Tuesday, December 6, 2011

Scanning Guide


“Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent’s fate.”

 Basic Information and RULES
• Scanning is the use of D-scan to identify the presence of towers and targets
dependant on the angle and direction of the scan. The direction of scan is changed
by using the camera.

• Probing is the use of scanning probes to identify and get a warp-in on something

• Your D-scan works to a maximum of 14.35 AU. This is important when clearing
a system using D-scan

• ALL SIGNATURES are within 4-5 AU of any celestial. This is important to know
when probing signatures

• 1AU (1 astronomical unit, the distance from Earth to the sun) = roughly 150,000,000km

• Once a ship is cloaked it cannot be probed or scanned down until it de-cloaks.
You are de-cloaked when you are within 2000m from THE EDGE of any object in
space both cloaked and uncloaked.

Scanning is an essential skill for life in a WH
Every system in EvE is scanable and contains WH signatures. These signatures represent either anomolies (sites of PVE) or cosmic signatures such as Mag / Grav / Ladar / Radar or wormholes. It is also possible to scan down ships and POSs as well as even drones/probes. It is not possible to probe down cargo cans or warp distruptors.

Signatures seem to appear randomly in all systems and disappear after a set amount of time. WHs must be probed down to be found. If you have no probing  ship in a WH system, you are officially stuck unless someone can give you a warp-in or bookmarks to get out.

Why do we scan / probe:
FACT: 
Success in WH space is directly proportional to your willingness to scan and probe signatures.

FACT: 
Practice makes perfect

Overview settings
Really this needs to be tailored to the individual. Constantly be improving your overview settings + tabs. If you need a good model ask another alliance member. Make sure your default overview setting has scanner probes visible.

“Speed is the essence of war. Take advantage of the enemy's unpreparedness; travel by unexpected routes and strike him where he has taken no precautions.”

Rules to Live
• You must have a mic and be on voice comms to scout for targets

• Only one scout jumps into the hole initially

• You must not be the first to jump into an unscouted system if you are about to go AFK or off comms

• When jumping into any WH you should not be dropping any probes not even a combat probe just to get the sigs. The reason being that probes can be seen by the enemy on D-Scan.

• Once you enter a WH you will be cloaked for around 30 seconds. Do a quick D-scan and Book mark the hole you have just come through. Once your ship moves you will de-cloak. As soon as possible you must re-cloak. This means you will be on directional scan for a minimum of about 3 seconds. Do your up-most to minimise this time.

• It is possible to scan down anomalies using the on-board scanner. Anomalies will be 4 to 5au from planet.

• When scanning systems, always be mindful that the rest of your team can’t reach you unless you are in fleet. Share bookmarks and warp-ins with others to ensure everyone has access to all points. If scanning alone, return to home system to drop BMS before entering new systems I will insert the good ol youtube scanning video link here.


By cycling the Home WH (static), we allow ourselves a unique vantage point over all enemies. Our WH can lead to ANY other C5 WH and the occupants will not be expecting us. This gives us a huge tactical advantage. Once we have cycled the WH, we must explore the new C5 in a swift and covert fashion to ensure that any potential targets are quickly found and destroyed. By revealing ourselves we lose the element of surprise and allow the enemy chance to counter or escape us. A lot of our success comes from getting the drop on people, so staying covert for as long possible is the key.

Using Siggy
• Once a WH system is clear of targets, drop 1 probe initially and set it to 32AU to gather all the sig names. Ignore all the anomolies.

• Put all the sig names in the siggy program

• Make sure you cover the whole system with the probe

• A nice trick is to bring the probe range to 0.25 to get the sig name of the hole you just jumped through.

• Once you have all the sig names, de-cloak and drop the rest of the probes

• Once a sig is fully scanned down and on siggy, add it to your ignore list to keep things simple. It is possible to edit your ignore list by clicking the small triangle at the top of the scan list. There are other tools and information to be gathered from this program, including access to Dotlan where you can determine how many jumps there have been within the last hour. What statics are probable, system effect, and the size of the system itsef.

Using D-Scan to hunt targets and towers



To do this, think of D-scan as a flashlight. (I say flashlight because its a circle) The position of your camera in relation to your ship is a straight line. Positioning your ship right over a planet, and reducing the range to 5 degrees will give you a very small flashlight around the planet. People with sensitive mice can find it difficult going all the way to 5 degrees, so 15 should be fine.

Anoms
If you see wrecks in D-scan it is very possible they are in a regular combat site.  Using D-scan warp to the nearest Planet and do a system scan without probes to at least 5 au. This will give you the regular anoms at that planet. Warp to the anom at range. Continue to the next planet if they are not there. Ladars, Gravs, Mags, and Radars will need to be probed. See Combat Ops/Deadspace.

Scanning down a tower
Remember nothing is showing your presence is on scan. Using the full 14.3 au at 360° on D-scan hit scan. Note the towers that show up and the force fields and moons associated with them. You can only anchor a tower at a moon. Reduce the degree to 60 or 90 and slowly spin your ship hitting D-scan. Once you get a hit on the tower you are looking for, note the moons. You want to get as few moons as possible. Reduce your angle again until only a couple moons remain. Then warp to those moons at a distance (100km). Once you have located the tower place location in siggy ie POS P6M19. Check and see if the ships at the tower have active pilots in them. Then warp to the next planet that wasn’t in your original 14.3 au scan area and repeat.

