Difference between revisions of "Warp disruption"

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'''Warp disruption''', '''warp jamming''', or '''warp scrambling''' is the act of preventing a ship from using its warp drive to enter warp, and therefore prevents ships from avoiding or escaping an engagement. Warp disruption can be caused/achieved through the use of several modules/pieces of specialized equipment. It is essential to have good understanding of their function, their advantages and limitations. Players are very likely to encounter the use of such modules/equipment in PvP as well as PvE.
  
==Warp Disruption==
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If a ship is warp disrupted, it cannot use its warp drive. However, unless specified otherwise, warp disruption does not prevent a ship from jumping through a gate, docking at a station, or using an afterburner (some disruption also shuts down micro warp drives and micro jump drives, but not all).
Ship is considered warp disrupted/scrambled when it is unable to use its warp drive to enter warp, and therefore being unable to avoid or escape from an engagement. Warp disruption can be caused/achieved through the use of several modules/pieces of specialized equipment. It is essential to have good understanding of their function, their advantages and limitations. You are very likely to encounter the use of such modules/equipment in PvP as well as PvE.
 
  
Unless specified otherwise warp disruption:
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==Modules==
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The most common method of warp disruption by far is through the use of two different mid-slot modules (and their respective meta variations). These two modules share several very important characteristics.
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* They cause warp disruption of target ship only if their strength (or combined strength of all modules used against target ship) is greater than the target ship's warp strength. With the exception of few a ships like the [[Venture]], the base warp strength of all ships is “0” and can be increased through the use of low-slot modules called Warp Core Stabilizers (“Stabs”).
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* Use of these modules is considered aggression and will trigger all actions/timers associated with it.
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* Their range can be significantly increased by overheating, fleet boosting or when used on specialized ships, like the fleet interceptors of any race or Gallente recon cruisers and electronic attack ships.
  
DOES
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===Warp disruptor===
*Prevent you ship from using your warp drive
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Sometimes called a “point” (especially during fleet communication) and has the warp strength of “1”. The meta 0 module has a range of 20 km (24 km for tech II module).
 
 
DOES NOT
 
*Prevent you from jumping through a gate, docking or using your propulsion modules (AB, MWD) and has no effect on the velocity of your ship.
 
 
 
==Standard==
 
The most common way of warp disruption by far is through the use of two different mid-slot modules (and their respective meta variations). These are:
 
 
 
====Warp disruptor====
 
Is referred to as “point” (especially during fleet communication) and has the warp strength of “1”. It has unaffected range of 20km (24km for tech II module).
 
 
* long range
 
* long range
* high capacitor usage
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* high capacitor usage and fitting cost
 
* 1 point of warp scramble strength
 
* 1 point of warp scramble strength
  
====Warp scrambler====
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===Warp scrambler===
Is referred to as “scram” (especially during fleet communication) and has the warp strength of “2”. It has unaffected range of 7.5km (9km for tech II module). The use of Warp scrambler also shuts down the MWD module of target ship (slowing it down as a side-effect).
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Sometimes referred to as “scram” (especially during fleet communication) and has the warp strength of “2”. The meta 0 module has a range of 7.5 km (9 km for tech II module). The use of warp scrambler also shuts down the MWD module of target ship (slowing it down as a side-effect).
 
* short range
 
* short range
* low capacitor usage
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* low capacitor usage and fitting cost
* disables micro warp drive and micro jump drive on target
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* disables micro warp drive and [[micro jump drive]] on target
 
* 2 points of warp scramble strength
 
* 2 points of warp scramble strength
 
These two modules share several very important characteristics.
 
*They cause warp disruption of target ship only if their strength (or combined strength of all modules used against target ship) is greater than the ships warp strength. With the exception of few ships the base warp strength of all ships is “0” and can be increased through the use of low-slot modules called Warp Core Stabilizers (“Stabs”).
 
*Use of these modules is considered aggression and will trigger all actions/timers associated with it.
 
*Their range can be significantly increased by overheating, fleet boosting or when used on specialized ships. These ships are fleet interceptors of any race and gallente recon cruisers.
 
  
 
==Specialized==
 
==Specialized==
 
 
===Interdictors===
 
===Interdictors===
Are tech II destroyers which have the capability to fit specialized module called “Interdiction sphere launcher” and therefore have the capability to launch warp disrupt probes. Such probes create interdiction bubbles/spheres having 20km in diameter and sharing the same characteristic as “bubbles” (described below). They however are different in two key aspects:  
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{{main|Interdictor}}
*cannot be targeted
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Interdictors are tech II [[destroyer]]s which have the capability to fit a specialized module called an “Interdiction Sphere Launcher”, which can launch warp disrupt probes. Such probes create interdiction bubbles/spheres which are 20 km in diameter and sharing the same characteristic as warp disruption fields (described below). They are different in two key aspects:  
*last 120 seconds after which they disappear
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* They cannot be targeted.
 +
* They last 120 seconds after which they disappear.
  
