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Electronic warfare: Difference between revisions

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m ummm, testing again
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ECM causes the targeted ship to lose all of its current target locks (often called 'jamming' the targeted ship). The jammed ship cannot target anyone or anything 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 renders an opponent virtually helpless, disabling their interactions with other ships and with their environment.
ECM causes the targeted ship to lose all of its current target locks (often called 'jamming' the targeted ship). The jammed ship cannot target anyone or anything 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 renders an opponent virtually helpless, disabling their interactions with other ships and with their environment.


However, there are two important, 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. As a result, ECM pilots are often high-priority targets for opposing fleets. 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 and the sensor strength of the target (with larger targets generally harder to jam than smaller ones). That probability is also affected by the distance to the target; ECM modules have the same, base chance-to-jam anywhere within the module's optimal range, but the chance decreases through falloff, such that ECM is only half as likely to work at (optimal + falloff). Taken together, all this means that 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 important, unique downsides to ECM. First, ECM modules jam their targets at the <span style="color: yellow">end</span> 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. As a result, ECM pilots are often high-priority targets for opposing fleets. 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 and the sensor strength of the target (with larger targets generally harder to jam than smaller ones). That probability is also affected by the distance to the target; ECM modules have the same, base chance-to-jam anywhere within the module's optimal range, but the chance decreases through falloff, such that ECM is only half as likely to work at (optimal + falloff). Taken together, all this means that 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:
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=== Burst Jammers ===
=== Burst Jammers ===
   
   
Burst Jammers are non-targeted, multispectral ECM modules that jam all surrounding targets within an effect radius. Burst Jammers do not distinguish between enemy, friendly, and NPC ships; all nearby targets are jammed, including fleetmates and neutral pilots. Burst Jammers have much shorter range than targeted ECM modules, but higher jam strength, making them particularly effective against close-range frigates and drones.
<span style="color: yellow">Burst Jammers</span> are non-targeted, multispectral ECM modules that jam all surrounding targets within an effect radius. Burst Jammers do not distinguish between enemy, friendly, and NPC ships; all nearby targets are jammed, including fleetmates and neutral pilots. Burst Jammers have much shorter range than targeted ECM modules, but higher jam strength, making them particularly effective against close-range frigates and drones.


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Tech I Burst Jammers are also available in Compact, Enduring, and Scoped meta versions (not shown). Because they require so much capacitor, Burst Jammers can only practically be used on large ships. And, importantly, most of the Caldari ECM ships listed above are '''not''' bonused for Burst Jammers, only for targeted ECM; the [[Scorpion]] is the only ship in EVE that receives a Burst Jammer bonus (to range). Burst Jammers are especially dangerous to use in high-security space, because if there is anything non-engageable within the module's effect radius—including neutral ships, gates, stations, even asteroids—CONCORD will respond by destroying your ship.
Tech I Burst Jammers are also available in Compact, Enduring, and Scoped meta versions (not shown). Because they require so much capacitor, Burst Jammers can only practically be used on large ships. And, importantly, most of the Caldari ECM ships listed above are <span style="color: yellow">not</span> bonused for Burst Jammers, only for targeted ECM; the [[Scorpion]] is the only ship in EVE that receives a Burst Jammer bonus (to range). Burst Jammers are especially dangerous to use in high-security space, because if there is anything non-engageable within the module's effect radius—including neutral ships, gates, stations, even asteroids—CONCORD will respond by destroying your ship.


=== ECM Bonuses ===
=== ECM Bonuses ===
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==== Signal Distortion Amplifiers and Warfare Links ====
==== Signal Distortion Amplifiers and Warfare Links ====


ECM is also unique in being the only type of EWAR with a low-slot assistance module, the Signal Distortion Amplifier. Signal Distortion Amplifiers are passive modules that provide a percentage increase to the jam strength and ECM range of your ECM modules.
ECM is also unique in being the only type of EWAR with a low-slot assistance module, the <span style="color: yellow">Signal Distortion Amplifier</span>. Signal distortion amplifiers are passive modules that provide a percentage increase to the jam strength and ECM range of your ECM modules.


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Unlike ECM modules, Signal Distortion Amplifiers have not yet been re-balanced by CCP. So, because the Tech I, meta 4 'Hypnos' module has better stats than the Tech II module, it is the only version commonly used.
Unlike ECM modules, signal distortion amplifiers have not yet been re-balanced by CCP. So, because the Tech I, meta 4 'Hypnos' module has better stats than the Tech II module, it is the only version commonly used.


ECM can also assisted by a combat booster with the '''Information Warfare Link - Electronic Superiority''' (increases jam strength) and/or '''Recon Operation''' (increases range) modules active.
ECM can also assisted by a combat booster with the <span style="color: yellow">Information Warfare Link - Electronic Superiority</span> (increases jam strength) and/or <span style="color: yellow">Recon Operation</span> (increases range) modules active.
 
==== ECM Rigs ====
 
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 />
'''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%)
 
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.