At this point the enemy can d-scan all they want. You’ve dropped no probes, and the 3 seconds you were uncloaked when first going into the system is all the chance the enemy is going to get as far as seeing probes/ships. By now you know whether they are running a site and you’re now watching them on grid.

You can learn a lot just by watching them for 1-3 minutes
What they are shooting with - possible rep chain - presence of defensive scouts - which wave of sleepers they’re on - most important of all what we need to perform flawlessly.

“It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle” 

Combat Ops/Deadspace
So if they’re in deadspace... If you've D-scanned them, and they're in dead space with/without wrecks and no anoms in the area; you're going to have to drop combats. But first your going to get the enemies location using directional.

• TAKE YOUR TIME- nothing is showing your presence is on scan.

•  Position your camera anywhere, and narrow down the location of enemy ships. Usually I go to 90 degrees, and kind of spin my ship in space for a second, and keep hitting scan until I get a hit. Newbies may want to vary a bit. then just keep reducing the range, and spin the ship less and less.

• Once you have the targets down to roughly 5-15 degrees, look exactly where your camera is pointing to in relation to any planet/moon near it. Distance to planets  (i.e- "the Moros looks like hes right in the middle of planets V, and X, perhaps a bit to the X side, and down just a hair.") DONT move your camera yet!!!!!!!!

NOW, distance is QUITE easy
There is a specific Km for each AU which people use. roughly works out to 150,000,000Km increments. In other words, while your target(s) are still on that 5 degree, just scan them at 150,000,000 for 1 AU, 300,000,000 for 2 AU, and so forth. "Moros is 2-3 AU from my location, in-between planets X, and V; perhaps a bit to the left and down. " Open your map and make a mental dot of where the ship is. Then warp off scan and drop probes where the dot is, and 99% of the time- first scan is a green hit.

Fleet jump; fleet warp

Scenario: 1
I just jumped into the new H5 for the first time
• Check D-scan in 360 degress

• BM the home hole back.

• Check siggy for the static and system effects

• Open map and check system size.

• Warp off to appropriate celestial (ideally before you are about to lose your cloak) Cloak ASAP.

• Clear the system using D-scan and by warping to cover the whole system.

• If there are no residents or targets then it's fine to drop probes.

Scenario: 2
I just jumped into the H5 for the first time and see lots of stuff on scan
• Same goes. Check D-scan, BM the way home, check siggy for the static and system bonuses

• Then warp off to find the control towers in system looking for active pilots and passing the info on to the alliance in vent using D-scan only.

• If targets are around no probes get dropped till it is confirmed what they are doing or where they are going. Same for the next WH ect. If you are going to be probing or scouting all information should be passed in vent making sure everyone clearly knows whats going on. Fleet chat is good but people respond much faster in comms.

Approach to a system with targets:
As before, upon entering any W-space system: 360 D-scan, report ships to alliance narrow down ships to within locatable range without dropping a single probe. Warp to any POS identified on D-scan by deducing which celestial they are at If not next to a planet (POS’d up) use the on-board scanner to locate whether the enemy is doing a normal anomoly. The presence of wrecks on scan will help you. If they are, at this point, the rest of the alliance is scrambling to get into a ship, and desperately crying on comms for a BM, so you have a minute to warp to a range, safe from uncloaking.

 “All warfare is based on deception. Hence, when we are able to attack, we must seem unable; when using our forces, we must appear inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near”



Tackling

What is Tackling and Why is it Important?

Tackling first and foremost is the job of pinning down a ship so that it cannot escape. One of the things that makes PvP so exciting in Eve is the fact that ships are hard to catch. That both helps and hinders us depending on which end of the fight we are on.

The job of the tackler is to pin down a ship so that the gunslingers can kill it. It may not sound very important and exciting, but it's important to note that battleship fights without tacklers usually end when the side whose shields just drop warps out. Without one side being trapped, it's very rare that a fight is going to end in a ship kill.

This means that as a tackler, it's you that allows a kill to happen and what you do also results in you being on the kill mail if you want that bit of glory.

One of the most important jobs of a squadron commander is how he can get his tacklers into play. That is the crucial points to battles, so knowing the role a tackler plays in fleet operations is important to understanding why victory doesn't happen without them.

The 3 Basic Modules Used for Tackling
Warp Disruptor
Warp Scrambler
Stasis Webifier
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Warp Disruptor (Point)
The warp disruptor does what its name says: it makes the opponent's ship unable to warp away. Once you get a lock on the opponent you can hit the button for the warp disruptor and it will disrupt the warpcore of the opponent's ship.

The basic range of the warp disruptor is 20km for a tech 1 module and 24km for a tech 2 module. The warpcore disabling strength for this module is 1 point.
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Warp Scrambler (Scram)
The warp scrambler works on same basic principles as the warp disruptor. The warp scrambler will also disable the warpcore of the opponent's ship. Warp scramblers also disable microwarp drives (MWD), even when the amount of warp strength in the target ship (boosted by fitting warp core stabilizers) exceeds the strength of the scram. Having 2 or more warp core stabilizers will counter the scram, yet the MWD still won't work.

The basic range for a warp scrambler is significantly lower then that of a warp disruptor. For a tech 1 module the range is 7.5km and for a tech 2 module the range is 9km. The warpcore disabling strength of this module is 2 points.
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Stasis Webifier (Web)
The stasis webifier is different from the warp disruptor and the warp scrambler. The stasis webifier focuses on decreasing the sub-warp speed of a ship. The sub-warp speed is the speed that you normally fly around at.