===Heavy Interdictors===
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===Heavy interdictors===
Are tech II cruisers which have the capability to fit specialized module called “Warp Disruption Field Generator”. This module (while having several adverse effects on the ship that it is used on - please consult the in-game description of this module) creates a warp disruption sphere having 16km in diameter and centered upon the ship for its entire duration. As it is a ships module, not an individual object it cannot be targeted. This field shares characteristic with “bubbles” (described below). This module is not targeted (unless scripted, see below) and can therefore be activated instantly after de-cloaking, making it an excellent "surprise" bubble.
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Heavy interdictors are tech II [[cruiser]]s which have the capability to fit a specialized module called a “Warp Disruption Field Generator”. This module (while having several adverse effects on the ship that it is used on - please consult the in-game description of this module) creates a warp disruption sphere 16 km in diameter which is centered upon the ship for its entire duration. As it is a ship's module, the field cannot be attacked short of blowing up the heavy interdictor. This field shares characteristic with “bubbles” (described below). The module does not target other ships (unless scripted, see below) and can therefore be activated instantly after de-cloaking, making it an excellent "surprise" bubble. It is also unaffected by electronic warfare like ECM or sensor dampening.
  
The "Warp Disruption Field Generator" module can also be loaded with “Focused Warp Disruption” script considerably changing its characteristics. When loaded this module no longer creates a sphere, but works like a “standard” warp disruptor module in that it can be used only on one target. This script also allows function of this module in Empire space. It also ignores any attribute of target ship making it otherwise immune to warp disruption – known as “infinity point”. These two distinctions make the use of it crucial in anti-capital warfare in Empire space.  
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The "Warp Disruption Field Generator" module can also be loaded with “Focused Warp Disruption” script considerably changing its characteristics. When loaded this module no longer creates a sphere, but works like a “standard” warp disruptor module in that it can be used only on one target. This script also allows the use of this module in Empire space. It also ignores any attribute of the target ship making it otherwise immune to warp disruption – known as “infinity point”. Thus, it is the only way of tackling a [[capital ship]] in low security space.
  
 
===Warp disruption field===
 
===Warp disruption field===
Because of its appearance simply referred to as "bubble". Warp disruption fields are deployable objects of several sizes and variants, differentiating from one another in diameter/ amount of HP and anchoring delay. When carried to a site and anchored they create a warp disruption sphere preventing warping within its area. As it is an object in space it can be targeted and destroyed. All kinds of “bubbles” share common characteristic features:
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Because of its appearance, warp disruption fields are commonly referred to as "bubbles". Warp disruption fields are deployable objects of several sizes and variants, differentiated from one another by diameter, amount of HP, and anchoring delay. When carried to a site and anchored they create a warp disruption sphere, preventing warping within its area. As it is an object in space it can be targeted and destroyed. All kinds of “bubbles” share common characteristic features:
  
*cannot be used in Empire space. Their use is therefore limited to 0.0 and WH space.
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* They cannot be used in Empire space. Their use is therefore limited to 0.0 and WH space.
*prevent initiating warp  within its area of effect and stop capital ships from using their jump drives.
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* Any ships within its area of effect cannot initiate warp, and capital ships cannot use their jump drives.
*“drag” ships out of warp. Imagine a line along which you travel to your destination and project that line beyond your destination. If such line intersects with a bubble anywhere less than 100km from your final destination you will be either stopped or dragged to the edge of such bubble. (Yes! Dragged beyond your destination! Bubbles situated in this way are commonly referred to as drag bubbles.) Looking at the diagram below you can see what trajectories make you susceptible to being dragged by a bubble – as long as your final destination is less than 100km from the intersection of your trajectory with a bubble (otherwise you will fly right through a bubble as if it wasn't there).
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* Ships warping nearby may be “dragged” out of warp. Imagine a line along which you travel to your destination and project that line beyond your destination. If such line intersects with a bubble anywhere less than 100 km from your final destination you will be either stopped or dragged to the edge of such bubble. (Yes! Dragged beyond your destination! Bubbles situated in this way are commonly referred to as drag bubbles.) Looking at the diagram below you can see what trajectories make you susceptible to being dragged by a bubble – as long as your final destination is less than 100 km from the intersection of your trajectory with a bubble (otherwise you will fly right through a bubble as if it wasn't there).
 
*Bubbles will influence you only if they are online when you enter warp. This means that if a bubble is placed (or a Warp Disruptor probe launched, or Warp Disruption Field Generator activated) at your destination after you entered warp you can land right in the middle of it rather than landing on the edge.
 
*Bubbles will influence you only if they are online when you enter warp. This means that if a bubble is placed (or a Warp Disruptor probe launched, or Warp Disruption Field Generator activated) at your destination after you entered warp you can land right in the middle of it rather than landing on the edge.
  
