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Electronic warfare: Difference between revisions

From EVE University Wiki
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 || 5.0 km || 5.0 km || 6.0 || I
| 30 || 1 || 240 || 5 km || 5 km || 6.0 || I
|-
|-
| Burst Jammer II  
| Burst Jammer II  
| 36 || 1 || 288 || 6.0 km || 6.0 km || 7.2 || IV
| 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:''' 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 />
'''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%) <br />
'''Particle Dispersion Projector:''' Increases the optimal range of all targeted EWAR 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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{{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 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 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 || 40.0 km || 20.0 km || -15.30% || -15.30% || I
| 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 || 40.0 km || 20.0 km || -16.24% || -16.24% || I
| 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 || 40.0 km || 20.0 km || -16.24% || -16.24% || I
| 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 || 44.0 km || 22.0 km || -16.24% || -16.24% || I
| 40 || 1 || 15 || 44 km || 22 km || -16.24% || -16.24% || I
|-
|-
| Tracking Disruptor II  
| Tracking Disruptor II  
| 48 || 1 || 18 || 48.0 km || 24.0 km || -17.19% || -17.19% || IV
| 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 || 40.0 km || 20.0 km || -8.0% || -8.0% || -8.0% || 8.0% || I
| 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 || 40.0 km || 20.0 km || -8.5% || -8.5% || -8.5% || 8.5% || I
| 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 || 40.0 km || 20.0 km || -8.5% || -8.5% || -8.5% || 8.5% || I
| 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 || 44.0 km || 22.0 km || -8.5% || -8.5% || -8.5% || 8.5% || I
| 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 || 48.0 km || 24.0 km || -9.0% || -9.0% || -9.0% || 9.0% || IV
| 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 are two Electronics Superiority rigs that enhance weapon disruption:
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.


'''Tracking Diagnostic Subroutines:''' Increases the effectiveness of weapons disruption modules. (Tech I: +5%; Tech II: +7.5%) <br />
Skills and implants that enhance weapon disruption:
'''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.
{{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 />


Skills that enhance weapon disruption:
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.


{{sk|Weapon Disruption}}: 5% less capacitor need for weapon disruptors per skill level. <br />
=== Countering Weapon Disruption ===
{{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 />
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.
{{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level. <br />


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%.
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)
*[[Maulus Navy Issue]] (Faction 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 are two Electronics Superiority rigs that enhance remote sensor dampening:
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.


'''Inverted Signal Field Projector:''' Increases the effectiveness of remote sensor dampening modules. (Tech I: +5%; Tech II: +7.5%) <br />
Skills and implants that enhance remote sensor dampening:
'''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.
{{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.


Skills that enhance remote sensor dampening:
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.


{{sk|Sensor Linking}}: 5% less capacitor need for remote sensor dampeners per skill level. <br />
=== Countering Damps: Sensor Boosters ===
{{sk|Signal Suppression}}: 5% bonus to the effectiveness of remote sensor dampening 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 '''Low-''' and '''Mid-Grade Centurion''' implant series provides bonuses to the optimal range of all EWAR modules. Also, the '''Zainou 'Gypsy' Sensor Linking SL-901/906''' reduces the activation cost of weapon disruptors by 1-6%.
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 (TP) ==
== Target Painting ==


Target painting is used to increase the target's signature radius, increasing the effectiveness of weapons against the target.
=== Mechanics, Modules and Ships ===
This module mainly comes in handy if you need a large ship to hit a smaller ship.
Normally, for example, a battleship has a hard time hitting a frigate, or only does minimal damage to it. Using the target painter on the frigate will make it much easier for the battleship to hit it.  Note that the target painter will help everyone shooting at that target, not just the painting ship. The painter is also useful for bombers against smaller targets. See [[Turret_Damage#Does_a_Target_Painter_help_turrets.3F|Does a Target Painter help Turrets?]]


The Minmatar race has ships that get bonuses for using target painters.
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.
The tech 1 ships that get bonuses for using target painters are: [[Vigil]] and [[Bellicose]].


