Cocer
12-29-2009, 01:19 PM
Any race can use any EW, but each race has a reccomended type, that is supported by ships. For example the gallente frigate "maulus" gives 5% stronger sensor dampening per frigate level. EW is a very important part of EVE, a 25mil EW frigate could completely disable a 150mil battleship under right circumstances. Here's a quick guide:
Gallente: remote sensor dampeners (good in some cases and in combination with ECM)
Skills: sensor linking and signal suppression
Effect: Reduces either "max targeting range or targeting speed.
Module: "Remote sensor dampener", loaded with either "Target range dampening" or "Scan resolution dampening"
Frigate: Maulus (and variations)
Cruiser: Celestis (and variations)
Caldari: ECM (good allround, drawback is that jamming is chance based so not always reliable and that you need different modules against different races)
Skills: electronic warfare and signal dispersion
Effect: jams target sensors completely so they loose all targets and can't target anything for a certain time (10-20sec)
Module: You use different ECM for different races ships.
They are called:
"ECM - Ion field projector" against Gallente
"ECM - Phase inverter" against Minmatar
"ECM - Spatial destabilizer" against Caldari
"ECM - White noise generator" against Amarr
"ECM burst" is effective against all races but short range, eats cap and has longer duration.
Frigate: Griffin (and variations)
Cruiser: b lackbird (and variations)
Minmatar: target painters (not very useful against large ships, but potentially useful if our enemy brings frigates or cruisers)
Skills: target painting and signature focusing
Effect: Increase a ship's signature radius, making it easier to hit, especially for larger turrets. Good if a battleship wants to shoot a cruiser or hit hard at range.
Module: "Target painter"
Frigate: Vigil (and variations)
Cruiser: Bellicose (and variations)
Amarr: turret destabilizers (good against ships relying on turrets)
Skills: weapon disruption and turret destabilization
Effect: Decreases either turret optimal range, or turret tracking speed. Tracking speed is generally used to prevent large turrets from hitting small targets, while optimal range can be used to orbit at safe range or make closerange ships unable to hit things beyond 1km.
Module: "Tracking disruptor" loaded with either "optimal range disruption" or "tracking speed disruption"
Frigate: Crucifier (and variations)
Cruiser: Arbitrator (and variations)
Combination example: Jamming target sensors with ECM combined with increased targeting time from remote sensor dampeners could make somebody completely unable to lock ships and fight, as they won't be able to lock stuff in time even when the ECM fails.
First skill listed in all cases is to use the module in question and decrease cap use. The other skill increases the effectivity of the EW.
You want both to AT LEAST 2 if you are short on time; 3 or 4 preferred. Use frigate or cruisers, depending on skills or preference - cruiser will be more effective but die faster (bigger target) and be more expensive.
Supporting and useful skills if you want to specialize later:
Frequency modulation - increases jamming fallof range
Long distance jamming - increases jamming optimal range
Long range targeting - let's you target further (frigates often have short targeting range)
Signature analysis - increase targeting speed (you wanna target and jam them before they can target anything!)
Targeting and multitasking - increases number of targets you can have at once - good for managing and spreading EW
Gallente: remote sensor dampeners (good in some cases and in combination with ECM)
Skills: sensor linking and signal suppression
Effect: Reduces either "max targeting range or targeting speed.
Module: "Remote sensor dampener", loaded with either "Target range dampening" or "Scan resolution dampening"
Frigate: Maulus (and variations)
Cruiser: Celestis (and variations)
Caldari: ECM (good allround, drawback is that jamming is chance based so not always reliable and that you need different modules against different races)
Skills: electronic warfare and signal dispersion
Effect: jams target sensors completely so they loose all targets and can't target anything for a certain time (10-20sec)
Module: You use different ECM for different races ships.
They are called:
"ECM - Ion field projector" against Gallente
"ECM - Phase inverter" against Minmatar
"ECM - Spatial destabilizer" against Caldari
"ECM - White noise generator" against Amarr
"ECM burst" is effective against all races but short range, eats cap and has longer duration.
Frigate: Griffin (and variations)
Cruiser: b lackbird (and variations)
Minmatar: target painters (not very useful against large ships, but potentially useful if our enemy brings frigates or cruisers)
Skills: target painting and signature focusing
Effect: Increase a ship's signature radius, making it easier to hit, especially for larger turrets. Good if a battleship wants to shoot a cruiser or hit hard at range.
Module: "Target painter"
Frigate: Vigil (and variations)
Cruiser: Bellicose (and variations)
Amarr: turret destabilizers (good against ships relying on turrets)
Skills: weapon disruption and turret destabilization
Effect: Decreases either turret optimal range, or turret tracking speed. Tracking speed is generally used to prevent large turrets from hitting small targets, while optimal range can be used to orbit at safe range or make closerange ships unable to hit things beyond 1km.
Module: "Tracking disruptor" loaded with either "optimal range disruption" or "tracking speed disruption"
Frigate: Crucifier (and variations)
Cruiser: Arbitrator (and variations)
Combination example: Jamming target sensors with ECM combined with increased targeting time from remote sensor dampeners could make somebody completely unable to lock ships and fight, as they won't be able to lock stuff in time even when the ECM fails.
First skill listed in all cases is to use the module in question and decrease cap use. The other skill increases the effectivity of the EW.
You want both to AT LEAST 2 if you are short on time; 3 or 4 preferred. Use frigate or cruisers, depending on skills or preference - cruiser will be more effective but die faster (bigger target) and be more expensive.
Supporting and useful skills if you want to specialize later:
Frequency modulation - increases jamming fallof range
Long distance jamming - increases jamming optimal range
Long range targeting - let's you target further (frigates often have short targeting range)
Signature analysis - increase targeting speed (you wanna target and jam them before they can target anything!)
Targeting and multitasking - increases number of targets you can have at once - good for managing and spreading EW