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Ships & Modules

 
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Electronic Warfare Question

Author
Boba Shaw
Aliastra
Gallente Federation
#1 - 2013-12-11 05:10:39 UTC
Started salvaging wrecks from pirates. I got 'Shade' White Noise and 'Abandon' Tracking Disruptor.

The tracking disruptor has attributes I can make sense of. For instance Tracking Speed Bonus -17.5% obviously means it takes that much longer for enemies to target me. White Noise: not so much.

Overload ECM Bonus of 20%.. what does it mean? Also it does heat damage.. is that to the enemy or a random penalty to yourself? Seems weird a targeting device would also do damage to enemy.

And then I guess all the different strengths are against what weapons... where this one has triple the value for Radar weapons.
Is there a good post that shows what weapons are Gravimetric, Ladar, Magnetometric, or Radar?
Dato Koppla
Spaghetti Militia
#2 - 2013-12-11 06:03:31 UTC
You've got your facts all over the place. Lemme try set them straight, here are some definitions:

Tracking Speed: Refers to the tracking speed of guns which is basically how well guns are able to hit moving enemies, higher tracking speed means better ability to hit your enemy. The tracking disruptor module that you found is used to disrupt/reduce the enemies gun tracking speed when activated on an enemy (thus the -17.5% tracking speed) making it harder for their guns to hit you and your allies. It has nothing to do with targeting speed.

Scan Resolution: This stat is what determines your targeting/locking speed. It can be improved by Sensor Boosters and Signal Amplifiers and reduced by Sensor Dampeners.

Sensor Strength: This is a stat on all ships that determines 2 things: How effective ECM is when used on your ship by an enemy, and the difficulty in scanning your ship using combat scanner probes. Each race has a particular type of sensor strength (Amarr - Radar, Minmatar - Ladar, Gallente - Magnetometric, Caldari - Gravimetric) which can be matched with a particular ECM module, the module that you found is a Radar jammer which would be most effective against Amarr ships, however it does have some ability to jam non-Amarr ships but it is much less effective. Type of sensor strength does not matter for scanning purposes, they all function the same way.

Electronic Counter Measure (ECM): This is an electronic warfare module that you fit onto your ship, that is used to jam (prevent enemy ship from locking for 20seconds) enemies when activated on them. It works on a chance basis and the chance of it working depends on sensor strength of the module and the sensor strength of the ship you're trying to jam. The Overload bonus and heat damage refer to another mechanic called overheating, when you overheat a module, it gives you better performance (in this case 20% stronger sensor strength) at the expense of the module taking damage (which is what the heat damage refers to), if you overheat your module too much, it will burn out and you can't use it till you repair it at a station.
Soldarius
Dreddit
Test Alliance Please Ignore
#3 - 2013-12-11 21:34:30 UTC
^ Flawless Victory.

http://youtu.be/YVkUvmDQ3HY

Boba Shaw
Aliastra
Gallente Federation
#4 - 2013-12-12 02:28:09 UTC
Thanks so much! You'd think they'd have tooltips over the stats but that would be too easy :) Or rather tooltips that explain the attribute rather than give the value that you already see to the right
Boba Shaw
Aliastra
Gallente Federation
#5 - 2013-12-12 03:07:24 UTC
Oh one more noob question: How do I make something overheat? Is it using for a certain point? Is there a warning? Or do I have to explicitly set it to do that?
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#6 - 2013-12-12 05:13:08 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Boba Shaw wrote:
Oh one more noob question: How do I make something overheat? Is it using for a certain point? Is there a warning? Or do I have to explicitly set it to do that?

1. You can set shortcuts to toggle overheating of modules.
2. You can click on green bar on top of module icon to start overheating it on next cycle (and until you turn OH off).
3. There are 3 buttons on the right side of capacitor that overheat all modules in a chosen rack (high/med/low). Only modules capable of overheating will do so.

Note: if module gets 100% damaged from overheating - it goes offline. You'll have to put it online manually after repairing on station. Partially damaged modules can be repaired in space with nanite repair paste. Overheated module also damages all modules in same rack - the closer module, the more damage it'll receive.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

elitatwo
Zansha Expansion
#7 - 2013-12-12 08:36:28 UTC
Boba Shaw wrote:
Oh one more noob question: How do I make something overheat? Is it using for a certain point? Is there a warning? Or do I have to explicitly set it to do that?


shift + module = overload module by default settings.

It requires the 'thermodynamics' skillbook which may have other requirements.

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Barrogh Habalu
Imperial Shipment
Amarr Empire
#8 - 2013-12-12 09:38:14 UTC
It's worth noting that overloading requires Thermodynamics skill and nanite paste require relevant skills trained as well (overall there are 2 skills that affect repairs done with nanite paste).
Kahega Amielden
Rifterlings
#9 - 2013-12-12 14:57:07 UTC
Barrogh Habalu wrote:
It's worth noting that overloading requires Thermodynamics skill and nanite paste require relevant skills trained as well (overall there are 2 skills that affect repairs done with nanite paste).


Nanite paste lets you repair modules damaged with thermodynamics but is in no way required to actually overheat them.
Zenith Gravit
LionGate Enterprises
#10 - 2013-12-12 21:01:11 UTC
elitatwo wrote:


shift + module = overload module by default settings.



I thought it was Ctrl