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;"
|+ '''Target Painter'''
|+ style="text-align:left; font-size:110%"| Target Painter Stats
! Item !! Optimal Range !! Falloff !! Target Signature Increase
|-
! 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
|-
|-
! Tech 1
| Parallel Enduring Target Painter
| 25km || 50km || 25%
| 35 || 1 || 6 || 30.0 km || 75.0 km || +27.5% || I
|-
|-
! Tech 2
| Peripheral Compact Target Painter
| 30km || 60km || 30%
| 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.


Required skills:
=== Target Painting Bonuses ===
* CPU Management III
* Tech 1: Target Painting I
* Tech 2: Target Painting IV


==Capacitor Warfare==
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%)


You have probably heard the phrase 'cap is life' during your time in EVE. There are many good reasons why this is true, and each one is also a reason why Capacitor Warfare can be extremely effective. Capacitor keeps many tanks working, directly feeds laser and hybrid turrets, and fully powers the fighting mid slot modules including all EWAR modules and propulsion systems. An enemy without capacitor is an enemy without options, allowing you to dictate the flow of the battle - kill them your way or if something goes wrong you can always be confident of escape since warp jamming requires cap.
Skills that enhance target painting:
 
Capacitor Warfare, defined as direct action taken to reduce or eliminate the capacitor of a target, can be accomplished by using two types of Engineering Equipment modules, the Energy Destabilizers (also called neutralizers or neuts) and the Energy Vampires (also called nosferatu or nos). There are also neuting drones (light, medium and heavy): Acolyte EV-300, Infiltrator EV-600, and Praetor EV-900. However these are significantly less powerful than equivalently sized modules.
 
Please see the [[Capacitor Warfare Guide]] for details.
 
== Additional module(s) ==
=== Sensor Booster (sebo)===


{{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 sensor booster can increase the targeting range and/or the targeting speed (measured in scan resolution) of your ship when activated. With this increase you can either lock the target at a greater range and/or lock him faster due to the locking time decrease.
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%.
Additionally you can use scripts for the sensor booster to focus on either increasing the targeting range bonus or the targeting speed bonus. With the specific script loaded the other bonus is taken away.
 
{| class="wikitable sortable" style="text-align:center"
|+ Sensor Booster
! Item !! Targeting Range !! Scan Resolution
|-
! Tech 1 No script
| +25% || +25%
|-
! Tech 1 Scan resolution script
| +0% || +50%
|-
! Tech 1 Targeting range script
| +50% || +0%
|-
! Tech 2 No script
| +30% || +30%
|-
! Tech 2 Scan resolution script
| +0% || +60%
|-
! Tech 2 Targeting range script
| +60% || +0%
|}


Skill Requirements:
=== Target Painters Have No Counter ===
* CPU Management II
* Tech 1: Long Range Targeting I
* Tech 2: Long Range Targeting IV


=== Remote Sensor Booster (ReSeBo) ===
There are no modules or rigs that decrease signature radius, so there is no direct counter to the effects of a target painter module.


The remote sensor booster can be used on a target ship to increases its targeting range and/or the targeting speed (measured in scan resolution) when activated - thereby allowing it to lock a target at a greater range and/or lock it faster due to the locking time decrease. They have a much greater effect than local sensor booster. This can be used to counteract remote sensor dampening.
== EWAR Drones ==
Additionally like their local version, you can use scripts for the remote sensor booster to focus on either increasing the targeting range bonus or the targeting speed bonus. With the specific script loaded the other bonus is taken away.


{| class="wikitable sortable" style="text-align:center"
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.
|+ Sensor Booster
! Item !! Targeting Range !! Scan Resolution
|-
! Tech 1 No script
| +33.8% || +33.8%
|-  
! Tech 1 Scan resolution script
| +0% || +67%
|-
! Tech 1 Targeting range script
| +67% || +0%
|-
! Tech 2 No script
| +40% || +40%
|-
! Tech 2 Scan resolution script
| +0% || +80%
|-
! Tech 2 Targeting range script
| +80% || +0%
|}


Skill Requirements:
More information on EWAR drones is available in the [[Drones_102#Electronic_Warfare_Drones|syllabus for Drones 102]].
* CPU Management III
* Tech 1: Sensor Linking I
* Tech 2: Sensor Linking IV


