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Odet
|
Posted - 2004.08.19 16:42:00 -
[1]
Edited by: Odet on 19/08/2004 19:22:12 Ok so For Electronic warfare you have 3 main Skills.
Electronic Warfare Propulsion jamming weapons dirsuption
What thwy have in common is that each level gets you 5% bonus to duration. I havent trained any of those skills past lvl 1. why? because in combat you dont want your warpjammer to go on running for ever even when your first target is already dead. You want to be able to switch targets quickly. For example your in a 2 vs 1 you kill the first guy then want to switch to warp jamming the second guy quickly...but u cant cuz ur warp jammer is lasting and running still fronm the other guy so the other gets away... Or for podding u kill his ship then want to ransom the pod. he will get away cuz u`ll never warp jam him fast enough. So thats why im forced to pod the guy 70% of the time.
My suggestion is a : change the skills to give 5% reduction in cap usage or something to that extent. or b : have a setting on your warpjammers, webbers, etc to use max duration or minimum duration. for example: you have 1 target ina bs u warp jam him and set your warp jammer to max duration. to save your cap.
And if your attacking a 2 frigates you set you warpjammer to minimum duration so that after the first guy is dead u can quickly switch to the next guy.
just my 2 cents....
anyone agree, maybe we ca have this changed or looked at to be changed...
=This podding has been brought to you by Odet, the only way to fry.= |

Odet
|
Posted - 2004.08.19 16:42:00 -
[2]
Edited by: Odet on 19/08/2004 19:22:12 Ok so For Electronic warfare you have 3 main Skills.
Electronic Warfare Propulsion jamming weapons dirsuption
What thwy have in common is that each level gets you 5% bonus to duration. I havent trained any of those skills past lvl 1. why? because in combat you dont want your warpjammer to go on running for ever even when your first target is already dead. You want to be able to switch targets quickly. For example your in a 2 vs 1 you kill the first guy then want to switch to warp jamming the second guy quickly...but u cant cuz ur warp jammer is lasting and running still fronm the other guy so the other gets away... Or for podding u kill his ship then want to ransom the pod. he will get away cuz u`ll never warp jam him fast enough. So thats why im forced to pod the guy 70% of the time.
My suggestion is a : change the skills to give 5% reduction in cap usage or something to that extent. or b : have a setting on your warpjammers, webbers, etc to use max duration or minimum duration. for example: you have 1 target ina bs u warp jam him and set your warp jammer to max duration. to save your cap.
And if your attacking a 2 frigates you set you warpjammer to minimum duration so that after the first guy is dead u can quickly switch to the next guy.
just my 2 cents....
anyone agree, maybe we ca have this changed or looked at to be changed...
=This podding has been brought to you by Odet, the only way to fry.= |

Crowley
|
Posted - 2004.08.19 16:45:00 -
[3]
I second your wise and astute comment
|

Crowley
|
Posted - 2004.08.19 16:45:00 -
[4]
I second your wise and astute comment
|

Viconi
|
Posted - 2004.08.19 16:45:00 -
[5]
i agree whit the skill change to -% cap use
|

Viconi
|
Posted - 2004.08.19 16:45:00 -
[6]
i agree whit the skill change to -% cap use
|

Odet
|
Posted - 2004.08.19 16:46:00 -
[7]
Edited by: Odet on 19/08/2004 16:47:37 wo0t ! I`m not alone and insane
=This podding has been brought to you by Odet, the only way to fry.= |

Odet
|
Posted - 2004.08.19 16:46:00 -
[8]
Edited by: Odet on 19/08/2004 16:47:37 wo0t ! I`m not alone and insane
=This podding has been brought to you by Odet, the only way to fry.= |

Reebo77
|
Posted - 2004.08.19 16:46:00 -
[9]
Edited by: Reebo77 on 19/08/2004 16:48:12 I was looking at those skills earlier and I thought "no point training them to lev 2"
- to cap use would be useful 
|

