Target Spectrum Breaker

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Intro

The target spectrum breaker is a mystery "prototype" mod that came with the Inferno expansion. Only able to be mounted on battleship sized vessels, this module is designed to ecm jam ships targeting the user when activated. However, the chance of a successful jam is based on the total number of ships targeting the user. This includes any friendly ship and the ship using the module as well.

Why fit only battleship size? Maybe because battleship-sized ships are one of the least expendable ships and they have enough slots to make it practical? Then again, the sensor resolution of battleships are the worst in the non-capital vessels making locking time even longer.

True or False

True or False: Similar to shield boosters and unlike armor repairers, the Target Spectrum Breaker's effects happen at the beginning of its cycle.

FALSE: the Target Spectrum Breaker's effects happen throughout its cycle.


True or False: Target Spectrum Breaker deactivates during warp, unlike active shield hardeners.

TRUE: the Target Spectrum Breaker deactivates during warp, like an afterburner module.

Theory

Large Fleet Battles

Most believe the target spectrum breaker is used during large fleet battles. When the user notices that a lot of hostiles are yellow-boxing (perhaps being called primary), the user would activate the module. Some of the hostile ships could be jammed, removing their potential dps from the field. Any friendly logistics, currently targeting or had targeted the user, could also be jammed. This could help or hinder the survival of the user’s ship.

Travel Fit

Since the module doesn’t incur an aggression mechanic, others believe the module should be used as part of a travel fit. Along with warp core stabilizers (WCS) and a shield buffer, the module would see use to break any excess warp disruptor/scrambler that aren’t canceled by the fitted WCS. Also, since WCS also reduces sensor resolution, any attempt the user makes to lock would take a very, very, long time.

PVE

Many believe this is not meant for PVE, but others disagree.


Data Summary

  • Enemy sensor strength, resolution, and type seems to have no effect on chance to be jammed.
  • Jams happen throughout cycle. So number of ships jammed isn't as important as number of ships jammed over time.

eg. 5 ships continuously jammed over 10 seconds or 12 ships continuously jammed for only 4.16 seconds.

  • For 31 rats targeting user, 68% of the time 2 to 8 are jammed at any given point in cycle and 95% of the time, 0 to 11 are jammed at any given point in cycle.
  • Overall, it seems no matter how many targeting, about 11% to 33% will be jammed continuously for cycle

Evidence/Data

It should be noted test results aren’t likely to be shared, in order for those to maintain a tactical advantage.


18 npc targeted. 33% lost lock. 100% user jammed.

https://forums.eveonline.com/default.aspx?g=posts&t=112460

......................

[the following was recorded before discovery that jams aren't simultaneous; however, it does document NPC reaction and a general idea of the effectiveness of the Target Breaker Amplification skill progression]

User targeted NPC station. Module activated. User did not jam self. No aggression. Target breaker skill 0.

User next to station. User has nothing targeted. Module activated. No aggression. Target breaker skill 0.

Module active. User targeted 7 (gate, Gallente customs, billboard etc). User did not jam self. No aggression. Target breaker skill 0.

L4 Recon 1 of 3 (Serpentis) Room 1: takes too long to target (sensor damped), 3 to 5 of 13 rats jammed. User 100% jammed. Target breaker skill 0.

L4 Recon 1 of 3 (Serpentis) Room 1: takes too long to target (sensor damped), 3 to 5 of 13 rats jammed. User 100% jammed. Target breaker skill 1.

L4 Recon 1 of 3 (Serpentis) Room 1: takes too long to target (sensor damped), 3 to 5 of 13 rats jammed. User 100% jammed. Target breaker skill 2.

L4 Recon 1 of 3 (Serpentis) Room 1: takes too long to target (sensor damped), 4 to 5 of 13 rats jammed. User 100% jammed. Target breaker skill 3.

L4 Recon 1 of 3 (Serpentis) Room 1: takes too long to target (sensor damped), 3 to 5 of 13 rats jammed. User 100% jammed. Target breaker skill 4.

[End of record]

...........................