== How to use EWAR ==
== How to use EWAR ==
Line 450: Line 414:


'''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.'''
==Electronic warfare skills==
As explained above, each kind of electronic warfare requires that you have an associated skill (along with CPU Management III) before you can use it. Each skill reduces the capacitor need of the associated EWAR module by 5% per level. The four skills are:
* For ECM: [[Skills:Electronics#Electronic_Warfare|Electronic Warfare]] (although this skill is called 'Electronic Warfare' it only applies to ECM, not to the other three varieties of EWAR)
* For TD: [[Skills:Electronics#Weapon_Disruption|Weapon Disruption]]
* For damps: [[Skills:Electronics#Sensor_Linking|Sensor Linking]]
* For TP: [[Skills:Electronics#Target_Painting|Target Painting]]
One of these skills to level 1 together with the skill required to fly an appropriate EWAR frigate -- at the most, a few hours' training time in total -- are '''all you need''' to fly in an EWAR  role in a uni fleet and potentially make a big battlefield impact. This is why the EWAR role is one of the roles recommended for new pilots in Eve University.
There are further skills which can increase your EWAR effectiveness: these aren't a concern for new players, but may be worth training if you are planning on regularly flying in the electronic warfare role. Each kind of electronic warfare also has a second associated skill which actually makes it more effective. These skills require CPU Management V and four levels in one of the skills listed above. The four skills are:
* For ECM: [[Skills:Electronics#Signal_Dispersion|Signal Dispersion]] - 5% bonus to strength of ECM jammers per level, requires CPU Management V and Electronic Warfare IV
* For TD: [[Skills:Electronics#Turret_Destabilization|Turret Destabilization]] - 5% bonus per level to the problems your TD modules cause the enemy, requires CPU Management V and Weapon Disruption IV
* For damps: [[Skills:Electronics#Signal_Suppression|Signal Suppression]] - 5% bonus per level to the problems your dampeners cause the enemy, requires CPU Management V and Sensor Linking IV
* For TP: [[Skills:Electronics#Signature_Focusing|Signature Focusing]] - 5% bonus per level to the effect of your painters on the target's signature radius, requires CPU Management V and Target Painting IV
There are also two skills which increase the range of all four kinds of electronic warfare:
* [[Skills:Electronics#Long_Distance_Jamming|Long Distance Jamming]] - 10% bonus to optimal range per skill level
* [[Skills:Electronics#Frequency_Modulation|Frequency Modulation]] - 10% bonus to falloff per skill level
Although it has 'jamming' in its name, Long Distance Jamming definitely affects target painting, tracking disruption and remote sensor dampening as well as ECM.  Despite this, both these skills have Electronic Warfare (yes, the ECM skill) as a prerequisite: EW II for Frequency Modulation, EW III for Long Distance Jamming.  Drone users might as well train EW to IV, since it is also a prerequisite for [[Skills:Drones#Advanced_Drone_Avionics|Advanced Drone Avionics]], which increases your drone control range (for all drones) and unlocks EW drones.
Other significant skills for electronic warfare are your spaceship command skills for your EWAR platform of choice (ship bonuses mean that the Crucifier's TD gets better as your Amarr Frigate skill levels up, the Blackbird produces better ECM as your Caldari Cruiser skill levels up, and so on) and skills that help you target more things, faster and further away: [[Skills:Electronics#Targeting|Targeting]], [[Skills:Targeting#Signature_Analysis|Signature Analysis]] and [[Skills:Targeting#Long Range_Targeting|Long Range Targeting]].
==Hit Chance==
It should be noted that while these modules don't have to worry about tracking, they do have a chance to 'miss.' If the target is outside your optimal range your chance to miss will depend on the target's range and your module's falloff. See [[Turret_Damage#Optimal|Optimal and Falloff]].
For example, say your target painter has an optimal of 25km and a falloff of 50km. Your target painter will always work within 25km. If your target is at 75km (25+50), you have a 50% chance of missing. This means either the 25% signature radius bonus will apply or not. It doesn't mean that the bonus is reduced by 50%.


[[Category:Guides]]
[[Category:Guides]]
[[Category:PvP]]
[[Category:PvP]]