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Electronic warfare: Difference between revisions

From EVE University Wiki
Part 2: Rewrote weapons disruption section, mainly by updating module data and including missile guidance disruptors.
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|+ style="text-align:left; font-size:120%"| Targeted ECM Module Stats
|+ style="text-align:left; font-size:110%"| Targeted ECM Module Stats
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|+ style="text-align:left; font-size:120%"| Burst Jammer Stats
|+ style="text-align:left; font-size:110%"| Burst Jammer Stats
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|+ style="text-align:left; font-size:120%"| Signal Distortion Amplifier Stats
|+ style="text-align:left; font-size:110%"| Signal Distortion Amplifier Stats
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! width="40px" | CPU (tf)
! width="40px" | CPU (tf)
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'''Particle Dispersion Augmentor:''' Increases the jam strength of a ship's ECM modules. (Tech I: 10%; Tech II: 15%) <br />
'''Particle Dispersion Augmentor:''' Increases the jam strength of a ship's ECM modules. (Tech I: 10%; Tech II: 15%) <br />
'''Particle Dispersion Projector:''' Increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%) <br />
'''Signal Disruption Amplifier:''' Reduces the activation cost (capacitor need) of ECM and Burst Jammer modules. (Tech I: -20%; Tech II: -25%) <br />
'''Signal Disruption Amplifier:''' Reduces the activation cost (capacitor need) of ECM and Burst Jammer modules. (Tech I: -20%; Tech II: -25%)
'''Particle Dispersion Projector:''' Increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%)


These rigs are available in all sizes (Small, Medium, Large and Capital) and in both Tech I and Tech II variants. They all share the same drawback, a decrease in shields.
These rigs are available in all sizes (Small, Medium, Large and Capital) and in both Tech I and Tech II variants. They all share the same drawback, a decrease in shields.
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In addition, the '''Low-''' and '''Mid-Grade Centurion''' implant series provides bonuses to the optimal range of all EWAR modules, and the '''Zainou 'Gypsy' Electronic Warfare EW-901/906''' reduces the activation cost of ECM and Burst Jammers by 1-6%.
In addition, the '''Low-''' and '''Mid-Grade Centurion''' implant series provides bonuses to the optimal range of all EWAR modules, and the '''Zainou 'Gypsy' Electronic Warfare EW-901/906''' reduces the activation cost of ECM and Burst Jammers by 1-6%.


== Tracking Disruption (TD) ==
== Weapon Disruption ==


Tracking disruption is used to decrease the optimal range and falloff and/or the tracking speed of [[Turrets|turrets]].
=== Mechanics and Ships ===
Decreasing the optimal range of a weapon makes it less effective at longer range: it won't be able to hit targets at great range that it could hit perfectly before.
Decreasing tracking speed (the weapons' turning speed) makes it harder for the weapons to follow a moving target and hit it properly.
Additionally, you can use scripts for tracking disruptors to focus on either decreasing targeting range and falloff or decreasing the tracking speed.


The '''Amarr''' race has ships that get bonuses for using tracking disruptors.
Weapon disruption is used to interfere with the range of enemy weapons and their ability to hit moving targets. As a result, weapon disruption can allow pilots to evade being hit by weapons that might otherwise damage them. For most of EVE's history, there was only one type of weapon disruption—Tracking Disruption (TD)—which specifically affects the range and tracking of enemy [[Turrets|turrets]]. However, in December 2015, CCP introduced a second disruption mechanic, Guidance Disruption, which affects the travel and explosion characteristics of enemy '''missiles'''. These two types of weapon disruption are associated with two different modules: Tracking Disruptors and Guidance Disruptors. That means that EWAR pilots fitting weapon disruptors have to choose which type of module to fit: Do I want my modules to interfere with [[turret damage]], or [[missile damage]]? (Or should I fit some of each?)
The tech 1 ships that get bonuses for tracking disruption are [[Crucifier]] and [[Arbitrator]]. The ship pages have example fits for Tracking Disruption.


{| class="wikitable" style="text-align:center"
Weapon disruption is the EWAR specialty of the Amarr. Amarr ships that are bonused for weapon disruption include:
|+ Tracking Disruptor (TD) - Optimal ranges and falloffs
*[[Crucifier]] (Tech I frigate)
! Item !! Optimal Range !! Falloff !! Optimal Range Modifier !! Falloff Modifier !! Tracking Speed Modifier
*[[Crucifier Navy Issue]] (Faction frigate)
*[[Sentinel]] (Electronic Attack Ship)
*[[Arbitrator]] (Tech I cruiser)
*[[Curse]] (Combat Recon Ship)
*[[Pilgrim]] (Force Recon Ship)
 
Unlike ECM, and like all other types of EWAR, weapon disruption '''always''' succeeds. However, the extent of disruption is affected by the distance to the target. If the target is anywhere within the optimal range of the disruptor, the module will exert 100% of its effect on the target. Beyond optimal range, the effectiveness of disruption decreases; at (optimal + falloff), a weapon disruptor is only half as effective. This mechanic was newly introduced with the December 2015 patch. Before then, tracking disruption beyond optimal range worked via the same chance-to-hit mechanism as ECM (with 100% chance at optimal, and a decreasing chance of 100% disruption beyond that). Sadly, you can still find many websites that reference this old mechanic.
 
