]). Because of the low base strength of ECM modules, the bonuses from these Caldari ships are necessary, in practice, to get any useful effect from ECM; fitting ECM to any other ship is a waste of a slot.


ECM modules can be racially specific--excellent at jamming one target race's sensor type, but poor against the other three--or they can be "multispectral", equally mediocre at jamming all four races' sensors. Tech I ECM modules are available in meta versions with improved range ("Scoped"), CPU fitting ("Compact"), or capacitor usage ("Enduring"). That means that there are 20 Tech I modules that do targeted ECM, as well as Tech II, faction and storyline variants. To illustrate the differences between the most common modules, the table below compares Tech I and II ECM modules that target Gallente (Magnetometric) ships:
ECM modules can be racially specific—excellent at jamming one target race's sensor type, but poor against the other three—or they can be "multispectral", equally mediocre at jamming all four races' sensors. Tech I ECM modules are available in meta versions with improved range ("Scoped"), CPU fitting ("Compact"), or capacitor usage ("Enduring"). That means that there are very many Tech I modules that do targeted ECM, and even more Tech II, faction and storyline variants. To illustrate the differences between the most common modules, the table below compares Tech I and II ECM modules that target Gallente (Magnetometric) ships:


{| class="wikitable" align="center"
{| class="wikitable" align="center"
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! width="90px" | Required Electronic Warfare skill level
! width="90px" | Required Electronic Warfare skill level
|-
|-
! Magnetometric ECM I
| Magnetometric ECM I
| 40 || 1 || 48 || 24.0 km || 27.0 km || 3.0 || 1.0 || I
| 40 || 1 || 48 || 24.0 km || 27.0 km || 3.0 || 1.0 || I
|-
|-
! Morpheus Enduring Magnetometric ECM   
| Morpheus Enduring Magnetometric ECM   
| 40 || 1 || 38 || 24.0 km || 27.0 km || 3.3 || 1.1 || I
| 40 || 1 || 38 || 24.0 km || 27.0 km || 3.3 || 1.1 || I
|-
|-
! Aergia Compact Magnetometric ECM   
| Aergia Compact Magnetometric ECM   
| 32 || 1 || 48 || 24.0 km || 27.0 km || 3.3 || 1.1 || I
| 32 || 1 || 48 || 24.0 km || 27.0 km || 3.3 || 1.1 || I
|-
|-
! Hypnos Scoped Magnetometric ECM
| Hypnos Scoped Magnetometric ECM
| 40 || 1 || 48 || 26.4 km || 29.7 km || 3.3 || 1.1 || I
| 40 || 1 || 48 || 26.4 km || 29.7 km || 3.3 || 1.1 || I
|-
|-
! Magnetometric ECM II  
| Magnetometric ECM II  
| 48 || 1 || 58 || 26.4 km || 29.7 km || 3.6 || 1.2 || IV
| 48 || 1 || 58 || 26.4 km || 29.7 km || 3.6 || 1.2 || IV
|-
|-
! Multispectral ECM I  
| Multispectral ECM I  
| 50 || 1 || 72 || 16.0 km || 18.0 km || 2.0 || 2.0 || I
| 50 || 1 || 72 || 16.0 km || 18.0 km || 2.0 || 2.0 || I
|}
|}