Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Electronic warfare: Difference between revisions

From EVE University Wiki
Line 396: Line 396:
== EWAR Tactics ==
== EWAR Tactics ==


EWAR is an important element of fleet combat, and Unista EWAR pilots are nearly always welcome in UNI fleets, even if EWAR isn't explicitly called for in the fleet announcement. Make sure you check the announcement, or check with the FC, to find out whether one particular type of EWAR is preferred or excluded. In most cases, Unista EWAR pilots will be expected to fly a Tech I EWAR frigate (a [[Griffin]], [[Maulus]], [[Crucifier]] or [[Vigil]]) or Tech I EWAR Cruiser ([[Blackbird]], [[Celestis]], [[Arbitrator]] or [[Bellicose]]). If you are flying Caldari or Amarr, you may want to fit a "rainbow" of EWAR types--different racial ECM modules, or a mix of tracking and guidance disruptors--and also carry copies of all necessary scripts.
EWAR is an important element of fleet combat, and Unista EWAR pilots are nearly always welcome in UNI fleets, even if EWAR isn't explicitly called for in the fleet announcement. Make sure you check the announcement, or check with the FC, to find out whether one particular type of EWAR is preferred or excluded in the fleet. In most cases, Unista EWAR pilots will be expected to fly a Tech I EWAR frigate (a [[Griffin]], [[Maulus]], [[Crucifier]] or [[Vigil]]) or Tech I EWAR cruiser ([[Blackbird]], [[Celestis]], [[Arbitrator]] or [[Bellicose]]). If you are flying Caldari or Amarr, you may want to fit a "rainbow" of EWAR types—different racial ECM modules, or a mix of tracking and guidance disruptors—and also carry copies of all necessary scripts.


EWAR ships have much greater locking and optimal/falloff ranges than damage dealers, and are more fragile as well. As a result, EWAR pilots often operate independently from the rest of the fleet. They focus on different targets, at different ranges, and often have to warp in and out of combat to avoid being targeted, maybe even multiple times during an engagement. EWAR is a great role for Unistas just getting started with fleet combat, but there are some things you need to know in order to fly EWAR successfully.
EWAR ships have much greater locking and optimal/falloff ranges than damage dealers, and are more fragile as well. As a result, EWAR pilots often operate independently from the rest of the fleet. They focus on different targets, at different ranges, and often have to warp in and out of combat to avoid being targeted, maybe even multiple times during an engagement. EWAR is a great role for Unistas just getting started with fleet combat, but there are some things you need to know in order to fly EWAR successfully.


