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ECM lasting after a ships destruction

Author
E man Industries
SeaChell Productions
#1 - 2011-11-14 18:14:21 UTC  |  Edited by: E man Industries
Currently ECM mods persist after the ship has been destroyed.

Once a ship is destroyed any effects it is causing should cease.

I find it intresting that traking links, remote ECM, target painters, remote repairs, remote sensor boosting, and even sensor damping all stop working when the ship performing the action warps out or is destroyed.

Only jamming persists after the ship has warped off or is destroyed.



A dps ship does not keep shooting once it dies....nor should a jamming ship keep jamming after it explodes.
Katrina Oniseki
Oniseki-Raata Internal Watch
Ishuk-Raata Enforcement Directive
#2 - 2011-11-14 18:17:13 UTC
A DPS ship's guns or launchers still wait for their cycles to complete after the target is destroyed.

Katrina Oniseki

Jovan Geldon
The Scope
Gallente Federation
#3 - 2011-11-14 18:17:27 UTC
This was entirely threadworthy
Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#4 - 2011-11-14 19:05:39 UTC
Katrina Oniseki wrote:
A DPS ship's guns or launchers still wait for their cycles to complete after the target is destroyed.



What he means is:

If Ship A jams Ship B and then the Jamming Ship A is blown up, B is still jammed.
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
Solstice Project
Sebiestor Tribe
Minmatar Republic
#5 - 2011-11-14 19:10:27 UTC

He fails to mention how long this post-mortem-jamming occurs ...
... but ... of course.

So, how long does it take until it stops ?

Are you talking PvP here or PvE ?

There's a bug that when a ship get's ECM'd by NPCs,
the visual indicator keeps showing up,
but besides that there is no effect at all.


Thanks for trying to communicate [issue] in such a deep and informative manner.
Alyssa Yotosala
School of Applied Knowledge
Caldari State
#6 - 2011-11-14 19:49:45 UTC
E man Industries wrote:
Currently ECM mods persist after the ship has been destroyed.

Once a ship is destroyed any effects it is causing should cease.

A dps ship does not keep shooting once it dies....nor should a jamming ship keep jamming after it explodes.


Dude!! you found a Bug! Quick, go enter it into the EVE bug tracking system.
Zleon Leigh
#7 - 2011-11-14 19:55:05 UTC
The ECM ship did it's job. The fuzz that continues to jam you is in your modules - it takes time for the repair nanites to do a fuzz check. If you don't want fuzz, get ECCM.

Incarna - Newest business example of mismanaged capital. CCP - Continuing to gank independent PI producers every day

PvP's latest  incentive program ** Unified Inventory **  'Cause you gotta kill something after trying to use it

Captain Nathaniel Butler
The White Company
#8 - 2011-11-14 20:00:16 UTC  |  Edited by: Captain Nathaniel Butler
I'm going to go out on a limb here and guess he's a butthurt incursioneer. Since CCP nerfed the logi aggression tactics that Sunkworks were using with great effect to bring down "Blinged" faction ships, they've come up with a new tactic involving waves of ECM ships jamming up the logi ships, showing that Skunkworks do very much think outside the box.

Now I'm guessing that this is another whine asking for CCP to help the poor little mites. It must be quite terrible losing a ship to these horrible men, especially if you only have a bottomless bucket of Isk from which you can replace it too.

Awww didums..

Lady Spank for C&P moderator.

E man Industries
SeaChell Productions
#9 - 2011-11-14 20:17:32 UTC  |  Edited by: E man Industries
Captain Nathaniel Butler wrote:
I'm going to go out on a limb here and guess he's a butthurt incursioneer. Since CCP nerfed the logi aggression tactics that Sunkworks were using with great effect to bring down "Blinged" faction ships, they've come up with a new tactic involving waves of ECM ships jamming up the logi ships, showing that Skunkworks do very much think outside the box.

Now I'm guessing that this is another whine asking for CCP to help the poor little mites. It must be quite terrible losing a ship to these horrible men, especially if you only have a bottomless bucket of Isk from which you can replace it too.

Awww didums..

No
Incursion sucide ganks are fine...
Fit ECCM local or remote, use shield bots, or just watch the chat channels to see if it is going on.
risk vs reward....more risk in not fitting eccm and having higher dps fleets but faster isk/hour..