The sub-warp speed reduction depends on the version of the module. The tech 1 version causes a 50% speed reduction, the tech 2 version causes a 60% speed reduction. Both modules have a maximum range of 10km.

Note:
While tackling someone, always use a warp disruptor or scrambler beforethe stasis webifier. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.
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Extra Modules for Tackling
Afterburner
Microwarpdrive
Sensor Booster
Overdrive Injector System
Nanofiber Internal Structure
Damage Control
Afterburner (AB)
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Afterburner (AB)
The afterburner increases your sub-warp speed by a percentage. The afterburner is used by tacklers to close the range to the target faster, to achieve a lock or to get into orbit range quickly.

The Tech 1 module boosts your speed by 112.5% (thus it doubles your speed plus another 12.5%). The Tech 2 version boosts your speed by 135%.
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Microwarpdrive (MWD)
The microwarpdrive is a small warpdrive capable of giving a significant speed boost to your sub-warp speed. It's an upgraded version of the afterburner. Just like the AB, the MWD is used to close the range to the target quicker.

A downside of the MWD is that your signature radius increases significantly, by 500%. Therefore, you will be much easier to hit while running the MWD.

Only use the MWD for getting closer to the target. Once you've reached orbit distance, turn it off.

MWDs use more capacitor to run than afterburners and fitting a MWD, whether it's active or not, reduces the total capacity of your capacitor.

Both tech 1 and tech 2 modules give a 500% speedboost to the sub-warp speed of your ship. The advantage of the tech 2 module is a smaller reduction in the capacitor penalty: the tech 1 module reduces your capacitor capacity by 25%, the tech 2 module decreases it by 17%.
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Sensor Booster + Scan Resolution Script
To be effective as a tackler you first need to get a lock on the target you want to tackle. Every ship has a certain scan resolution, visible in the fitting window, which, together with your target's signature radius, determins the time it takes to lock a target. With a sensor booster you can increase that scan resolution which enables you to decrease the lock-time and so point or scram the target faster.

The tech 1 version of the sensor booster boosts your scan resolution by 25%, while the tech 2 version boosts it by 30%.

Sensor Boosters also increase your maximum targeting range, but that's less relevant to tackling. If you put a scan resolution script in the sensor booster the scan resolution bonus doubles and the bonus to targeting range disappears. So you can get a 50% scan resolution bonus from the tech 1 booster and a 60% from the tech 2 version.
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Overdrive Injector System
As a tackler, speed is the most important thing. The faster you can get into targeting and warp disruption range, the faster you can tackle the target. The nice thing about overdrive injector systems is that they don't require powergrid or CPU. The downside of the overdrive injector system is that your cargohold m³ will decrease. As a tackler you do not use your cargohold, so you can ignore that penalty.

The sub-warp speed increase of the tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase speed (and a 20% cargohold penalty).
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Nanofiber Internal Structure (Nano)
This is another module that increases your speed. Unlike the overdrive injector, however, it also makes your ship more agile. Using this module will help you keep a closer orbit at a higher speed making you harder to track, and thus harder to kill. Like overdrives, nanos don't require any powergrid or CPU. The inertia decrease will help you with the closer orbit. The downside of this module is that you get a lower amount of structure hit points (HP). In a way this doesn't matter, because, generally speaking, tackling frigates tend to die when they're hit regardless of their structure HP.

This module works well fitted together with one or more overdrive injector systems. This makes you faster and still allows you to keep that speed in a tight orbit.

The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction. Your structure HP will be reduced by 15%. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.
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Damage Control
The damage control increases your shield, armour and hull resistances, making you much tougher and harder to kill.  A very much recommended module for any tackler, this will keep you alive a lot longer than without one, and has no drawbacks.  It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.

The tech 1 module increases  shield armour and hull resistances by 7.5%, 10 % and 50% respectively.  The tech 2 module increases them by 12.5%, 15% and 60% respectively.
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Extra skills for tackling
None of these navigation skills are actually essential - you can still be a great tackler without them - but they will make your life easier and mean a better tackler.  Train them to IV when you can, if you intend on tackling a lot.  They all affect any ship you fly, so have benefits even if you fly other things.

Spaceship Command - increases your agility by 2% per level
Evasive Maneuvring - increases your agility by 5% per level
Navigation - increases your speed by 5% per level
Acceleration Control - increases the speed boost from a MWD or AB by 5% per level
Warp Drive Operation - reduces the capacitor required to enter warp by 10% per level, meaning you can warp further in one go.

Tackling Practical
Now for the tackling bit. This is in fact fairly easy.


Preparation
Turn Sensor Booster on (if you are in a gatecamp, this should be on already).

The Fight
Move towards the target while turning AB/MWD on.
Once in locking range, lock the target.
Once in Warp Disruptor range (less than 20/24km), turn the Warp Disruptor on.
Call out on Teamspeak that you have point on the target, e.g. 'Kelduum Revaan has point on primary', or 'SilentBrick has point on the Drake'.

Continue using AB/MWD to approach the target.
Once at about 12 kilometers from the target set to orbit at 6km to 6.5km (this will keep you out of smartbomb range).


If your MWD is running, turn it off. Afterburners can keep running. (As explained above.)


Turn on your Stasis Webifier (you should be within 10km by now).
Now keep orbiting the target. If you get targeted, either bounce (warp to a nearby celestial then return), or keep orbiting if you want to die a 'Hero's death'.