Reebo77
|
Posted - 2004.08.19 16:46:00 -
[10]
Edited by: Reebo77 on 19/08/2004 16:48:12 I was looking at those skills earlier and I thought "no point training them to lev 2"
- to cap use would be useful 
|

Rodge
|
Posted - 2004.08.19 16:51:00 -
[11]
I think it's a fantastic idea too. I never noticed the negative effect until I had trained a few levels of EW 
[ 2005.04.17 00:34:30 ] Nagilam > u better leave Rodge, u will not gank any1 else 2nite......
|

Rodge
|
Posted - 2004.08.19 16:51:00 -
[12]
I think it's a fantastic idea too. I never noticed the negative effect until I had trained a few levels of EW 
[ 2005.04.17 00:34:30 ] Nagilam > u better leave Rodge, u will not gank any1 else 2nite......
|

Sylia Masters
|
Posted - 2004.08.19 16:52:00 -
[13]
From what I recall, CCP is going to use an entirely new EW system, so they won't do any changes to EW now.
|

Sylia Masters
|
Posted - 2004.08.19 16:52:00 -
[14]
From what I recall, CCP is going to use an entirely new EW system, so they won't do any changes to EW now.
|

Odet
|
Posted - 2004.08.19 16:56:00 -
[15]
Originally by: Sylia Masters From what I recall, CCP is going to use an entirely new EW system, so they won't do any changes to EW now.
you have any idea what those changes are going to be? or where i can find a dev blog or any info about that?
=This podding has been brought to you by Odet, the only way to fry.= |

Odet
|
Posted - 2004.08.19 16:56:00 -
[16]
Originally by: Sylia Masters From what I recall, CCP is going to use an entirely new EW system, so they won't do any changes to EW now.
you have any idea what those changes are going to be? or where i can find a dev blog or any info about that?
=This podding has been brought to you by Odet, the only way to fry.= |

slothe
|
Posted - 2004.08.19 17:05:00 -
[17]
agree
its like the old torpedo bonus of increase in splash damage / level. like you wanted this to increase so you were more likely to blow your own torpedos up and hit sentries etc 
Say hello on our forum @www.aserea.com or join our public channel ingame "MLM Public" http://www.khainestar.com/eve |

slothe
|
Posted - 2004.08.19 17:05:00 -
[18]
agree
its like the old torpedo bonus of increase in splash damage / level. like you wanted this to increase so you were more likely to blow your own torpedos up and hit sentries etc 
Say hello on our forum @www.aserea.com or join our public channel ingame "MLM Public" http://www.khainestar.com/eve |

Odet
|
Posted - 2004.08.19 17:09:00 -
[19]
yeah thats anopther skill id like to have chosen to set to max or minimum. I mean we`ve learned the skills to eb able to use em at max, doesnt mean that we alwayz want to.
=This podding has been brought to you by Odet, the only way to fry.= |

Odet
|
Posted - 2004.08.19 17:09:00 -
[20]
yeah thats anopther skill id like to have chosen to set to max or minimum. I mean we`ve learned the skills to eb able to use em at max, doesnt mean that we alwayz want to.
=This podding has been brought to you by Odet, the only way to fry.= |

Lentia
|
Posted - 2004.08.19 17:45:00 -
[21]
I agree with you. Unfortunately I was forced to train propulsion jamming to 3 to use mobile warp disruptors and so Im stuck with it. Real pain when Im flying around in a griffin or kestrel in fleet combat
Lentia Military Officer http://www.staf.online-guild.com/ |

Lentia
|
Posted - 2004.08.19 17:45:00 -
[22]
I agree with you. Unfortunately I was forced to train propulsion jamming to 3 to use mobile warp disruptors and so Im stuck with it. Real pain when Im flying around in a griffin or kestrel in fleet combat
Lentia Military Officer http://www.staf.online-guild.com/ |