 
[[File:warpdisruption.jpg]]
 
[[File:warpdisruption.jpg]]
  
==See Also==
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==See also==
*[[Warp Mechanics]]
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* [[Warp Mechanics]]
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[[Category:Guides]]
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[[Category:PvP]]

Revision as of 21:53, 24 April 2015

Warp disruption, warp jamming, or warp scrambling is the act of preventing a ship from using its warp drive to enter warp, and therefore prevents ships from avoiding or escaping an engagement. Warp disruption can be caused/achieved through the use of several modules/pieces of specialized equipment. It is essential to have good understanding of their function, their advantages and limitations. Players are very likely to encounter the use of such modules/equipment in PvP as well as PvE.

If a ship is warp disrupted, it cannot use its warp drive. However, unless specified otherwise, warp disruption does not prevent a ship from jumping through a gate, docking at a station, or using an afterburner (some disruption also shuts down micro warp drives and micro jump drives, but not all).

Modules

The most common method of warp disruption by far is through the use of two different mid-slot modules (and their respective meta variations). These two modules share several very important characteristics.

  • They cause warp disruption of target ship only if their strength (or combined strength of all modules used against target ship) is greater than the target ship's warp strength. With the exception of few a ships like the Venture, the base warp strength of all ships is “0” and can be increased through the use of low-slot modules called Warp Core Stabilizers (“Stabs”).
  • Use of these modules is considered aggression and will trigger all actions/timers associated with it.
  • Their range can be significantly increased by overheating, fleet boosting or when used on specialized ships, like the fleet interceptors of any race or Gallente recon cruisers and electronic attack ships.

Warp disruptor

Sometimes called a “point” (especially during fleet communication) and has the warp strength of “1”. The meta 0 module has a range of 20 km (24 km for tech II module).

  • long range
  • high capacitor usage and fitting cost
  • 1 point of warp scramble strength

Warp scrambler

Sometimes referred to as “scram” (especially during fleet communication) and has the warp strength of “2”. The meta 0 module has a range of 7.5 km (9 km for tech II module). The use of warp scrambler also shuts down the MWD module of target ship (slowing it down as a side-effect).

  • short range
  • low capacitor usage and fitting cost
  • disables micro warp drive and micro jump drive on target
  • 2 points of warp scramble strength

Specialized

Interdictors

Main article: Interdictor

Interdictors are tech II destroyers which have the capability to fit a specialized module called an “Interdiction Sphere Launcher”, which can launch warp disrupt probes. Such probes create interdiction bubbles/spheres which are 20 km in diameter and sharing the same characteristic as warp disruption fields (described below). They are different in two key aspects:

  • They cannot be targeted.
  • They last 120 seconds after which they disappear.

Heavy interdictors

Heavy interdictors are tech II cruisers which have the capability to fit a specialized module called a “Warp Disruption Field Generator”. This module (while having several adverse effects on the ship that it is used on - please consult the in-game description of this module) creates a warp disruption sphere 16 km in diameter which is centered upon the ship for its entire duration. As it is a ship's module, the field cannot be attacked short of blowing up the heavy interdictor. This field shares characteristic with “bubbles” (described below). The module does not target other ships (unless scripted, see below) and can therefore be activated instantly after de-cloaking, making it an excellent "surprise" bubble. It is also unaffected by electronic warfare like ECM or sensor dampening.

The "Warp Disruption Field Generator" module can also be loaded with “Focused Warp Disruption” script considerably changing its characteristics. When loaded this module no longer creates a sphere, but works like a “standard” warp disruptor module in that it can be used only on one target. This script also allows the use of this module in Empire space. It also ignores any attribute of the target ship making it otherwise immune to warp disruption – known as “infinity point”. Thus, it is the only way of tackling a capital ship in low security space.

Warp disruption field

Because of its appearance, warp disruption fields are commonly referred to as "bubbles". Warp disruption fields are deployable objects of several sizes and variants, differentiated from one another by diameter, amount of HP, and anchoring delay. When carried to a site and anchored they create a warp disruption sphere, preventing warping within its area. As it is an object in space it can be targeted and destroyed. All kinds of “bubbles” share common characteristic features:

  • They cannot be used in Empire space. Their use is therefore limited to 0.0 and WH space.
  • Any ships within its area of effect cannot initiate warp, and capital ships cannot use their jump drives.
  • Ships warping nearby may be “dragged” out of warp. Imagine a line along which you travel to your destination and project that line beyond your destination. If such line intersects with a bubble anywhere less than 100 km from your final destination you will be either stopped or dragged to the edge of such bubble. (Yes! Dragged beyond your destination! Bubbles situated in this way are commonly referred to as drag bubbles.) Looking at the diagram below you can see what trajectories make you susceptible to being dragged by a bubble – as long as your final destination is less than 100 km from the intersection of your trajectory with a bubble (otherwise you will fly right through a bubble as if it wasn't there).
  • Bubbles will influence you only if they are online when you enter warp. This means that if a bubble is placed (or a Warp Disruptor probe launched, or Warp Disruption Field Generator activated) at your destination after you entered warp you can land right in the middle of it rather than landing on the edge.

Warpdisruption.jpg

See also