Hot Modules
If your overview is setup properly, then keeping your Sensor Booster and Warp Disruptor hot is a good option for getting point on the target that much faster. Having your overview setup right significantly reduces the chances of you accidentally targeting a friendly or worse, neutral target, which would then result in Concord retaliation. If you choose to do this make sure your auto targeting is off, as the hot modules will immediately activate on the next targeted entity.

Weapons on a Tackler
As you can see, we haven't put any weapons in this guide. The reason is simple: a tackler, as it's name suggests, exists purely for tackling. You can safely leave the damage-dealing to other ships. If you have some powergrid and CPU left, you can fit missile launchers or projectile weapons in the highslots. These weapon systems don't use any capacitor, and a tackler's capacitor is needed to keep the warp disruptor and the stasis webifier running. Don't waste it on anything else.


An additional option for high slots on a tackler is a small nosferatu (aka nos or vampire). Most small nosferatus require you to be in very close (5500m to 6000m) range, so they aren't always practical since they will put you within web range of your target. Despite this, the small nosferatu can prove worthwhile if you're at risk for losing your disruptor point on your target due to capacitor running out. As with other high slot modules, you should never compromise your mid slot modules in order to use a nosferatu when putting together a tackler.

Friday, December 2, 2011

Scouting Guide


“Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent’s fate.”

 Basic Information and RULES
• Scanning is the use of D-scan to identify the presence of towers and targets
dependant on the angle and direction of the scan. The direction of scan is changed
by using the camera.

• Probing is the use of scanning probes to identify and get a warp-in on something

• Your D-scan works to a maximum of 14.35 AU. This is important when clearing
a system using D-scan

• ALL SIGNATURES are within 4-5 AU of any celestial. This is important to know
when probing signatures

• 1AU (1 astronomical unit, the distance from Earth to the sun) = roughly 150,000,000km

• Once a ship is cloaked it cannot be probed or scanned down until it de-cloaks.
You are de-cloaked when you are within 2000m from THE EDGE of any object in
space both cloaked and uncloaked.

Scanning is an essential skill for life in a WH
Every system in EvE is scanable and contains WH signatures. These signatures represent either anomolies (sites of PVE) or cosmic signatures such as Mag / Grav / Ladar / Radar or wormholes. It is also possible to scan down ships and POSs as well as even drones/probes. It is not possible to probe down cargo cans or warp distruptors.

Signatures seem to appear randomly in all systems and disappear after a set amount of time. WHs must be probed down to be found. If you have no probing  ship in a WH system, you are officially stuck unless someone can give you a warp-in or bookmarks to get out.

Why do we scan / probe:
FACT: 
Success in WH space is directly proportional to your willingness to scan and probe signatures.

FACT: 
Practice makes perfect

Overview settings
Really this needs to be tailored to the individual. Constantly be improving your overview settings + tabs. If you need a good model ask another alliance member. Make sure your default overview setting has scanner probes visible.

“Speed is the essence of war. Take advantage of the enemy's unpreparedness; travel by unexpected routes and strike him where he has taken no precautions.”

Rules to Live
• You must have a mic and be on voice comms to scout for targets

• Only one scout jumps into the hole initially

• You must not be the first to jump into an unscouted system if you are about to go AFK or off comms

• When jumping into any WH you should not be dropping any probes not even a combat probe just to get the sigs. The reason being that probes can be seen by the enemy on D-Scan.

• Once you enter a WH you will be cloaked for around 30 seconds. Do a quick D-scan and Book mark the hole you have just come through. Once your ship moves you will de-cloak. As soon as possible you must re-cloak. This means you will be on directional scan for a minimum of about 3 seconds. Do your up-most to minimise this time.

• It is possible to scan down anomalies using the on-board scanner. Anomalies will be 4 to 5au from planet.

• When scanning systems, always be mindful that the rest of your team can’t reach you unless you are in fleet. Share bookmarks and warp-ins with others to ensure everyone has access to all points. If scanning alone, return to home system to drop BMS before entering new systems I will insert the good ol youtube scanning video link here.


By cycling the Home WH (static), we allow ourselves a unique vantage point over all enemies. Our WH can lead to ANY other C5 WH and the occupants will not be expecting us. This gives us a huge tactical advantage. Once we have cycled the WH, we must explore the new C5 in a swift and covert fashion to ensure that any potential targets are quickly found and destroyed. By revealing ourselves we lose the element of surprise and allow the enemy chance to counter or escape us. A lot of our success comes from getting the drop on people, so staying covert for as long possible is the key.

Using Siggy
• Once a WH system is clear of targets, drop 1 probe initially and set it to 32AU to gather all the sig names. Ignore all the anomolies.

• Put all the sig names in the siggy program

• Make sure you cover the whole system with the probe

• A nice trick is to bring the probe range to 0.25 to get the sig name of the hole you just jumped through.

• Once you have all the sig names, de-cloak and drop the rest of the probes

• Once a sig is fully scanned down and on siggy, add it to your ignore list to keep things simple. It is possible to edit your ignore list by clicking the small triangle at the top of the scan list. There are other tools and information to be gathered from this program, including access to Dotlan where you can determine how many jumps there have been within the last hour. What statics are probable, system effect, and the size of the system itsef.

Using D-Scan to hunt targets and towers



To do this, think of D-scan as a flashlight. (I say flashlight because its a circle) The position of your camera in relation to your ship is a straight line. Positioning your ship right over a planet, and reducing the range to 5 degrees will give you a very small flashlight around the planet. People with sensitive mice can find it difficult going all the way to 5 degrees, so 15 should be fine.