Being jammed after a ship has left or is destroyed is not quite right. as a balckbird pilot I can set up some decent book marks.
Using these jam and scoot. I have a big impact on the battle but unless you tackle me fast(i have good range and simply warp in on my own fleet at 50k so good luck).

For incursions a single backbird can jam the 3 logi of a vg site(6 jammers 2 per logi) for the full cycle time even if the ship is insta popped...no "waves of" ships required.

Jams staying after the ship is no longer there is a problem.
Ammzi
Dreddit
Test Alliance Please Ignore
#10 - 2011-11-14 20:20:27 UTC
Captain Nathaniel Butler wrote:
I'm going to go out on a limb here and guess he's a butthurt incursioneer. Since CCP nerfed the logi aggression tactics that Sunkworks were using with great effect to bring down "Blinged" faction ships, they've come up with a new tactic involving waves of ECM ships jamming up the logi ships, showing that Skunkworks do very much think outside the box.

Now I'm guessing that this is another whine asking for CCP to help the poor little mites. It must be quite terrible losing a ship to these horrible men, especially if you only have a bottomless bucket of Isk from which you can replace it too.

Awww didums..


Please give credit where credit is due.
The alliance that with success jammed out logis yesterday are "Kill it with fire" , Lead Farmers.
Captain Nathaniel Butler
The White Company
#11 - 2011-11-14 20:22:58 UTC
Ammzi wrote:
Captain Nathaniel Butler wrote:
I'm going to go out on a limb here and guess he's a butthurt incursioneer. Since CCP nerfed the logi aggression tactics that Sunkworks were using with great effect to bring down "Blinged" faction ships, they've come up with a new tactic involving waves of ECM ships jamming up the logi ships, showing that Skunkworks do very much think outside the box.

Now I'm guessing that this is another whine asking for CCP to help the poor little mites. It must be quite terrible losing a ship to these horrible men, especially if you only have a bottomless bucket of Isk from which you can replace it too.

Awww didums..


Please give credit where credit is due.
The alliance that with success jammed out logis yesterday are "Kill it with fire" , Lead Farmers.



Indeed , all credit to them as well.

Lady Spank for C&P moderator.

Commander Spurty
#12 - 2011-11-14 20:28:09 UTC
Entire problem with jammers is that they create a situation where the jammed pilot, if tackled as well, just has to stick their fingers up their arses and wait for their eventual death.

Lame

If ECM just broke the activelocks, it would still be very potent but a lot less lame (oh and fixes this guys problem as well).


There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

Ranger 1
Ranger Corp
Vae. Victis.
#13 - 2011-11-14 20:45:25 UTC  |  Edited by: Ranger 1
The jamming continues until the jamming cycle ends, even after the ship has been destroyed.

This is common knowledge and has been used to good effect by EW pilots for years.

I believe it is not out of the realm of believability for it to take a few seconds before your sensors to recalibrate after being successfully jammed, but that will be for CCP do decide.

I'm interested though, if they find a way to take advantage of the fact that armor reppers/remote armor reppers have no effect until the end of their cycle (as opposed to shield reppers that take effect at the beginning of the cycle) will you demand that they too be altered in their effect?

Just wondering.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Terminal Insanity
KarmaFleet
Goonswarm Federation
#14 - 2011-11-14 20:50:18 UTC
Because an ECM module doesnt actively jam an enemy ship, it makes one attepmt at the jam each cycle, and if it is successful it screws your ship's electronics over for a full cycle.

The jamming ship doesnt need to be alive for the full cycle, since the damage was already done to your ship's sensors.

"War declarations are never officially considered griefing and are not a bannable offense, and it has been repeatedly stated by the developers that the possibility for non-consensual PvP is an intended feature." - CCP

SilentSkills
The Scope
Gallente Federation
#15 - 2011-11-14 21:53:03 UTC
this is a necro bug and its been around for ages

basically the ecm "jammed" effect persists through the death of the rat/npc/sansha/player/anything for several (endless) cycles
Ammzi
Dreddit
Test Alliance Please Ignore
#16 - 2011-11-14 22:00:46 UTC
**** LEGITIMATE QUESTION ****

Ok, we have established the "lore" or roleplaying grounding for a jammer to jam for 20 seconds even after ship death.
The PROBLEM is inconsistency.

