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.




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