Anoms
If you see wrecks in D-scan it is very possible they are in a regular combat site.  Using D-scan warp to the nearest Planet and do a system scan without probes to at least 5 au. This will give you the regular anoms at that planet. Warp to the anom at range. Continue to the next planet if they are not there. Ladars, Gravs, Mags, and Radars will need to be probed. See Combat Ops/Deadspace.

Scanning down a tower
Remember nothing is showing your presence is on scan. Using the full 14.3 au at 360° on D-scan hit scan. Note the towers that show up and the force fields and moons associated with them. You can only anchor a tower at a moon. Reduce the degree to 60 or 90 and slowly spin your ship hitting D-scan. Once you get a hit on the tower you are looking for, note the moons. You want to get as few moons as possible. Reduce your angle again until only a couple moons remain. Then warp to those moons at a distance (100km). Once you have located the tower place location in siggy ie POS P6M19. Check and see if the ships at the tower have active pilots in them. Then warp to the next planet that wasn’t in your original 14.3 au scan area and repeat.

At this point the enemy can d-scan all they want. You’ve dropped no probes, and the 3 seconds you were uncloaked when first going into the system is all the chance the enemy is going to get as far as seeing probes/ships. By now you know whether they are running a site and you’re now watching them on grid.

You can learn a lot just by watching them for 1-3 minutes
What they are shooting with - possible rep chain - presence of defensive scouts - which wave of sleepers they’re on - most important of all what we need to perform flawlessly.

“It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle” 

Combat Ops/Deadspace
So if they’re in deadspace... If you've D-scanned them, and they're in dead space with/without wrecks and no anoms in the area; you're going to have to drop combats. But first your going to get the enemies location using directional.

• TAKE YOUR TIME- nothing is showing your presence is on scan.

•  Position your camera anywhere, and narrow down the location of enemy ships. Usually I go to 90 degrees, and kind of spin my ship in space for a second, and keep hitting scan until I get a hit. Newbies may want to vary a bit. then just keep reducing the range, and spin the ship less and less.

• Once you have the targets down to roughly 5-15 degrees, look exactly where your camera is pointing to in relation to any planet/moon near it. Distance to planets  (i.e- "the Moros looks like hes right in the middle of planets V, and X, perhaps a bit to the X side, and down just a hair.") DONT move your camera yet!!!!!!!!

NOW, distance is QUITE easy
There is a specific Km for each AU which people use. roughly works out to 150,000,000Km increments. In other words, while your target(s) are still on that 5 degree, just scan them at 150,000,000 for 1 AU, 300,000,000 for 2 AU, and so forth. "Moros is 2-3 AU from my location, in-between planets X, and V; perhaps a bit to the left and down. " Open your map and make a mental dot of where the ship is. Then warp off scan and drop probes where the dot is, and 99% of the time- first scan is a green hit.

Fleet jump; fleet warp

Scenario: 1
I just jumped into the new H5 for the first time
• Check D-scan in 360 degress

• BM the home hole back.

• Check siggy for the static and system effects

• Open map and check system size.

• Warp off to appropriate celestial (ideally before you are about to lose your cloak) Cloak ASAP.

• Clear the system using D-scan and by warping to cover the whole system.

• If there are no residents or targets then it's fine to drop probes.

Scenario: 2
I just jumped into the H5 for the first time and see lots of stuff on scan
• Same goes. Check D-scan, BM the way home, check siggy for the static and system bonuses

• Then warp off to find the control towers in system looking for active pilots and passing the info on to the alliance in vent using D-scan only.

• If targets are around no probes get dropped till it is confirmed what they are doing or where they are going. Same for the next WH ect. If you are going to be probing or scouting all information should be passed in vent making sure everyone clearly knows whats going on. Fleet chat is good but people respond much faster in comms.

Approach to a system with targets:
As before, upon entering any W-space system: 360 D-scan, report ships to alliance narrow down ships to within locatable range without dropping a single probe. Warp to any POS identified on D-scan by deducing which celestial they are at If not next to a planet (POS’d up) use the on-board scanner to locate whether the enemy is doing a normal anomoly. The presence of wrecks on scan will help you. If they are, at this point, the rest of the alliance is scrambling to get into a ship, and desperately crying on comms for a BM, so you have a minute to warp to a range, safe from uncloaking.

 “All warfare is based on deception. Hence, when we are able to attack, we must seem unable; when using our forces, we must appear inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near”




Tuesday, May 10, 2011

Understanding Electronic Warfare


EVE Electronic Warfare Guide (EW)

While most players understand EVE Electronic Warfare few players understand the true potency of all the Electronic Warfare modules; especially when they are most and least useful. Electronic Warfare is something that requires dedication to be good at. A strong team will never ignore Electronic Warfare, it may not win a fight all by itself – but it damn makes sure who loses.

As a new player, one of your greatest assets in neutralizing the advantage of older players is to understand precisely how these modules work, and utilizing them correctly to counter the advantages of your foes.

One of the most devastating Electronic Warfare tools is the jammer. If you are jammed you can’t lock anything so you can’t fight. The best jammers are race specific so you need the right ones fitted for the enemy you are attacking.

EVE Electronic Warfare refers to any of the following:

Tracking Disruptors
Remote Sensor Dampeners
ECM-Jamming units (Jammers)
Target Painters

Each race has an Electronic Warfare unit which it specializes in using; there are ships of that race which have special bonuses to make that Electronic Warfare module more effective than it would be otherwise.