Cleopatera
|
Posted - 2004.08.19 17:55:00 -
[23]
when they change i bet you these skills will be effective! atleast more effective. But only because not many have trained them high so far.
i have all 3 to lvl 4 (ewar, propulsion and weapon disruption) So i suck at EWAR at the moment, but when they change..... mwuhahaha
ps: now i have said this i bet these skills become even more useless!!
pss: there arnt even any ewar modules that require ewar, weap disruption or prop jamming to anything more than lvl 1? why the hell not!!!? where are my tech 2 warp disruptors  ------------------------------------------- Voted "Best" |

Cleopatera
|
Posted - 2004.08.19 17:55:00 -
[24]
when they change i bet you these skills will be effective! atleast more effective. But only because not many have trained them high so far.
i have all 3 to lvl 4 (ewar, propulsion and weapon disruption) So i suck at EWAR at the moment, but when they change..... mwuhahaha
ps: now i have said this i bet these skills become even more useless!!
pss: there arnt even any ewar modules that require ewar, weap disruption or prop jamming to anything more than lvl 1? why the hell not!!!? where are my tech 2 warp disruptors  ------------------------------------------- Voted "Best" |

Odet
|
Posted - 2004.08.19 17:58:00 -
[25]
yeah i have a small and medium mobile warp i cant even use cuz i refuse to train up these skills... they are awful.
=This podding has been brought to you by Odet, the only way to fry.= |

Odet
|
Posted - 2004.08.19 17:58:00 -
[26]
yeah i have a small and medium mobile warp i cant even use cuz i refuse to train up these skills... they are awful.
=This podding has been brought to you by Odet, the only way to fry.= |

Odet
|
Posted - 2004.08.19 19:33:00 -
[27]
btw if any ISD comes by maybe u can nudge a dev over this way
=This podding has been brought to you by Odet, the only way to fry.= |

Odet
|
Posted - 2004.08.19 19:33:00 -
[28]
btw if any ISD comes by maybe u can nudge a dev over this way
=This podding has been brought to you by Odet, the only way to fry.= |

Sphalerite
|
Posted - 2004.08.19 19:36:00 -
[29]
It's pretty nice to have your web stay on someone for a bit longer if you're webbing people then ducking out of range. I bet I got a couple extra kills off that back when CMs and frigates were friends. On the whole though, I agree. A cap or range bonus would be much better.
|

Sphalerite
|
Posted - 2004.08.19 19:36:00 -
[30]
It's pretty nice to have your web stay on someone for a bit longer if you're webbing people then ducking out of range. I bet I got a couple extra kills off that back when CMs and frigates were friends. On the whole though, I agree. A cap or range bonus would be much better.
|

Selim
|
Posted - 2004.08.19 20:05:00 -
[31]
Yup, this is a serious problem.
When they finally getting around to overhauling the EW system they'll probably add new bonuses, though.
|

Selim
|
Posted - 2004.08.19 20:05:00 -
[32]
Yup, this is a serious problem.
When they finally getting around to overhauling the EW system they'll probably add new bonuses, though.
|

PreTender
|
Posted - 2004.08.19 20:37:00 -
[33]
i like to see either cap reduction or extend in range (like +5% range on warp scrambler per lvl)
same with the survey scanner make it have a range bonus instead of faster scanning __________________________
http://www.eve-extra.com |

PreTender
|
Posted - 2004.08.19 20:37:00 -
[34]
i like to see either cap reduction or extend in range (like +5% range on warp scrambler per lvl)
same with the survey scanner make it have a range bonus instead of faster scanning __________________________
http://www.eve-extra.com |

Synex
|
Posted - 2004.08.19 20:57:00 -
[35]
Range range range range - range is the way to go.
If I am 'better' at E/W than you, i should be able to do it from a greater range, therefore be able to lock + warp scramble you before you can lock + warp scramble ME because you still have to get in range.
Just my 2 cents
|

Synex
|
Posted - 2004.08.19 20:57:00 -
[36]
Range range range range - range is the way to go.
If I am 'better' at E/W than you, i should be able to do it from a greater range, therefore be able to lock + warp scramble you before you can lock + warp scramble ME because you still have to get in range.
Just my 2 cents
|

