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Part 4: Did some editing, and re-wrote section on Target Painting. Almost done! |
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* Target Painting | * Target Painting | ||
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 four 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. All four of these types of EWAR are generated by mid-slot modules with similar (but not identical) fitting and capacitor requirements. 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 four 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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|- | |- | ||
| Burst Jammer I | | Burst Jammer I | ||
| 30 || 1 || 240 || 5 | | 30 || 1 || 240 || 5 km || 5 km || 6.0 || I | ||
|- | |- | ||
| Burst Jammer II | | Burst Jammer II | ||
| 36 || 1 || 288 || 6 | | 36 || 1 || 288 || 6 km || 6 km || 7.2 || IV | ||
|} | |} | ||
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There are a few Electronics Superiority rigs that enhance ECM: | There are a few Electronics Superiority rigs that enhance ECM: | ||
'''Particle Dispersion Augmentor | '''Particle Dispersion Augmentor''': Increases the jam strength of a ship's ECM modules. (Tech I: 10%; Tech II: 15%) <br /> | ||
'''Signal Disruption Amplifier | '''Signal Disruption Amplifier''': Reduces the activation cost (capacitor need) of ECM and Burst Jammer modules. (Tech I: -20%; Tech II: -25%) <br /> | ||
'''Particle Dispersion Projector | '''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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{{sk|Signal Dispersion}}: 5% bonus to strength of all ECM jammers per skill level. | {{sk|Signal Dispersion}}: 5% bonus to strength of all ECM jammers per skill level. | ||
In addition, the '''Low-''' and '''Mid-Grade Centurion''' implant | In addition, the '''Low-''' and '''Mid-Grade Centurion''' implant sets provide bonuses to the optimal range of all EWAR modules, and the '''Zainou 'Gypsy' Electronic Warfare EW-901/906''' series reduces the activation cost of ECM and Burst Jammers by 1-6%. | ||
=== Countering ECM: Electronic Counter-Counter Measures (ECCM) === | |||
ECM is directly countered by '''Sensor Boosters''', '''Remote Sensor Boosters''', and '''Signal Amplifiers'''. All of these modules provide a bonus to all four types (Gravimetric, Magnetometric, Radar and Ladar) of sensor strength, along with bonuses to targeting range and scan resolution (locking time). Sensor boosters and remote sensor boosters are active, mid-slot modules, and can be fitted with an '''ECCM Script''' that doubles the sensor strength effect at the expense of the targeting range and scan resolution effects. As their names suggest, a sensor booster affects the fitted ship, while remote sensor boosters are used to assist other ships. Signal amplifiers are passive, low-slot modules that affect the fitted ship. Signal amplifiers cannot be scripted. | |||
Ships that are frequently the target of enemy jamming, such as logistics and other EWAR ships, will often fit a sensor booster or signal amplifier to counter enemy ECM. Prior to the March 2016 patch, there were individual modules that provided ECCM bonuses for individual sensor types, and you may still find these described in fits on the web. However, in March 2016, CCP simplified matters by integrating ECCM into sensor boosting modules. | |||
== Weapon Disruption == | == Weapon Disruption == | ||
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|- | |- | ||
| Tracking Disruptor I | | Tracking Disruptor I | ||
| 40 || 1 || 15 || 40 | | 40 || 1 || 15 || 40 km || 20 km || -15.30% || -15.30% || I | ||
|- | |- | ||
| Baker Nunn Enduring Tracking Disruptor I | | Baker Nunn Enduring Tracking Disruptor I | ||
| 40 || 1 || 12 || 40 | | 40 || 1 || 12 || 40 km || 20 km || -16.24% || -16.24% || I | ||
|- | |- | ||
| Balmer Series Compact Tracking Disruptor I | | Balmer Series Compact Tracking Disruptor I | ||
| 32 || 1 || 15 || 40 | | 32 || 1 || 15 || 40 km || 20 km || -16.24% || -16.24% || I | ||
|- | |- | ||
| DDO Scoped Tracking Disruptor I | | DDO Scoped Tracking Disruptor I | ||
| 40 || 1 || 15 || 44 | | 40 || 1 || 15 || 44 km || 22 km || -16.24% || -16.24% || I | ||
|- | |- | ||
| Tracking Disruptor II | | Tracking Disruptor II | ||
| 48 || 1 || 18 || 48 | | 48 || 1 || 18 || 48 km || 24 km || -17.19% || -17.19% || IV | ||
|} | |} | ||
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|- | |- | ||
| Guidance Disruptor I | | Guidance Disruptor I | ||
| 40 || 1 || 15 || 40 | | 40 || 1 || 15 || 40 km || 20 km || -8.0% || -8.0% || -8.0% || 8.0% || I | ||
|- | |- | ||
| A-211 Enduring Guidance Disruptor | | A-211 Enduring Guidance Disruptor | ||
| 40 || 1 || 12 || 40 | | 40 || 1 || 12 || 40 km || 20 km || -8.5% || -8.5% || -8.5% || 8.5% || I | ||
|- | |- | ||
| C-IR Compact Guidance Disruptor | | C-IR Compact Guidance Disruptor | ||
| 32 || 1 || 15 || 40 | | 32 || 1 || 15 || 40 km || 20 km || -8.5% || -8.5% || -8.5% || 8.5% || I | ||