Each Electronic Warfare unit also has specific advantages and disadvantages. The most important lesson about EW is that you should recognize what they are, and are not, good for.
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Tracking Disruptors
The Tracking Disruptor is probably the most underestimated of all the EVE Electronic Warfare modules. They can be devastating and ruin a turret-user’s day, but do nothing to missiles or drones.

What they are designed for:
Reduced turret optimal range
Reduced turret tracking ability

Why That’s Bad:
For a turret user, the above can completely devastate their attack strategy.
Long-range sniper vessels struck with even a single Tracking Disruptor, will find targets totally unable to strike a target at preferred range.

For someone using short-range weapons, tracking will become an issue; short-range pilots tend to move swiftly around their target to avoid being hit and take advantage of the fast tracking of their weapons – and they will find their own guns are now unable to track fast enough to handle their own movement. (Also some short range weapons will find their range reduced so low that the pilot will have to quickly change their preferred orbit distance or be useless – and that takes time to do.

Limitations of the Module:
Does absolutely nothing to Missile and Drones. As a result, a Tracking Disruptor is a wasted slot, should you face most Caldari ships and a few Gallente ones as well.

There are very few pure-turret ships, even amongst the Minmatar and Amarr, so while a Tracking Disruptor is very nearly an “off” switch for some modules, it has no effect on others.

Using more than one version of this module DOES increase the effect, but stacking them incurs a penalty. After the third Tracking Disruptor, the effectiveness is drastically lessened. (On the other hand, there are exceedingly few ship designs that have turrets which will manage to hit with three Tracking Disruptors interfering…
Only the Caldari fly ships which frequently have no turrets at all, so you can be nearly certain of stopping at least one turret.)

Countering the Tracking Disruptor:
No turret-heavy ship should be without a Tracking Computer. This gives the player bonuses to precisely the same categories a Disruptor weakens: Optimal Range and Tracking Ability.

Although the bonuses are not precisely equivalent to the penalty, this is the best option you have, and can give you a fighting chance to deliver damage with your turrets.

Tracking Disruptors Are More Effective On:
Typically a slower ship that relies on long-range combat.
While short-range boats can have their tracking ruined, a short-range boat can also counter this effect by simply slowing down.

Snipers, on the other hand, typically are not built for speed, and cannot rapidly close the distance in order to fight you at their “new” range. When you rush them, their long-range (now shorter), slow-tracking (even slower-tracking!) guns will be unable to hit you.

Any ship set up for sniping (especisally Megathron, Apocalypse, Moa) will be very unhappy to find themselves target-disrupted.

Frigates, however, are typically capable of countering with good flying, a web to slow their target down, and short-range combat.

A Few Tracking Disruptor Modules (in order from least to most effective)
Tracking Disruptor I
‘Abandon’ Targeting Disruptor
F-392 Baker Nunn Targeting Scrambler
DDO Photometry I Targeting Interference
Tracking Disruptor II
Balmer Series Targeting Inhibitor

Preferred Racial Ships: The Amarr race prefers the Tracking Disruptor.

Skills to Maximize Tracking Disruptor Effectiveness:
Weapon Disruption (less cap use – requires Electronics III)
Turret Destabilization (Even lower optimal range and tracking speed- requires Electronics V, Weapon Disruption IV)
Long Distance Jamming (Increase optimal painting range – Requires Electronics IV, Electronic Warfare III)
Frequency Modulation (Increases falloff range – Requires Electronics III, Electronic Warfare II)
Tracking Disruptors always work, and work verywell on any turret they meet, but don’t work on ships that have no turrets.
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Remote Sensor Dampeners
Remote Sensor Dampeners work very similarly to Tracking Disruptors, but instead of working on Turrets, they work on sensors – which everyone relies on. This makes them considerably more useful for dealing with all kinds of opponents, but just like Tracking Disruptors, there are specific types of combat which Remote Sensor Dampeners are less effective in defeating.

What They Are Designed For:
Lowering Maximum Targeting Range
Lowering Sensor Resolution

Why That’s Bad:
No weapon system functions ideally if it cannot lock on to its target.
Turret users are absolutely out of luck and cannot even fire.
Missile users can only use friend-or-foe missiles, which target erratically and do less damage.

Drones will react to a sensor dampener by attacking, but only if they are already deployed – targets which are dampened before the drones are released will find drones useless.

In short, a ship which is outside of its targeting range is almost powerless to fight back. Additionally, even when a ship does reach its new, crippled targeting range, the lowered sensor resolution means that the ship will take much longer than normal to actually achieve a target lock.

When fighting frigates and interceptors, the difference can be jaw-dropping.

Limitations of the Module:
Ultimately, when a target finally achieves a lock on you, that lock stays.
The only way to break that lock is to actually retreat out of the new maximum sensor range – which isn’t always possible.

Unless you have some means to keep your opponent at a very specific distance, Remote Sensor Dampeners only buy time. (That can sometimes be quite a long time, but eventually, locks will be had.)

Many players use enough of these modules to push their opponent’s range under 20km, where they can be warp-scrambled, or in some cases, 10km, where they can be webbed and scrambled.

While multiple Remote Sensor Dampeners CAN be used, like Tracking Disruptors, they do have penalties associated with stacking them up on a single target.

Countering Remote Sensor Dampeners:
The foil to this system is the Sensor Booster, which increases maximum targeting range and sensor resolution.