Nafri
|
Posted - 2004.08.19 22:12:00 -
[37]
dont think thy will implent this new EW anytime soon
the topics got deleted long time ago, and nobody mentioned it after that Wanna fly with me?
|

Nafri
|
Posted - 2004.08.19 22:12:00 -
[38]
dont think thy will implent this new EW anytime soon
the topics got deleted long time ago, and nobody mentioned it after that Wanna fly with me?
|

Van'Helsing
|
Posted - 2004.08.19 22:40:00 -
[39]
Originally by: Odet Edited by: Odet on 19/08/2004 19:22:12 Ok so For Electronic warfare you have 3 main Skills.
Electronic Warfare Propulsion jamming weapons dirsuption
What thwy have in common is that each level gets you 5% bonus to duration. I havent trained any of those skills past lvl 1. why? because in combat you dont want your warpjammer to go on running for ever even when your first target is already dead. You want to be able to switch targets quickly. For example your in a 2 vs 1 you kill the first guy then want to switch to warp jamming the second guy quickly...but u cant cuz ur warp jammer is lasting and running still fronm the other guy so the other gets away... Or for podding u kill his ship then want to ransom the pod. he will get away cuz u`ll never warp jam him fast enough. So thats why im forced to pod the guy 70% of the time.
My suggestion is a : change the skills to give 5% reduction in cap usage or something to that extent. or b : have a setting on your warpjammers, webbers, etc to use max duration or minimum duration. for example: you have 1 target ina bs u warp jam him and set your warp jammer to max duration. to save your cap.
And if your attacking a 2 frigates you set you warpjammer to minimum duration so that after the first guy is dead u can quickly switch to the next guy.
just my 2 cents....
anyone agree, maybe we ca have this changed or looked at to be changed...
Firstly, you have completely missed the point of the Electronic Warfare skill - it increases the amount of time the EW modules operate thus reducing the Cap used per cycle.
Secondly, you can interrupt any module by clicking or keystroking it while it is on so it can be used again on another target.
Thirdly, by keeping your skills on L1 you are effectively robbing yourself of valuable Cap usage during combat - this is up to you but as for me and mine - we train these skills as high as possible because they work as designed. I'll take 25% less Cap usage anytime I can and doubly so for EW modules.
Hope this helps to clear this up... |

Van'Helsing
|
Posted - 2004.08.19 22:40:00 -
[40]
Originally by: Odet Edited by: Odet on 19/08/2004 19:22:12 Ok so For Electronic warfare you have 3 main Skills.
Electronic Warfare Propulsion jamming weapons dirsuption
What thwy have in common is that each level gets you 5% bonus to duration. I havent trained any of those skills past lvl 1. why? because in combat you dont want your warpjammer to go on running for ever even when your first target is already dead. You want to be able to switch targets quickly. For example your in a 2 vs 1 you kill the first guy then want to switch to warp jamming the second guy quickly...but u cant cuz ur warp jammer is lasting and running still fronm the other guy so the other gets away... Or for podding u kill his ship then want to ransom the pod. he will get away cuz u`ll never warp jam him fast enough. So thats why im forced to pod the guy 70% of the time.
My suggestion is a : change the skills to give 5% reduction in cap usage or something to that extent. or b : have a setting on your warpjammers, webbers, etc to use max duration or minimum duration. for example: you have 1 target ina bs u warp jam him and set your warp jammer to max duration. to save your cap.
And if your attacking a 2 frigates you set you warpjammer to minimum duration so that after the first guy is dead u can quickly switch to the next guy.
just my 2 cents....
anyone agree, maybe we ca have this changed or looked at to be changed...
Firstly, you have completely missed the point of the Electronic Warfare skill - it increases the amount of time the EW modules operate thus reducing the Cap used per cycle.
Secondly, you can interrupt any module by clicking or keystroking it while it is on so it can be used again on another target.
Thirdly, by keeping your skills on L1 you are effectively robbing yourself of valuable Cap usage during combat - this is up to you but as for me and mine - we train these skills as high as possible because they work as designed. I'll take 25% less Cap usage anytime I can and doubly so for EW modules.
Hope this helps to clear this up... |

