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Ryo Jang
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Posted - 2006.07.13 01:24:00 -
[1]
hey there. i just lost a geddon in 0.0 to an ecm tempest. just wondering what i could do to counter ecm in the future? i havent experimented with it much. thanks.
Is this you perhaps? |
Decairn
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Posted - 2006.07.13 01:28:00 -
[2]
Long range reduces ECM strength. Fit ECCM modules. ECM him first. --Decairn
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HatePeace LoveWar
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Posted - 2006.07.13 01:32:00 -
[3]
Edited by: HatePeace LoveWar on 13/07/2006 01:32:02
Originally by: Decairn Long range reduces ECM strength. Fit ECCM modules. ECM him first.
actually if u are right up close to someone their ability to jam you is decreased due to the falloff. Think of jammers as guns these days, like getting under the falloff 1400's.
ECCM modules are effective against most ships usng ecm, bar the scorp, rook and falcon. Using multispec II, at 30km a rook can jam a megathron in most cycles even with the megathron fitting a Conjunctive (midslot) ECCM.
Carrier & Fighter Sales |
Ryo Jang
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Posted - 2006.07.13 01:38:00 -
[4]
Edited by: Ryo Jang on 13/07/2006 01:38:26 do eccms prevent jamming, or just reduce the chance of it?
and if i was to ecm him first, would a multispec do?
Is this you perhaps? |
Draem
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Posted - 2006.07.13 01:52:00 -
[5]
1 multi-ecm wouldn't jam much more than a shuttle usually.
Check the ship's Radar/Ladar/etc. strength. You need to top that with ECM to make it so they can't lock.
Multi-ecms are best used with a ship's mods (the ships mentioned above) or in amounts of 3-5. A Badger equipped with 4 multi-ECMs can jam most ships that will bug it.
As said, ECCM are your best chance, unless you have ungodly drones that can kill them for you.
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GC13
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Posted - 2006.07.13 01:54:00 -
[6]
Originally by: HatePeace LoveWar actually if u are right up close to someone their ability to jam you is decreased due to the falloff. Think of jammers as guns these days, like getting under the falloff 1400's.
You obviously don't understand falloff, do you? The reason getting close to a ship with 1400s makes them less accurate isn't falloff, it's because tracking is a bigger factor at shorter ranges. Look at this.
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Kapteeni Piltti
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Posted - 2006.07.13 01:56:00 -
[7]
Originally by: HatePeace LoveWar actually if u are right up close to someone their ability to jam you is decreased due to the falloff. Think of jammers as guns these days, like getting under the falloff 1400's.
Dude. Pass the pipe, I want whatever you're smoking.
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welsh wizard
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Posted - 2006.07.13 02:40:00 -
[8]
Yes but what he is saying is fundamentally correct, jamming is harder at close range.
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Necromancer D
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Posted - 2006.07.13 02:55:00 -
[9]
Originally by: Draem 1 multi-ecm wouldn't jam much more than a shuttle usually
I beg to differ, I use Multi ECM's on my pirating rax, caracal, fleet support BB, and scorp and I can jam most cycles. ECM skills help too.
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SLIM
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Posted - 2006.07.13 03:07:00 -
[10]
Originally by: welsh wizard Yes but what he is saying is fundamentally correct, jamming is harder at close range.
No, actually what he is saying is fundamentally wrong. Falloff only applies outward from optimal, not inward towards 0.
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Imode
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Posted - 2006.07.13 03:20:00 -
[11]
And its the tracking of guns relative to the speed of your ship that allows you to get close and not be hit.
It has nothing to do with optimal and falloff. ____________________________
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Keta Min
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Posted - 2006.07.13 05:56:00 -
[12]
wow the amount of disinformation in this thread is impressive.
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Sandra Tseng
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Posted - 2006.07.13 08:40:00 -
[13]
ECM neither track or get lass accurate at any range they are effective at 0m to their optimal + fallof range. without any difference in performance.
EOS
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Alan Bell
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Posted - 2006.07.13 08:48:00 -
[14]
Originally by: Draem 1 multi-ecm wouldn't jam much more than a shuttle usually.
Check the ship's Radar/Ladar/etc. strength. You need to top that with ECM to make it so they can't lock.
Multi-ecms are best used with a ship's mods (the ships mentioned above) or in amounts of 3-5. A Badger equipped with 4 multi-ECMs can jam most ships that will bug it.