Weapon disruption—and specifically tracking disruption—was long considered the weakest form of EWAR in fleet PvP, as most of the PvP meta was focused on missiles and drones, which tracking disruption doesn't affect. But the introduction of guidance disruptors, and a shift of the PvP meta away from droneboats, has led to a resurgence of weapon disruption in PvP. Wings of [[Crucifier|Crucifiers]], in particular, have become popular components of SovNull fleets.
 
=== Tracking Disruptors ===
 
Tracking disruptors are used to decrease the optimal range and falloff, and decrease the tracking speed, of [[turrets]]. Range disruption is most effective against opponents at long range, because it can keep you beyond the range of enemy guns. Tracking speed disruption, by contrast, is most effective at short range, because it makes it difficult for your opponents to hit ships moving at high transversal (and the highest transversal speeds occur at short range). Unscripted, tracking disruptors do both range disruption and tracking speed disruption. But tracking disruptors can be fitted with scripts (the '''Optimal Range Disruption Script''' and the '''Tracking Speed Disruption Script''') that double their effectiveness in one area at the expense of the other. In general, all disruptor-fitted ships should carry as many copies of each script as they have fitted disruptors. (The scripts are very inexpensive.)
 
Like other EWAR modules, Tech I tracking disruptors are available in Scoped, Compact, and Enduring meta versions.
 
{| class="wikitable" style="text-align:center;"
|+ style="text-align:left; font-size:110%"| Tracking Disruptor Stats
|-
! width="230px" | Item
! width="40px" | CPU (tf)
! width="70px" | Powergrid (MW)
! width="70px" | Activation Cost (GJ)
! width="70px" | Optimal Range
! width="70px" | Falloff
! width="70px" | Range Bonus
! width="70px" | Tracking Speed Bonus
! width="85px" | Required {{sk|Weapon Disruption}} skill level
|-
| Tracking Disruptor I
| 40 || 1 || 15 || 40.0 km || 20.0 km || -15.30% || -15.30% || I
|-
| Baker Nunn Enduring Tracking Disruptor I 
| 40 || 1 || 12 || 40.0 km || 20.0 km || -16.24% || -16.24% || I
|-
| Balmer Series Compact Tracking Disruptor I 
| 32 || 1 || 15 || 40.0 km || 20.0 km || -16.24% || -16.24% || I
|-
| DDO Scoped Tracking Disruptor I
| 40 || 1 || 15 || 44.0 km || 22.0 km || -16.24% || -16.24% || I
|-
| Tracking Disruptor II
| 48 || 1 || 18 || 48.0 km || 24.0 km || -17.19% || -17.19% || IV
|}
 
This chart shows disruption penalties like EVE's infoboxes do, as negative "bonuses". The Range Bonus numbers are simple; range disruption cuts down the range of an opponent's turrets. The Tracking Speed Bonus numbers are less intutitive, because their effects depend on the tracking characteristics of an opponent's guns. To put these numbers into perspective, an E-UNI Derptron ([[Atron]]) pilot that has tackled a typically fit [[Stabber Fleet Issue]] (SFI)—an empire faction cruiser especially good against frigates—might have 10-15 seconds to live, because the SFI's guns apply most of their typical damage even at high transversal. If the Unista's [[Crucifier]] fleetmate, however, applied two scripted tracking disruptors to that SFI, it could drop the turret damage taken by the Atron to nearly zero. Tracking disruptors work poorly on drones (because drones track so well), and so that SFI's drones would still probably take down the Atron eventually. And the SFI could counter the disruption by fitting Tracking Computers or Tracking Enhancers. But it is easy to imagine how tracking disruptors might affect the outcome of a fight involving turrets.
 
=== Guidance Disruptors ===
 
Guidance disruptors reduce the range and precision of enemy [[missiles]]. Missile range disruption reduces both missile speed and flight time; by making enemy missiles fly slower, and for a shorter period of time, missile range disruption dramatically reduces missile range. In this way, missile range disruption is analogous to the optimal range disruption offered by Tracking Disruptors. Missile precision disruption, by contrast, is unique. By decreasing the explosion velocity of enemy missiles, precision disruption makes it harder for a missile's explosion to keep up with small, fast-moving targets. (It makes it easier for a small ship to speed away from the explosion.) And by increasing explosion radius, precision disruption makes the missile explosion more diffuse, decreasing the amount of damage dealt. Unlike tracking speed disruption, missile precision disruption is '''not''' affected by range or flight vector. But like tracking disruption, it does favor small, speedy ships. Unscripted, guidance disruptors affect both range and precision, but they can be fitted with scripts (either the '''Missile Range Disruption Script''' or '''Missile Precision Disruption Script''') to double one effect at the expense of the other.
 