AE1.jpg

L4 Angel Extravaganza, Bonus Room, Single Spawn Not Triggered. Target breaker skill 4. Full Room Aggro. Rattlesnake: 30 Gravimetric Sensor Strength. Nothing Targeted. Target Spectrum Breaker activated once (set autorepeat off), screenshot to count results. Sensor strength numbers from http://npc.elfarto.com


If you watch carefully, the jams aren't simultaneous. Difficulties include printscreen when non-jammed rats are blinking faded.


beginning of cycle:

1x Gist Malakim 24 (L)adar sensor strength

1x Tower Sentry Angel II 100 for all types

TOTAL: 124L, 100(M)agnetometric, 100(R)adar, 100(G)ravimetric


1/4 through cycle:

1x Angel Webifier [NEW!] 10L

1x Gist Malakim

1x Tower Sentry Angel III [NEW!] 100G 100R 100M 100L

1x Gistatis Legatus [NEW!] 19L

2x Tower Sentry Angel II [1 NEW!] 100G 100R 100M 100L

TOTAL 229L 200(M)agnetometric, 200(R)adar, 200(G)ravimetric


1/2 through cycle:

1x Angel Webifier

1x Gist Malakim

2x Arch Gistum Breaker [NEW!] 34x2=68L

1x Gistatis Legatus

1x Gistatis Tribunus (yellowbox) [NEW!] 19L

1x Tower Sentry Angel III [NEW!] 100G 100R 100M 100L

TOTAL 187L 100G 100R 100M


3/4 through cycle:

1x Gist Malakim

2x Arch Gistum Breaker

1x Gistatis Legatus

1x Gistatis Tribunus (yellowbox)

1x Gist Nephilim [NEW!] 31L

TOTAL 31L


Rats jammed: 11 of 28 (39%) in one 9.60 second cycle.

Sensor strength doesn't seem to play a role since 100L towers jammed.

Total sensor strength jammed: 571L 400MGR out of 1382L 700MGR (41% 57%)

Median of jammed rats' sensor strength: 34L (100MGR), average: 51L (100MGR)

Median of all rats' sensor strength: 34L (100MGR), average 49.3L (100MGR)

The 41% 57% could suggest that the more variety of sensor types on the field, the better chance to jam.

The 39% and 41% seem very close; perhaps the total sensor strength of all targeters plays more of a roll than each targeter ship's sensor strength.

The fact the median for rats jammed and the median for all rats are identical as well as the similar averages may indicate that there is no preference to any ship type.

.....................


Nothing targeted. L4 mordus headhunter, 1st pocket. Full room agro.


Test MH1

10 jammed of 31 rats (32.3%)

166G sensor strength jammed of 538G (30.8%)

0, 3, 7, 10, 10 rats jammed; total 30 of 155 (19.4%)

0, 24, 114, 184, 184 sensor strength jammed; total: 506G of 2690G (18.8%)


Test MH2

8 jammed of 31 rats (25.8%)

144G sensor strength jammed of 538G (26.8%)

0, 6, 7, 7, 7 rats jammed; total 27 of 155 (17.4%) [4th snapshot shows switch of bounty hunter to lion]

0, 64, 94, 104, 104 sensor strength jammed; total: 366G of 2690G (13.6%)


Test MH3

6 jammed of 31 rats (19.4%)

64G sensor strength jammed of 538G (11.9%)

0, 5, 6, 6, 6 rats jammed; total: 23 of 155 (14.8%)

0, 54, 64, 64, 64 sensor strength jammed; total: 246G of 2690G (9.1%)


Results

median 20G, average 17.4G TOTAL 20/17.4 = 0.87

median 10.5G, average 16.4G jammed test1 = 1.6

median 10G, average 14.25G jammed test2 = 1.425

median 8G, average 12G jammed test3 = 1.5


Tests MH4 to MH10

Since sensor strength doesnt seem to matter and can jam and lose jam within 1 cycle, decided to take printscreens. Just count how many jams within TSB's cycle and calculate stuff.


Calculations from Test MH1 to MH10

31 rats from Mordus Headhunter L4

58 printscreens. 10 cycles.

User targeted nothing. Waited for all red.