These are quite popular modules for players to use on larger ships to lower lock times and use long-range guns, so there is a good chance that you could be working against some defenses right from the start.

Remote Sensor Dampeners are Most Effective On:
Ironically, these modules are possibly the most brutal on ships that already have short targeting ranges – frigates, especially interceptors.

These ships typically do not have the module slots to fit sensor boosters on their own, and since they already have quite short targeting ranges, interceptor pilots can find themselves with such short targeting ranges so as to whip past a target and be back outside maximum targeting range again!

Interceptors also rely on very fast locking times, which can be spoiled as well.

They are good on cruisers as well, which tend to have medium targeting ranges and speeds, but are probably not packing sensor boosters.

Battleships often utilize sensor boosters, but enough remote sensor dampeners can still be fairly effective in cranking their lock times up.

Pushing battleship targeting range lower than they can fire will only work with snipers, though, as close-range battleships typically have more than enough targeting range, even dampened.

Some Remote Sensor Dampener Modules
Remote Sensor Dampener I
Kapteyn Sensor Array Inhibitor
Indirect Scanning Dampening Unit
Low Frequency Sensor Suppressor
Remote Sensor Dampener II
Phased Muon Sensor Disruptor
Preferred Racial Ships: The Gallente have the ships with the bonuses for these modules; for example the Maulus (Frigate), the Celestis (Cruiser), and the Arazu/Lachesis (Recon Cruisers.)

Skills to Maximize Sensor Dampener Effectiveness:
Sensor Linking (less cap use – requires Electronics III)
Signal Suppression (Lower target range and resolution – requires Electronics V, Sensor Linking IV)
Long Distance Jamming (Increase optimal painting range – Requires Electronics IV, Electronic Warfare III)
Frequency Modulation (Increases falloff range – Requires Electronics III, Electronic Warfare II)

Remote Sensor Dampeners are the next step in the direction away from the Targeting Disruptor. They are more effective against more targets, but have more potential to fail altogether beyond a certain level of effect. (Whereas a Targeting Disruptor has less targets it can effect, but really ruins their day.)--------------------------------------------------------------------
ECM-Jammers:
Probably the most popular electronic warfare modules, the Jammer works on any type of ship that it comes across. There are actually two varieties of Jammer; Multi-spectral (moderately effective against all), and Race-Specific (Effective against a specific type of ship.)

HINT: When using ECM modules you can select the racial jammer for the targeted ship based on the color code principle.

Caldari - Blue background icon - Blue ECM module
Gallente - Green background icon - Green ECM module
Amarr - Gold/Brown background icon - Gold/Yellow ECM module
Minmatar - Red/Pink background icon - Red ECM module

What It Does:
Jammers have a random chance of simply turning OFF enemy targeting abilities for 20 seconds.

This chance is based on two factors: – Target’s ship sensor strength – Jamming strength of the ECM module (Many people think that the sensor strength of the jamming ship comes into play; this is simply untrue – a frigate mounting an jammer is just as effective as a battleship mounting one, unless the ship using it has a specific bonus to jammers.)

Why That’s Bad:
A successful jam means your targeting simply turns off; you can actively target zero ships. That means anything currently running stops – Nosferatu stop draining, guns stop firing, standard missiles stop shooting. Drones will continue firing at a target, but if they destroy it, they’ll decide on their own what to attack next.

This condition lasts for twenty seconds per successful jam, and can “cycle jam” if the target is unlucky enough – repeated successful jams can make the jamming time last even longer!

Limitations of the Module:
If the jammer fails to jam sensors, for 20 seconds the jamming ship gets absolutely no benefit from its modules at all – none – except wasted capacitor.

Also, players who use the multispectral module are going to be using a healthy chunk of capacitor, and while the racial-specifics are cheaper to use, they affect one of four races.

Countering Jammers:
There are a variety of ways to counter jammers, both directly and indirectly.

Directly countering them can be done by fitting ECCM (Electronic Counter-Counter Measures) which fit in medium slots and use capacitor, and Sensor Backup Arrays, which fit in low slots and use no capacitor, but are less effective.

Both of these modules increase sensor strength significantly, making the chance of a successful jam lower. (Admittedly, though, the chance of a jam is never zero.)

These modules tend to be a bit less popular because they do absolutely nothing if the fitted ship is not being threatened with ECM. (Ironically, the same players fail to realize that ECM which are being thwarted have the same problem!)

Some players choose another route to help counter the effects of a Jammer:
Sensor Boosters help a player who has been jammed reacquire their lock more quickly, cutting down on the total time wasted.

Some players take a much more aggressive approach to countering enemy Jamming:
They either Jam or Damp the other vessel themselves! Although this is not always effective (many Caldari vessels have high sensor strength and fit Sensor Boosters to utilize Jamming at long range) it is another option.

A final alternative is Projected ECCM.
While this will not work on your own vessel, there are modules that work very effectively to improve the sensor strength of another vessel. If you and a companion think there is a very high chance you will be jammed, projected ECCM (P-ECCM) is one possibility for greatly bolstering your defenses:

If you both P-ECCM each other, you can double your sensor strength; something neither one of you could do with a single module by yourselves.

ECM is Most Effective On:
Ships with low sensor strength; particularly tech-1 vessels of smaller sizes.
Any ship that is faced with the specific anti-race jamming that matches their race is going to have problems, but smaller ships tend to suffer more.