Paw Sandberg
|
Posted - 2004.08.19 22:45:00 -
[41]
actuelly you cant interupt a cycle on any module (that i know off) you are right that it uses less cap as the cycle is longer but thats not the point
if you click on a module that is running (AB,MWD or whatever) they change coluer but you cannot reactivate them till they turn off (at the end of the cycle) so with my AB (samme as with the scramblers) when i click the off butten i have to wait for them to turn off till i can re engage them (with the AB its no biggie but aparently it is with the scrambler)
Thank You Paw Sandberg
for all your BPC needs see http://oldforums.eveonline.com/?a=topic&threadID=55706&page=1
|

Paw Sandberg
|
Posted - 2004.08.19 22:45:00 -
[42]
actuelly you cant interupt a cycle on any module (that i know off) you are right that it uses less cap as the cycle is longer but thats not the point
if you click on a module that is running (AB,MWD or whatever) they change coluer but you cannot reactivate them till they turn off (at the end of the cycle) so with my AB (samme as with the scramblers) when i click the off butten i have to wait for them to turn off till i can re engage them (with the AB its no biggie but aparently it is with the scrambler)
Thank You Paw Sandberg
for all your BPC needs see http://oldforums.eveonline.com/?a=topic&threadID=55706&page=1
|

Van'Helsing
|
Posted - 2004.08.19 22:58:00 -
[43]
Originally by: Paw Sandberg actuelly you cant interupt a cycle on any module (that i know off) you are right that it uses less cap as the cycle is longer but thats not the point
if you click on a module that is running (AB,MWD or whatever) they change coluer but you cannot reactivate them till they turn off (at the end of the cycle) so with my AB (samme as with the scramblers) when i click the off butten i have to wait for them to turn off till i can re engage them (with the AB its no biggie but aparently it is with the scrambler)
I'll still go with lower Cap usage per cycle than interruptability but then I'm not likely to be involved in a huge fleet battle where it might matter to be that I need to jam 15 ships one after another... |

Van'Helsing
|
Posted - 2004.08.19 22:58:00 -
[44]
Originally by: Paw Sandberg actuelly you cant interupt a cycle on any module (that i know off) you are right that it uses less cap as the cycle is longer but thats not the point
if you click on a module that is running (AB,MWD or whatever) they change coluer but you cannot reactivate them till they turn off (at the end of the cycle) so with my AB (samme as with the scramblers) when i click the off butten i have to wait for them to turn off till i can re engage them (with the AB its no biggie but aparently it is with the scrambler)
I'll still go with lower Cap usage per cycle than interruptability but then I'm not likely to be involved in a huge fleet battle where it might matter to be that I need to jam 15 ships one after another... |

Luc Boye
|
Posted - 2004.08.19 23:13:00 -
[45]
I suggested this like over 8 months ago, and I didnt train my EW skills above lvl1 for that very reason, until I had to train them for mobile warp disruptors. Duration is just plain stupid, it just shows how little the testers actually play eve. --
2004.12.29 23:33:40combatMining Pollution Cloud hits you, doing 140.0 damage. |

Luc Boye
|
Posted - 2004.08.19 23:13:00 -
[46]
I suggested this like over 8 months ago, and I didnt train my EW skills above lvl1 for that very reason, until I had to train them for mobile warp disruptors. Duration is just plain stupid, it just shows how little the testers actually play eve. --
2004.12.29 23:33:40combatMining Pollution Cloud hits you, doing 140.0 damage. |