{| class="wikitable" style="text-align:center;"
|+ style="text-align:left; font-size:110%"| Guidance Disruptor Stats
|-
|-
! Tech 1  (No script)  
! width="230px" | Item
| 40km || 20km || -17.0% || -17.0% || -17.0%
! width="40px" | CPU (tf)
! width="70px" | Powergrid (MW)
! width="70px" | Activation Cost (GJ)
! width="70px" | Optimal Range
! width="70px" | Falloff
! width="65px" | Missile Velocity Bonus
! width="65px" | Flight Time Bonus
! width="65px" | Explosion Velocity Bonus
! width="65px" | Explosion Radius Bonus
! width="85px" | Required {{sk|Weapon Disruption}} skill level
|-
|-
! Tech 1 (Optimal range script)
| Guidance Disruptor I
| 40km || 20km || -34.0% || -34.0% || -0%
| 40 || 1 || 15 || 40.0 km || 20.0 km || -8.0% || -8.0% || -8.0% || 8.0% || I
|-
|-
! Tech 1 (Tracking script)
| A-211 Enduring Guidance Disruptor I 
| 40km || 20km || -0% || -0% || -34.0%
| 40 || 1 || 12 || 40.0 km || 20.0 km || -8.5% || -8.5% || -8.5% || 8.5% || I
|-
|-
! Tech 2 (No script)
| C-IR Compact Guidance Disruptor I 
| 48km || 24km || -19.1% || -19.1% || -19.1%
| 32 || 1 || 15 || 40.0 km || 20.0 km || -8.5% || -8.5% || -8.5% || 8.5% || I
|-
|-
! Tech 2 (Optimal range script)
| Highstroke Scoped Guidance Disruptor I
| 48km || 24km || -38.2% || -38.2% || -0%
| 40 || 1 || 15 || 44.0 km || 22.0 km || -8.5% || -8.5% || -8.5% || 8.5% || I
|-
|-
! Tech 2 TD (Tracking script)
| Guidance Disruptor II
| 48km || 24km || -0% || -0% || -38.2%
| 48 || 1 || 18 || 48.0 km || 24.0 km || -9.0% || -9.0% || -9.0% || 9.0% || IV
|}
|}


The Tech 1 (meta4) "Balmer Series Tracking Disruptor" has the same range, falloff and bonuses as the Tech 2 TD with 30% less CPU usage and a lower activation cost.
Again, penalties are listed as negative bonuses. And again, even though the explosion velocity and radius effects aren't intuitive, the end result is that missiles that are intended to hit smaller targets—say, Rapid Light Missiles aimed at frigates—can be made to do nodamage by applying bonused guidance disruptors at the enemy pilot.


Required skills:
=== Weapon Disruption Bonuses ===
* CPU Management III
 
* Tech 1: Weapon disruption I
There are two Electronics Superiority rigs that enhance weapon disruption:
* Tech 2: Weapon disruption IV
 
'''Tracking Diagnostic Subroutines:''' Increases the effectiveness of weapons disruption modules. (Tech I: +5%; Tech II: +7.5%) <br />
'''Particle Dispersion Projector:''' Increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%)
 
These rigs are available in all sizes (Small, Medium, Large and Capital). As with all Electronics Superiority rigs, they all share the same drawback, a decrease in shields.
 
Skills that enhance weapon disruption:
 
{{sk|Weapon Disruption}}: 5% less capacitor need for weapon disruptors per skill level. <br />
{{sk|Turret Destabilization}}: 5% bonus to the effectiveness of weapon disruptor modules per skill level. <br />
{{sk|Long Distance Jamming}}: 10% bonus to optimal range for targeted EWAR modules per skill level. <br />
{{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level. <br />


Note: Because tracking disruption modules don't work against missiles, drones, EWAR or logistics ships, tracking disruption is considered by some to be weaker than sensor dampening or ECM.
The '''Low-''' and '''Mid-Grade Centurion''' implant series provides bonuses to the optimal range of all EWAR modules. Also, the '''Zainou 'Gypsy' Weapon Disruption WD-901/906''' reduces the activation cost of weapon disruptors by 1-6%.


== Remote Sensor Dampening (damps, RSD) ==
== Remote Sensor Dampening (damps, RSD) ==