ECM-Multispectrals can be effective against all races, but much less so
Some ECM-Jamming Modules:
Multispectral ECM-Multispectral Jammer I
Initiated Multispectral Jammer I
Induced Multispectral Jammer I
Compulsive Multispectral Jammer I
Magnetometric Jammers ECM-Ion Field Projector I
Initiated Ion Field ECM I
ECM-Ion Field Projector II
ECM- Burst Modules: Effects all races out to a certain range, but very high cap use:
ECM-Burst I
ECM-Burst II
‘Cetus’ ECM Shockwave I
(ECM-Burst can be very tough to use, since it has the serious drawback of hitting anyone nearby – including friendlies)

Preferred Racial Ship: The Caldari have all the bonuses when it comes to ECM. They have ships with bonuses to ECM strength, ships with bonuses to ECM distance, and ships with bonuses to ECM capacitor usage. Examples are: Griffin (Frigate), Blackbird (Cruiser), Scorpion (Battleship), Falcon/Rook (Recon Cruisers.)

Skills to maximize ECM-Jammer Effectiveness:
Electronic Warfare (less cap use – requires Electronics III)
Signal Dispersion (greater Jamming strength – requires Electronics V, Electronic Warfare IV)
Long Distance Jamming (Increase optimal painting range – Requires Electronics IV, Electronic Warfare III)
Frequency Modulation (Increases falloff range – Requires Electronics III, Electronic Warfare II)
(ECM are by far the most controversial of the EVE Electronic Warfare modules, because of their ability to simply “shut off” an opposing vessel. Of all the Electronic Warfare modules, though, Jammers have the highest ability to fail: they are an all-or-nothing module. Many players find that too random, and very frustrating)
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Target Painters
The least used of all the EVE Electronic Warfare modules is the Target Painter, though it is by no means a useless module. Target Painters work on the principle that weapon systems – all types – only see so well, and a Target Painter brightens up that target to make it that much easier for the weapon system to see.

What It Does:
Target painters work by increasing the signature (target size) of an opposing ship.
That means: – Bigger guns which normally fire near a small ship but miss will start hitting (and doing lots of damage.)

Missiles which usually explode near a target for small damage will explode ON a target for big damage.

Why That’s Bad:
Battleship guns do battleship-sized damage. Part of the reason frigates don’t need to be as afraid of battleship guns is that the sensors on battleship guns are built for other big targets – they don’t see frigates very well. As a result, they tend to near-miss a frigate a decent amount of the time.

Target Painters light smaller ships up so that bigger guns can see them much better – and so a frigate will suddenly have to endure battleship-sized amounts of damage… which it won’t do for very long!

The same thing goes for missiles – heavier missiles have a harder time closing with small targets; target painters help with that.

Limitations of the Module:
The big limitation of a target painter is that they usually only do any good with big guns vs. small targets.

A frigate’s guns will always see a frigate, a cruiser’s guns will always see a cruiser, and so on.

Battleships don’t tend to run into frigates in combat (frigates often run away) and so target painters aren’t helpful.

Bigger ships often have drone bays or missiles, which can both do enough damage to repel a frigate, even if it is not the “ideal” solution. As a result, this is a less commonly used form of electronic warfare.

It does counter small ship size as a tool of defense, but many other options exist.

The other problem with target painters is that their effectiveness is somewhat limited:
A target painter might move the effective signature of a frigate from 33m to 44m, but that’s not going to be much help to a battleship whose guns see in blocks of 400m! The best target painter only increases a target’s size by 30% – which isn’t going to be enough to see major returns for the expended module slot.
On the other hand missiles always enjoy a benefit.

Countering Target Painters:
Here’s the good news for Target Painter users: you can’t be countered.
Someone can jam you, damp you, or disrupt you as normal, but otherwise, you’re gold. There is no module which lowers signature radius, and some of the smaller, faster ships really hate being painted.
Target Painters are Most Effective on Ships Being Hit by Missiles:

More so than with turrets, missiles really enjoy the benefits of a target painter, as it only cranks their damage upward.

The only target that is not going to suffer more damage from a target painted missile is one that is already quite large and quite stationary

Some Target Painting Modules…
Target Painter I
Partial Weapon Navigation
Peripheral Weapon Navigation Diameter
Parallel Weapon Navigation Transmitter
Target Painter II
Phased Weapon Navigation Array Generation Extron
Preferred Racial Ship: Examples are the Minmatar Vigil (Frigate), Bellicose (Cruiser), and Huggin/Rapier (Recon Cruisers) all get a bonus to this module, but none of these ships are terribly popular. Huggins and Rapiers are not unheard-of, however, because they also get an impressive bonus to webifier range.

Skills to maximize Target Painter:
Target Painter (less cap use – requires Electronics III)
Signature Focusing (higher sig increases – requires Electronics V, Target Painting IV)
Long Distance Jamming (Increase optimal painting range – Requires Electronics IV, Electronic Warfare III)
Frequency Modulation (Increases falloff range – Requires Electronics III, Electronic Warfare II)
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To Close:
Fully understanding when a Tracking Disruptor is better than a Sensor Dampener, and when you really don’t need to gamble on an ECM-Jammer, because a better option is open… well, that can make the difference between winning a fight, or taking a trip home in your pod. Like drones, missiles, and gunnery, EVE Electronic Warfare is something that requires a great deal of dedication to be good at. While EVE Online Electronic Warfare may be far less glamorous because it causes no damage, a good team will never ignore it.