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Warfare & Tactics

 
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Ewar

Author
Zaltone
SkyDog Freight and Logistics
#1 - 2012-03-23 22:59:38 UTC
Can some explain to me the different types of ewar mechanics and the different situation in which they can be effective?

The Dominix is always, the answer the question doesnt matter!!!!!

Cephelange du'Krevviq
Gildinous Vangaurd
The Initiative.
#2 - 2012-03-23 23:31:41 UTC
ECM - pretty much binary. You're either jammed or you aren't. There's no real counter to being jammed. You can't lock any targets.

Sensor Dampeners - increase lock time and decrease lock range. Closing the range and sensor boosters (local and projected) can offset the dampener.

Tracking Disruption - affects only turret weapon. Tracking enhancers (low slots) and tracking computers (mids) are the primary counters.

Energy Neutralization - destroys target's capacitor reserves; if they require cap for anything they are doing - hardeners, prop mod, weapons fire, etc, this will shut them down quickly. Only direct counter I can think of is range and a capacitor booster module.

Some might include stasis webifiers in the category of EWAR, as well. The only real counter, again, is staying out of their range and mounting prop mods. Truthfully, though, unless you had a high velocity when you were first webbed and can carry yourself beyond its range, you're kinda hosed.

"I am a leaf on the...ah, frak it!"

Ashireka
Quantum Force Inc.
DammFam
#3 - 2012-03-23 23:34:55 UTC
I am by no means an expert, but a simple breakdown is:

ECM: This breaks targeting locks. There's a chance it works, a chance it doesn't. If it works, your target loses all targets. Most common ewar type (or at least, what most people think of when you say "ewar").

Sensor Dampers: These reduce the target's targetting range by some amount. If that puts their max targeting range and less than their distance from you, they lose target lock. Not particularly useful if you're close to the target anyway...

Tracking Disruptors: This makes the target's guns track slower, which means less chance they hit you, if you have a decent transversal velocity on them. Not particularly useful if you're not moving that fast to start with...

Target Painters: Completely different. Rather than making it more difficult for the target to hit you, you basically just make the target's signature radius get much larger, making it easier to lock, letting it take more damage from missiles, etc. Really more of an offensive module, than a defensive one.

Each race has a 'preferred' type -- Minmatars get Target Painter bonuses, and then I never remember the others -- ECM is Caldari, Sensor Dampers are Gallente and Tracking Disruptors are Amarr... (had to look it up :) )

-Ash

Zaltone
SkyDog Freight and Logistics
#4 - 2012-03-23 23:41:16 UTC
Thats kind of what I thought I have Amarr cruiser lvl5 and Caldari cruiser lvl5 and I was looking at some pvp in a recon ship. I really like the Pilgram as a solo pvp ewar ship. Anyone got any fits ?

The Dominix is always, the answer the question doesnt matter!!!!!

Dirk Magnum
Spearhead Endeavors
#5 - 2012-03-23 23:48:41 UTC  |  Edited by: Dirk Magnum
[edit: sensor disruption should read "sensor dampening" wherever it's used below.]

Target Painter
Increases signature of target, making bigger guns and missiles hit for more damage. Missiles receive the most benefit from target painting assistance. Especially the "unguided" missiles (rockets, HAMs, torps.) No effective counter against being target painted, but on its own it's the weakest type of Ewar.

ECM
Chance-based ability to prevent someone from being able to target anything for 20 seconds. Chance to hit is based on ECM strength vs. sensor strength of the target, but I don't know the exact calculation. ECM modules all have 20 second cycle times, so if you miss a cycle it takes awhile to fire it again. Countered by ECCM.

Sensor Disruptor
Shortens target's locking range, decreases target's locking speed, or both depending on what script is loaded. Best used in long-distance combat to prevent targets from being able to lock you. The script that increases the target's locking speed is useful against ships with naturally poor locking speed, and when used in conjunction with ECM to ensure they have to take their time relocking you if an ECM cycle is missed. Countered by sensor boosters.

Tracking Disruptor
Decreases tracking speed and optimal/falloff range, or both depending on what script is loaded. Forces opponent to either outmaneuver you or to move in closer to you in order to land effective hits. Affects turrets only, not missiles. Can be countered by tracking computers / tracking enhancers.

Energy Neutralizer / Nosferatu
Drain capacitor from the target. Energy neutralizer drains a lot more, but also drains a lot of your own cap. Nosferatu transfers cap from the target to you, but in relatively small amounts and only if the target's capacitor level is higher than your own. Can be countered by capacitor boosters.

Warp Scrambler / Stasis Web
Pretty self-explanatory. Definitely the most essential types of EWar.

Racial EWar bonuses:
Minmatar: target painter, stasis webifier
Amarr: energy neutralization, tracking disruption
Caldari: ECM
Gallente: warp scrambling, sensor disruption

                      "LIVE FAST DIE." - traditional Minmatar ethos [citation needed]