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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 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">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.) Wait for everyone else to warp away. 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">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">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. | ||