Ordo Abchao
|
Posted - 2004.08.20 01:49:00 -
[47]
Originally by: Van'Helsing
Originally by: Odet Edited by: Odet on 19/08/2004 19:22:12 Ok so For Electronic warfare you have 3 main Skills.
Electronic Warfare Propulsion jamming weapons dirsuption
What thwy have in common is that each level gets you 5% bonus to duration. I havent trained any of those skills past lvl 1. why? because in combat you dont want your warpjammer to go on running for ever even when your first target is already dead. You want to be able to switch targets quickly. For example your in a 2 vs 1 you kill the first guy then want to switch to warp jamming the second guy quickly...but u cant cuz ur warp jammer is lasting and running still fronm the other guy so the other gets away... Or for podding u kill his ship then want to ransom the pod. he will get away cuz u`ll never warp jam him fast enough. So thats why im forced to pod the guy 70% of the time.
My suggestion is a : change the skills to give 5% reduction in cap usage or something to that extent. or b : have a setting on your warpjammers, webbers, etc to use max duration or minimum duration. for example: you have 1 target ina bs u warp jam him and set your warp jammer to max duration. to save your cap.
And if your attacking a 2 frigates you set you warpjammer to minimum duration so that after the first guy is dead u can quickly switch to the next guy.
just my 2 cents....
anyone agree, maybe we ca have this changed or looked at to be changed...
Firstly, you have completely missed the point of the Electronic Warfare skill - it increases the amount of time the EW modules operate thus reducing the Cap used per cycle.
Secondly, you can interrupt any module by clicking or keystroking it while it is on so it can be used again on another target.
Thirdly, by keeping your skills on L1 you are effectively robbing yourself of valuable Cap usage during combat - this is up to you but as for me and mine - we train these skills as high as possible because they work as designed. I'll take 25% less Cap usage anytime I can and doubly so for EW modules.
Hope this helps to clear this up...
I don't like doing this but, you my sir, are a newbie.
Why might you ask? Simple, you see in electronic warefare(ew) it's who can jam the fastest, and in the case of multi spectral users, they cycle jam, which means that the longer the recycle time of a jammer (note you canno interrupt a cycle, you can only interrupt the sucession and in those lines, people don't usualy have thier multi spectrals on auto repeat) the more time your first target has to lock you.
It's the same for propultion jamming, you want to be able to lock the pod and have it scrambled or the next target asap, it's a pain to have to wait for the cycle to end, a split second is all they need to get away.
You are right that by extending the duration, it decreases the overall capusage, but you see the skills are oxymoronic in some cases, such as ecm bursts, where the named ecm bursts have lower recycle times, and in the end you are just bringing the recycle time back up with a higher skill level of electronic warfare.
Thank you. Order out of Chaos |

Ordo Abchao
|
Posted - 2004.08.20 01:49:00 -
[48]
Originally by: Van'Helsing
Originally by: Odet Edited by: Odet on 19/08/2004 19:22:12 Ok so For Electronic warfare you have 3 main Skills.
Electronic Warfare Propulsion jamming weapons dirsuption
What thwy have in common is that each level gets you 5% bonus to duration. I havent trained any of those skills past lvl 1. why? because in combat you dont want your warpjammer to go on running for ever even when your first target is already dead. You want to be able to switch targets quickly. For example your in a 2 vs 1 you kill the first guy then want to switch to warp jamming the second guy quickly...but u cant cuz ur warp jammer is lasting and running still fronm the other guy so the other gets away... Or for podding u kill his ship then want to ransom the pod. he will get away cuz u`ll never warp jam him fast enough. So thats why im forced to pod the guy 70% of the time.
My suggestion is a : change the skills to give 5% reduction in cap usage or something to that extent. or b : have a setting on your warpjammers, webbers, etc to use max duration or minimum duration. for example: you have 1 target ina bs u warp jam him and set your warp jammer to max duration. to save your cap.
And if your attacking a 2 frigates you set you warpjammer to minimum duration so that after the first guy is dead u can quickly switch to the next guy.
just my 2 cents....
anyone agree, maybe we ca have this changed or looked at to be changed...
Firstly, you have completely missed the point of the Electronic Warfare skill - it increases the amount of time the EW modules operate thus reducing the Cap used per cycle.
Secondly, you can interrupt any module by clicking or keystroking it while it is on so it can be used again on another target.
Thirdly, by keeping your skills on L1 you are effectively robbing yourself of valuable Cap usage during combat - this is up to you but as for me and mine - we train these skills as high as possible because they work as designed. I'll take 25% less Cap usage anytime I can and doubly so for EW modules.
Hope this helps to clear this up...
I don't like doing this but, you my sir, are a newbie.
Why might you ask? Simple, you see in electronic warefare(ew) it's who can jam the fastest, and in the case of multi spectral users, they cycle jam, which means that the longer the recycle time of a jammer (note you canno interrupt a cycle, you can only interrupt the sucession and in those lines, people don't usualy have thier multi spectrals on auto repeat) the more time your first target has to lock you.
It's the same for propultion jamming, you want to be able to lock the pod and have it scrambled or the next target asap, it's a pain to have to wait for the cycle to end, a split second is all they need to get away.
You are right that by extending the duration, it decreases the overall capusage, but you see the skills are oxymoronic in some cases, such as ecm bursts, where the named ecm bursts have lower recycle times, and in the end you are just bringing the recycle time back up with a higher skill level of electronic warfare.
Thank you. Order out of Chaos |