|- | |- | ||
| Highstroke Scoped Guidance Disruptor | | Highstroke Scoped Guidance Disruptor | ||
| 40 || 1 || 15 || 44 | | 40 || 1 || 15 || 44 km || 22 km || -8.5% || -8.5% || -8.5% || 8.5% || I | ||
|- | |- | ||
| Guidance Disruptor II | | Guidance Disruptor II | ||
| 48 || 1 || 18 || 48 | | 48 || 1 || 18 || 48 km || 24 km || -9.0% || -9.0% || -9.0% || 9.0% || IV | ||
|} | |} | ||
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=== Weapon Disruption Bonuses === | === Weapon Disruption Bonuses === | ||
There | There is just one Electronics Superiority rig set that specifically enhances weapon disruption: '''Tracking Diagnostic Subroutines''', which increases the effectiveness of weapons disruption modules. (Tech I: +5%; Tech II: +7.5%) Weapon disruption also benefits from the '''Particle Dispersion Projector''' rig, which increases the optimal range of all targeted EWAR modules. | ||
Skills and implants 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 /> | |||
The '''Zainou 'Gypsy' Weapon Disruption WD-901/906''' implant series reduces the activation cost of weapon disruptors by 1-6%. Skill in {{sk|Long Distance Jamming}} and {{sk|Frequency Modulation}}, along with the '''Low-''' and '''Mid-Grade Centurion''' implant sets, also benefit weapon disruptors by increasing the range of all EWAR modules. | |||
=== Countering Weapon Disruption === | |||
Tracking Disruption is countered by '''Tracking Computers''' and '''Tracking Enhancers''', both of which provide bonuses to turret range and tracking speed. Tracking computers are active, mid-slot modules, and can be fitted with scripts ('''Optimal Range Script''' and '''Tracking Speed Script''') which double one bonus at the expense of the other. Tracking enhancers are passive, low-slot modules that cannot be scripted. | |||
Guidance Disruption is countered by an analogous set of modules for missiles, "Missile Guidance Computers'' and '''Missile Guidance Enhancers''', which provide bonuses to missile range and precision. Similar to tracking computers, missile guidance computers are active, fitted to mid-slots, and can be scripted (with either a '''Missile Range Script''' or '''Missile Precision Script'''). Missile guidance enhancers are passive, low-slot modules, and can't be scripted. | |||
== Remote Sensor Dampening == | == Remote Sensor Dampening == | ||
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Remote sensor dampening is the EWAR specialty of the Gallente. Gallente ships that are bonused for damps include: | Remote sensor dampening is the EWAR specialty of the Gallente. Gallente ships that are bonused for damps include: | ||
*[[Maulus]] (Tech I frigate) | *[[Maulus]] (Tech I frigate) | ||
*[[Keres]] (Electronic Attack Ship) | *[[Keres]] (Electronic Attack Ship) | ||
*[[Celestis]] (Tech I cruiser) | *[[Celestis]] (Tech I cruiser) | ||
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=== Remote Sensor Dampening Bonuses === | === Remote Sensor Dampening Bonuses === | ||
There | There is just one Electronics Superiority rig set that specifically enhances remote sensor dampening: '''Inverted Signal Field Projector''', which increases the effectiveness of damps modules. (Tech I: +5%; Tech II: +7.5%) Remote sensor dampening also benefits from the '''Particle Dispersion Projector''' rig, which increases the optimal range of all targeted EWAR modules. | ||
Skills and implants that enhance remote sensor dampening: | |||
{{sk|Sensor Linking}}: 5% less capacitor need for remote sensor dampeners per skill level. <br /> | |||
{{sk|Signal Suppression}}: 5% bonus to the effectiveness of remote sensor dampening modules per skill level. | |||
The '''Zainou 'Gypsy' Sensor Linking SL-901/906''' implant series reduces the activation cost of remote sensor dampeners by 1-6%. Skill in {{sk|Long Distance Jamming}} and {{sk|Frequency Modulation}}, along with the '''Low-''' and '''Mid-Grade Centurion''' implant sets, also benefit dampss by increasing the range of all EWAR modules. | |||
=== Countering Damps: Sensor Boosters === | |||
Like ECM, remote sensor dampening is countered by '''Sensor Boosters''', '''Remote Sensor Boosters''', and '''Signal Amplifiers'''. All of these modules provide a bonus to targeting range and scan resolution, along with the bonuses described above to sensor strength. Sensor boosters and remote sensor boosters—active, mid-slot modules—can be fitted with either a '''Targeting Range Script''' or a '''Scan Resolution Script''' that doubles either of those stats at the expense of the other (and also at the expense of the sensor strength effect). Signal amplifiers are passive, low-slot modules that cannot be scripted. | |||
== Target Painting | == Target Painting == | ||
=== Mechanics, Modules and Ships === | |||