==== ECM-Specific Rigs, Skills and Implants ====
==== ECM-Specific Rigs, Skills and Implants ====
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There are two Electronics Superiority rigs that specifically enhance ECM:
There are two Electronics Superiority rigs that specifically enhance ECM:


'''Particle Dispersion Augmentor''': Increases the jam strength of a ship's ECM modules. (Tech I: 10%; Tech II: 15%) <br />
<span style="color: yellow">Particle Dispersion Augmentor</span>: 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%)
<span style="color: yellow">Signal Disruption Amplifier</span>: Reduces the activation cost (capacitor need) of ECM and Burst Jammer modules. (Tech I: -20%; Tech II: -25%)


All Electronic Superiority rigs 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.
All Electronic Superiority rigs 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.
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{{sk|Signal Dispersion}}: 5% bonus to strength of all targeted ECM jammers per skill level.
{{sk|Signal Dispersion}}: 5% bonus to strength of all targeted ECM jammers per skill level.


In addition, the '''Zainou 'Gypsy' Electronic Warfare EW-901/906''' series reduces the activation cost of ECM and Burst Jammers by 1-6%.
In addition, the <span style="color: yellow">Zainou 'Gypsy' Electronic Warfare EW-901/906</span> series reduces the activation cost of ECM and Burst Jammers by 1-6%.


==== Rigs, Skills and Implants that Benefit All EWAR Types ====
==== Rigs, Skills and Implants that Benefit All EWAR Types ====


'''Particle Dispersion Projector''' rigs increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%)
<span style="color: yellow">Particle Dispersion Projector</span> rigs increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%)


There are two skills that enhance all types of EWAR:
There are two skills that enhance all types of EWAR:
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{{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level. <br />
{{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level. <br />


Finally, the '''Low-''' and '''Mid-Grade Centurion''' implant sets provide bonuses to the optimal range of all EWAR modules.
Finally, the <span style="color: yellow">Low-</span> and <span style="color: yellow">Mid-Grade Centurion</span> implant sets provide bonuses to the optimal range of all EWAR modules.


=== Countering ECM: Electronic Counter-Counter Measures (ECCM) ===
=== 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.
ECM is directly countered by <span style="color: yellow">Sensor Boosters</span>, <span style="color: yellow">Remote Sensor Boosters</span>, and <span style="color: yellow">Signal Amplifiers</span>. 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 <span style="color: yellow">ECCM Script</span> 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.
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.
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=== Mechanics and Ships ===
=== Mechanics and Ships ===


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|turret damage]], or [[Missile Damage|missile damage]]? (Or should I fit some of each?)
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 <span style="color: yellow">missiles</span>. 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|turret damage]], or [[Missile Damage|missile damage]]? (Or should I fit some of each?)


Weapon disruption is the EWAR specialty of the Amarr. Amarr ships that are bonused for weapon disruption include:
Weapon disruption is the EWAR specialty of the Amarr. Amarr ships that are bonused for weapon disruption include:
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*[[Pilgrim]] (Force 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.
Unlike ECM, and like all other types of EWAR, weapon disruption <span style="color: yellow">always</span> 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.
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.
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=== Tracking Disruptors ===
=== 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.)
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 <span style="color: yellow">Optimal Range Disruption Script</span> and the <span style="color: yellow">Tracking Speed Disruption Script</span>) 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.  
Like other EWAR modules, Tech I tracking disruptors are available in Scoped, Compact, and Enduring meta versions.  
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=== Guidance Disruptors ===
=== 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.  
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 <span style="color: yellow">not</span> 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 <span style="color: yellow">Missile Range Disruption Script</span> or <span style="color: yellow">Missile Precision Disruption Script</span>) to double one effect at the expense of the other.  


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=== Weapon Disruption Bonuses ===
=== Weapon Disruption Bonuses ===


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%)
There is just one Electronics Superiority rig set that specifically enhances weapon disruption: <span style="color: yellow">Tracking Diagnostic Subroutines</span>, which increases the effectiveness of weapons disruption modules. (Tech I: +5%; Tech II: +7.5%)


Skills and implants that enhance weapon disruption:
Skills and implants that enhance weapon disruption:
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{{sk|Turret Destabilization}}: 5% bonus to the effectiveness of weapon disruptor modules 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%.
The <span style="color: yellow">Zainou 'Gypsy' Weapon Disruption WD-901/906</span> implant series reduces the activation cost of weapon disruptors by 1-6%.


=== Countering Weapon Disruption ===
=== 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.
Tracking Disruption is countered by <span style="color: yellow">Tracking Computers</span> and <span style="color: yellow">Tracking Enhancers</span>, both of which provide bonuses to turret range and tracking speed. Tracking computers are active, mid-slot modules, and can be fitted with scripts (<span style="color: yellow">Optimal Range Script</span> and <span style="color: yellow">Tracking Speed Script</span>) 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.
Guidance Disruption is countered by an analogous set of modules for missiles, <span style="color: yellow">Missile Guidance Computers</span> and <span style="color: yellow">Missile Guidance Enhancers</span>, 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 <span style="color: yellow">Missile Range Script</span> or <span style="color: yellow">Missile Precision Script</span>). Missile guidance enhancers are passive, low-slot modules, and can't be scripted.


== Remote Sensor Dampening ==
== Remote Sensor Dampening ==