As said, ECCM are your best chance, unless you have ungodly drones that can kill them for you.
thats the old system. the new one you have a chance even with one http://coldfusion.online-guild.com |
Vathar
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Posted - 2006.07.13 09:49:00 -
[15]
Originally by: Sandra Tseng ECM neither track or get lass accurate at any range they are effective at 0m to their optimal + fallof range. without any difference in performance.
EOS
I beg to differ, you lose ECM strength when you enter into fallof, pretty much like you lose chances to hit with regular turrets.
try with dampeners on a friend and see what happens to his lock range and scan resolution if you jam him from fallof ... he won't lose as much. _
Originally by: Stamm Minmatar are kind of like going down a flight of stairs on an office chair firing an uzi
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El Yatta
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Posted - 2006.07.13 10:13:00 -
[16]
Almost every reply post in this thread has been totally incorrect. Its pretty shocking seeing people from reputable corps and alliances having no idea how EW, one of the fundamental parts of combat, works at all.
Here are the guaranteed, tested, dev-stated (when EW was overhauled) facts:
1) All EW mods except ECM have 100% hit chance from 0km to optimal range. Between optimal and falloff it decreases to 50% hit chance, and between falloff and 2x falloff it decreases to 0% hi chance. Exactly the same as turrets, the way optimal and falloff work for every other module that has them.
2) Just like turrets, falloff affects HIT CHANCE and NOT strength. If you land a hit with a sensor damper at optimal+1.5x falloff (25% hit chance), while your damps will have missed on average 3 times before, when it does hit, it will hit for the full amount, and reduce your targets lock range and scan res as much as normal. I guarantee this.
3) ECM jam chance is also affected by a probability roll, jam strength against target's sensor strength. To land a jam, you have to first roll hit chance due to range (usually ok because ECM has a long optimal range, especially on scorp/bb/rook/falcon, so you're rarely deep in falloff), and then roll hit chance vs. their sensor strength.
4) In NO WAY is this affected by you being close to the target - if you are within optimal range, you have 100% hit chance on the first roll, and the only way you can fail to jam is if you fail the jam strength vs. sensor strength.
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welsh wizard
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Posted - 2006.07.13 11:19:00 -
[17]
Well thats cleared that up then.
All we need now is the nerf.
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Vathar
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Posted - 2006.07.13 11:44:00 -
[18]
Originally by: El Yatta Almost every reply post in this thread has been totally incorrect. Its pretty shocking seeing people from reputable corps and alliances having no idea how EW, one of the fundamental parts of combat, works at all.
Here are the guaranteed, tested, dev-stated (when EW was overhauled) facts:
1) All EW mods except ECM have 100% hit chance from 0km to optimal range. Between optimal and falloff it decreases to 50% hit chance, and between falloff and 2x falloff it decreases to 0% hi chance. Exactly the same as turrets, the way optimal and falloff work for every other module that has them.
2) Just like turrets, falloff affects HIT CHANCE and NOT strength. If you land a hit with a sensor damper at optimal+1.5x falloff (25% hit chance), while your damps will have missed on average 3 times before, when it does hit, it will hit for the full amount, and reduce your targets lock range and scan res as much as normal. I guarantee this.
3) ECM jam chance is also affected by a probability roll, jam strength against target's sensor strength. To land a jam, you have to first roll hit chance due to range (usually ok because ECM has a long optimal range, especially on scorp/bb/rook/falcon, so you're rarely deep in falloff), and then roll hit chance vs. their sensor strength.
4) In NO WAY is this affected by you being close to the target - if you are within optimal range, you have 100% hit chance on the first roll, and the only way you can fail to jam is if you fail the jam strength vs. sensor strength.
Whoops, I shouldn't post early in the morning ^^
Should have remembered the way it works since TP on mid range ships (around 80km) tend to "miss" (no countdown bar) _
Originally by: Stamm Minmatar are kind of like going down a flight of stairs on an office chair firing an uzi
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banannagirl
Minmatar
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Posted - 2006.07.15 01:15:00 -
[19]
I just got blown up in my vexor by four bs' two heavy assaults and three inties .... man them pirates are good players ..
regards BG
http://www.artzgalaxies.com/ |
Christopher Dalran
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Posted - 2006.07.15 02:50:00 -
[20]
EW does not need nerfed, everyone that suggests that never fits eccm modules so its no suprise they hate people that use ECM modules and want it nerfed.
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