Target painting increases the signature radius of a target, making it easier for tracking turrets and missiles to hit. Target painting is especially effective against small, speedy targets that would otherwise evade turret tracking and missile and bomb explosion velocities. Target painting improves '''everyone's''' chance of hitting the targeted foe, not just the painting pilot, and so a single target painting ship can be a great complement to a fleet of damage dealers. All of this makes target painting unique, relative to the other three types of EWAR, in that it helps your friends rather than hindering your foes. | |||
Target painting is the EWAR specialty of the Minmatar. Minmatar ships that are bonused for target painting include: | |||
*[[Vigil]] (Tech I frigate) | |||
*[[Hyena]] (Electronic Attack Ship) | |||
*[[Bellicose]] (Tech I cruiser) | |||
*[[Huginn]] (Combat Recon Ship) | |||
*[[Rapier]] (Force Recon Ship) | |||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center;" | ||
|+ | |+ style="text-align:left; font-size:110%"| Target Painter Stats | ||
! Item !! Optimal Range ! | |- | ||
! width="230px" | Item | |||
! width="40px" | CPU (tf) | |||
! width="70px" | Powergrid (MW) | |||
! width="70px" | Activation Cost (GJ) | |||
! width="70px" | Optimal Range | |||
! width="70px" | Falloff | |||
! width="75px" | Signature Radius Modifier | |||
! width="85px" | Required {{sk|Target Painting}} skill level | |||
|- | |||
| Target Painter I | |||
| 35 || 1 || 10 || 30.0 km || 75.0 km || +25.0% || I | |||
|- | |- | ||
| Parallel Enduring Target Painter | |||
| | | 35 || 1 || 6 || 30.0 km || 75.0 km || +27.5% || I | ||
|- | |- | ||
| Peripheral Compact Target Painter | |||
| | | 28 || 1 || 10 || 30.0 km || 75.0 km || +27.5% || I | ||
|- | |||
| Phased Scoped Target Painter | |||
| 35 || 1 || 10 || 33.0 km || 82.5 km || +27.5% || I | |||
|- | |||
| Target Painter II | |||
| 42 || 1 || 12 || 36.0 km || 90.0 km || +30.0% || IV | |||
|} | |} | ||
As the chart above shows, target painters have extremely long falloff ranges. Through this falloff range, target painting becomes less effective, but it always succeeds. Target painters have a 5-second activation cycle, which is shorter than that of other EWAR modules. As a result, even though the activation cost numbers above look small, target painters require about the same amount of capacitor per time as other EWAR modules. | |||
=== Target Painting Bonuses === | |||
There are no rigs specific to target painting. However, target painters are enhanced by '''Particle Dispersion Projector''' rigs, which increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%) | |||
Skills that enhance target painting: | |||
{{sk|Target Painting}}: 5% less capacitor need for target painters per skill level. <br /> | |||
{{sk|Signature Focusing}}: 5% bonus to the effectiveness of target painting 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 /> | |||
The | The '''Low-''' and '''Mid-Grade Centurion''' implant series provides bonuses to the optimal range of all EWAR modules. Also, the '''Zainou 'Gypsy' Target Painting TG-901/906''' reduces the activation cost of target painters by 1-6%. | ||
=== Target Painters Have No Counter === | |||
There are no modules or rigs that decrease signature radius, so there is no direct counter to the effects of a target painter module. | |||
== EWAR Drones == | |||
All four types of EWAR can be generated not only by fitted modules, but also by electronic warfare drones. Variants of the small, medium and large combat drones of each race provide that race's EWAR specialty effect instead of the usual damage effects. For example, the Gallente EWAR specialty is damps, and so three sizes of Gallente EWAR drone—the Hobgoblin SD-300, Hammerhead SD-600, and Ogre SD-900—apply damps to targets. The magnitude of each drone's effect is much smaller than that of an individual EWAR module, and stacking penalties make it such that a flight of EWAR drones doesn't have much more of an effect than two or three. As a result, EWAR drones are almost never used in EVE. The one exception to this would be the Hornet EC-300 ECM drone, because its chance-based effect is '''not''' subject to stacking penalties. Industrial ships, and other ships hoping to escape combat, can sometimes use Hornet EC-300's to break the lock of a warp disrupting or warp scrambling attacker, and this can sometimes provide a window for escape. Nevertheless, this narrow exception illustrates how much less broadly useful EWAR drones are compared to EWAR modules. | |||
More information on EWAR drones is available in the [[Drones_102#Electronic_Warfare_Drones|syllabus for Drones 102]]. | |||
== How to use EWAR == | == How to use EWAR == | ||
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'''Remember, always be either aligned to a celestial (preferably a planet) to warp to or be in range of a gate to jump through.''' | '''Remember, always be either aligned to a celestial (preferably a planet) to warp to or be in range of a gate to jump through.''' | ||
[[Category:Guides]] | [[Category:Guides]] | ||
[[Category:PvP]] | [[Category:PvP]] | ||