Yellowboxes included with red loss. Counts occur only when TSB timer circle active.

Jam Average: 5.05

Jam Median: 5 (16.1%)

Standard Deviation: 3.18

Minimum: 0

Maximum: 12

If I understand standard deviation 68% of the time 2 to 8 are jammed (1.82 to 8.18) and 95% of the time, 0 to 11 are jammed

-print screens not posted because too many

.....................................

L4 mordus hunter room 1 only initial agro (8 rats)

nothing targeted. print screen only when TSB circle timer active

TSB set to autorepeat off. waited for all 8 to become red again before reactivating

40 print screens. 8 rats

average 0.125

median 0

standard deviation 0.404

max 2, min 0

...................................

L4 mordus hunter room 2

51 rats (had to kill a few so all fit on overview for print screen)

nothing targeted. print screen only when TSB circle timer active

TSB set to autorepeat off. waited for all 8 to become red again before reactivating

34 print screens (quite a few screens had the blinking during off, so difficult to differentiate)

average 7.8

median 10

standard deviation 4.938

max 15, min 0

.....................................

Using the AE (4 screen shots) and the all Mordus Hunter print screens with the trend tool of a spreadsheet...

if 100 targeting, 11 to 31 (about 11% to 32%) will be jammed continuously for cycle

if 150 targeting, 17 to 48 (about 12% to 32%) will be jammed continuously for cycle

if 200 targeting, 24 to 65 (about 12% to 33%) will be jammed continuously for cycle

if 250 targeting, 30 to 82 (about 12% to 33%) will be jammed continuously for cycle

  • so it seems no matter how many targeting, about 11% to 33% will be jammed continuously for cycle

Proposed Testing/Questions of Curiosity

Sisi Mass Test Performance

Do opponents lose lock on just the ship using the mod or are the opponents unable to lock anything at all?

Confirm: low sensor strength ships (eg. frigates) more likely to be affected?

Would a sensor booster with a resolution script be effective in preventing host ship from jamming itself?

Target Spectrum Breaker: Show Info

Description

Copies the active sweeps of all targeting sensors and reflects them onto other targeters, giving their computers the impression that the ship being locked is in two places at once. The more target locks active or being attempted against the ship, the more conflicting input can be sent to each computer, thus increasing the chances that the locks will fail.


Note: Will affect all targeting computers, including those of friendly vessels and of the host ship itself. Can be fitted to Battleship, Black Ops and Marauder class ships. Prototype Inferno Module.

Fitting

PG: 1 mW

CPU: 50 tf

Slot: Med

Prereqs:

Electronic Warfare IV

Electronics I


Attributes

Volume: 5m3

Activation: 272 GJ

Max modules of this group allowed: 1 (even if the first one is offline, you cannot fit a second)

Structure HP: 40 hp

Can be fitted to: battleship, marauder, black ops

Activation time/duration: 8.00s

Scan Resolution Bonus: -25% (this applies when fitted and online, not just when active)

Required thermodynamics level: 1 (however, you cannot overload it)

Visual Effect

Horizontally flat blue disc explosion

Tsb.jpg

Affecting Skills

The Target Breaker Amplification skill is the only skill the user has that can affect the module. It is under the Electronics category.

Description

Improves the continuous reflection of active target spectrum breakers, resulting in much improved defenses against all those who wish to target any vessel in the vicinity.


Reduces duration time and capacitor need of Target Spectrum Breakers by 5% per level.


Attributes

Primary: Intelligence

Secondary: Memory

Training time multiplier: 5x

Duration Bonus: -5%

Capacitor need bonus: -5%

Aggression Mechanics

Solo: causes no aggression

In corp, not in fleet: ???

In corp, in fleet: ???

Out of corp, not in fleet: ???

Out of corp, in fleet: ???


Current Prices

Eve Central Link

Hypothesis

1- (targeting ship’s sensor strength / total of all ship’s sensor strength) + magic = chance to jam targeting ship

since sensor strength doesn't seem to matter...

number of ships * magic + target breaker skill = chance to jam targeting ship

no magic, just between 11% and 33% jammed

Lore

Evelopedia Link