* <span style="color: yellow">Don't warp into battle with the main fleet.</span> The FC will likely warp the fleet into an engagement at the optimal range of the fleet's damage dealers, which is too close for you. In addition, if the opposing fleet sees EWAR targets at close range, they will be targeted and eliminated right away. Either set yourself exempt from fleet warps using the Fleet window menu, or cancel the initial fleet warp when it starts. (Your FC may express a preference for which of these you do. If you are in a dedicated EWAR squad, that may also affect how you handle things.) Then, once the battle has started, warp yourself to one of your fleetmates at the appropraite distance.
* <span style="color: yellow">Don't warp into battle with the main fleet.</span> The FC will likely warp the fleet into an engagement at the optimal range of the fleet's damage dealers, which is too close for you. In addition, if the opposing fleet sees EWAR targets at close range, they will target the EWAR and eliminate it right away. Either set yourself exempt from fleet warps using the Fleet window menu, or cancel the initial fleet warp when it starts. (Your FC may express a preference for which of these you do. If you are in a dedicated EWAR squad, that may also affect how you handle things.) Then, once the battle has started, warp yourself to one of your fleetmates at the appropriate distance.
* <span style="color: yellow">Know your modules' optimal range, and stay near that range.</span> It's common for EWAR ships to have longer range than the damage dealers they fly with. As a result, don't stay close to the rest of your fleet. Stay at your own optimal range, far from the action.
* <span style="color: yellow">Know your modules' optimal range, and stay near that range.</span> It's common for EWAR ships to have longer range than the damage dealers they fly with. As a result, don't stay close to the rest of your fleet. Stay at your own optimal range, far from the action.
* <span style="color: yellow">Be moving laterally, all the time.</span> EWAR ships have small signature radii, so they are tough for enemies to hit with turrets, as long as they are in motion. A stationary target, on the other hand, has no transversal and is easy to hit. Stay in motion. Also, try to keep your microwarpdrive (MWD) off if you can; your MWD increases your signature radius dramatically.
* <span style="color: yellow">Keep moving, laterally, all the time.</span> EWAR ships have small signature radii, so they are tough to hit with turrets, as long as the ships are in motion. A stationary target, on the other hand, has no transversal and is easy to hit. Stay in motion. Also, try to keep your microwarpdrive (MWD) off if you can; your MWD increases your signature radius dramatically, and makes you easier to hit.
* <span style="color: yellow">Choose your own targets.</span> If you are using target painters, then target the same primary that your FC has called, in order to maximize your fleet's applied damage. But otherwise--if you are using ECM, weapon disruption or damps--it makes no sense to apply EWAR to the fleet's primary target, because it will hopefully be destroyed soon. Instead, ignore the FC's instructions to the rest of the fleet, and choose a target that is most appropriate to your EWAR type. For ECM pilots, this may mean opposing EWAR, logistics, or particular offensive ships. Damps work well on many of those same targets, but are especially effective against ranged (kiting) damage dealers. Weapons disruptors should be focused on ships with appropriate weapons systems: guidance disruptors on missile ships, tracking disruptors on turret ships. In all of these cases, try to focus on the enemy ships that you think will make the greatest impact on the battle, and use your EWAR to disable them. All this means that flying EWAR requires some familiarity with the ships of EVE and the kinds of weapons they typically bring to bear. You may want to have the UniWiki's [[Ship type quick reference|ship reference guide]] open, or print out one of the reference cards linked at that site, to help with this.
* <span style="color: yellow">Choose your own targets.</span> If you are using target painters, then focus on the same primary target that your FC has called, in order to maximize your fleet's applied damage. But otherwise—if you are using ECM, weapon disruption or damps—it makes no sense to apply EWAR to the fleet's primary target, because the primary will hopefully be destroyed soon. Instead, ignore the FC's instructions to the rest of the fleet, and choose a target that is most appropriate to your EWAR type. For ECM pilots, EWAR works well against opposing EWAR, logistics, and high-damage offensive ships. Damps work well on many of those same targets, and are especially effective against ranged (kiting) damage dealers. Weapons disruptors should be focused on ships with appropriate weapons systems: guidance disruptors on missile ships, tracking disruptors on turret ships. In all of these cases, try to focus on the enemy ships that you think will make the greatest impact on the battle, and use your EWAR to disable them. All this means that flying EWAR requires some familiarity with the ships of EVE and the kinds of weapons they typically fit. You may want to have the UniWiki's [[Ship type quick reference|ship reference guide]] open while you fly, or print out one of the reference cards linked at that site, to help with this.
* <span style="color: yellow">Keep your eye on the battlefield, and especially on enemy drones and interceptors.</span> Once your EWAR takes effect, your opponents will try to take you out--not just because they want to stop the EWAR, but also because they know that EWAR ships are typically the weakest ships on the field. Even if you are keeping your distance, your opponents may still try to catch you by sending drones or an interceptor towards you. If this happens, run away! If you are tackled, or surrounded by a cloud of combat drones, you won't survive for long.
* <span style="color: yellow">Keep your eye on the battlefield, and especially on enemy drones and interceptors.</span> Once your EWAR takes effect, your opponents will try to take you out—not just because they want to stop the EWAR, but also because they know that EWAR ships are typically the weakest ships on the field. Even if you are keeping your distance, your opponents may still try to catch you by sending drones or an interceptor towards you. If this happens, run away! If you are tackled, or surrounded by a cloud of combat drones, you won't survive for long.
* <span style="color: yellow">Try to stay aligned to a celestial, so you can warp out at the first sign of trouble.</span> The easiest way to evade combat is to warp out, and then warp back in again. Unfortunately, EWAR ships aren't so nimble, and they are slow to align and accelerate to warp speed. You can increase your chances of being able to warp away from combat by always flying aligned to a planet, Customs Office, or some other celestial you find on the PodSaver tab of your Overview. Then, if you need to warp away, you can always warp back in to one of your fleetmates at range. If you are lucky, that interceptor pilot might think you've gone for good, and forget to re-target you once you've returned.
* <span style="color: yellow">Try to stay aligned to a celestial, so you can warp out at the first sign of trouble.</span> The easiest way to evade combat is to warp out, and then warp back in again. Unfortunately, EWAR ships aren't so nimble, and they are slow to align and accelerate to warp speed. You can increase your chances of being able to warp away from combat by always flying aligned to a planet, Customs Office, or some other celestial you find on the PodSaver tab of your Overview. Then, if you need to warp away, you can always warp back in to one of your fleetmates at range. If you are lucky, that interceptor pilot might think you've gone for good, and forget to re-target you once you've returned.
* <span style="color: yellow">Spread out!</span> If there is more than one EWAR pilot in your fleet, try not to stay together. It will be much harder for your opponents to target all of the EWAR in your fleet if you are far away from each other.
* <span style="color: yellow">Spread out!</span> If there is more than one EWAR pilot in your fleet, try not to stay together. It will be much harder for your opponents to target all of the EWAR in your fleet if you are far away from each other.
* <span style="color: yellow">Create bookmarks</span> If you aren't overwhelmed by all of this, create bookmarks as you fly. You can use these bookmarks as different warp-ins when you return to the battle. Just make sure not to warp back to the same place you warped out of--that interceptor you were running away from might still be there.
* <span style="color: yellow">Create bookmarks as you fly.</span> If you aren't overwhelmed by all of this, create bookmarks at the edge of combat. You can use these bookmarks as different warp-ins when you return to the battle. Just make sure not to warp back to the same place you warped out of—that interceptor you were running away from might still be there.


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