Why is there a difference between NPC jams and Capsuleer jammers?
When the NPC jam ship gets killed I can relock immediately.

I don't care which one is changed, but fix the inconsistency please.
E man Industries
SeaChell Productions
#17 - 2011-11-14 22:01:12 UTC  |  Edited by: E man Industries
Ranger 1 wrote:
The jamming continues until the jamming cycle ends, even after the ship has been destroyed.

This is common knowledge and has been used to good effect by EW pilots for years.

I believe it is not out of the realm of believability for it to take a few seconds before your sensors to recalibrate after being successfully jammed, but that will be for CCP do decide.

I'm interested though, if they find a way to take advantage of the fact that armor reppers/remote armor reppers have no effect until the end of their cycle (as opposed to shield reppers that take effect at the beginning of the cycle) will you demand that they too be altered in their effect?

Just wondering.

If a guardian dies does it's rep still apply to the ship it is repping? same for warping out...

I really want to know.

And for the record no i don't think a dead logi's or a warped away logi's rep should apply.
Ranger 1
Ranger Corp
Vae. Victis.
#18 - 2011-11-14 22:33:51 UTC
E man Industries wrote:
Ranger 1 wrote:
The jamming continues until the jamming cycle ends, even after the ship has been destroyed.

This is common knowledge and has been used to good effect by EW pilots for years.

I believe it is not out of the realm of believability for it to take a few seconds before your sensors to recalibrate after being successfully jammed, but that will be for CCP do decide.

I'm interested though, if they find a way to take advantage of the fact that armor reppers/remote armor reppers have no effect until the end of their cycle (as opposed to shield reppers that take effect at the beginning of the cycle) will you demand that they too be altered in their effect?

Just wondering.

If a guardian dies does it's rep still apply to the ship it is repping? same for warping out...

I really want to know.

And for the record no i don't think a dead logi's or a warped away logi's rep should apply.


A Guardians armor rep takes place at the end of a cycle, if it dies first then no.

A Basilisks shield rep takes place at the beginning of a cycle, so it's rep would apply.

A jam effect takes place at the beginning of it's cycle as well.

And to complete the example, warp begins once you have attained velocity, not before. So if you die before you actually enter warp, you die.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

E man Industries
SeaChell Productions
#19 - 2011-11-14 22:58:27 UTC
Ranger 1 wrote:
[IfA Guardians armor rep takes place at the end of a cycle, if it dies first then no.



So unlike jamming it needs to finsih it cycle. so why did you ask

Quote:
I'm interested though, if they find a way to take advantage of the fact that armor reppers/remote armor reppers have no effect until the end of their cycle (as opposed to shield reppers that take effect at the beginning of the cycle) will you demand that they too be altered in their effect?


Armor repers apear to work as inteded. as do items like tracking links that stop working the instant you warp out or are destroyed.
ECM mods are the onyl one that work after the ship is dead or gone.
Ranger 1
Ranger Corp
Vae. Victis.
#20 - 2011-11-14 23:09:49 UTC  |  Edited by: Ranger 1
E man Industries wrote:
Ranger 1 wrote:
[IfA Guardians armor rep takes place at the end of a cycle, if it dies first then no.



So unlike jamming it needs to finsih it cycle. so why did you ask

Quote:
I'm interested though, if they find a way to take advantage of the fact that armor reppers/remote armor reppers have no effect until the end of their cycle (as opposed to shield reppers that take effect at the beginning of the cycle) will you demand that they too be altered in their effect?


Armor repers apear to work as inteded. as do items like tracking links that stop working the instant you warp out or are destroyed.
ECM mods are the onyl one that work after the ship is dead or gone.


To make you think.

Some items have effects that are instantaneous, others do not.
Some items have effects that begin at the beginning of the cycle, others at the end.

Currently a EW module's jam takes effect at the beginning of it's cycle and affects the target ships sensors for a set duration. This is certainly not unreasonable.

If CCP see's a need to change this, they will... however it is highly doubtful they will see the need.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.