Van'Helsing
|
Posted - 2004.08.20 01:59:00 -
[49]
Originally by: Ordo Abchao
Originally by: Van'Helsing
Originally by: Odet Edited by: Odet on 19/08/2004 19:22:12 Ok so For Electronic warfare you have 3 main Skills.
Electronic Warfare Propulsion jamming weapons dirsuption
What thwy have in common is that each level gets you 5% bonus to duration. I havent trained any of those skills past lvl 1. why? because in combat you dont want your warpjammer to go on running for ever even when your first target is already dead. You want to be able to switch targets quickly. For example your in a 2 vs 1 you kill the first guy then want to switch to warp jamming the second guy quickly...but u cant cuz ur warp jammer is lasting and running still fronm the other guy so the other gets away... Or for podding u kill his ship then want to ransom the pod. he will get away cuz u`ll never warp jam him fast enough. So thats why im forced to pod the guy 70% of the time.
My suggestion is a : change the skills to give 5% reduction in cap usage or something to that extent. or b : have a setting on your warpjammers, webbers, etc to use max duration or minimum duration. for example: you have 1 target ina bs u warp jam him and set your warp jammer to max duration. to save your cap.
And if your attacking a 2 frigates you set you warpjammer to minimum duration so that after the first guy is dead u can quickly switch to the next guy.
just my 2 cents....
anyone agree, maybe we ca have this changed or looked at to be changed...
Firstly, you have completely missed the point of the Electronic Warfare skill - it increases the amount of time the EW modules operate thus reducing the Cap used per cycle.
Secondly, you can interrupt any module by clicking or keystroking it while it is on so it can be used again on another target.
Thirdly, by keeping your skills on L1 you are effectively robbing yourself of valuable Cap usage during combat - this is up to you but as for me and mine - we train these skills as high as possible because they work as designed. I'll take 25% less Cap usage anytime I can and doubly so for EW modules.
Hope this helps to clear this up...
I don't like doing this but, you my sir, are a newbie.
Why might you ask? Simple, you see in electronic warefare(ew) it's who can jam the fastest, and in the case of multi spectral users, they cycle jam, which means that the longer the recycle time of a jammer (note you canno interrupt a cycle, you can only interrupt the sucession and in those lines, people don't usualy have thier multi spectrals on auto repeat) the more time your first target has to lock you.
It's the same for propultion jamming, you want to be able to lock the pod and have it scrambled or the next target asap, it's a pain to have to wait for the cycle to end, a split second is all they need to get away.
You are right that by extending the duration, it decreases the overall capusage, but you see the skills are oxymoronic in some cases, such as ecm bursts, where the named ecm bursts have lower recycle times, and in the end you are just bringing the recycle time back up with a higher skill level of electronic warfare.
Thank you.
Hmmm... so I'm an idiot cuz I'm not worried about being in a blob-war with enough targets to cycle-jam - okies... shesh, hardcore PvP'ers can be so rude ;-(
Trust me, if I'm somewhere in EVE where cycle-jamming was an option [for me] I'd be outta there a.s.a.p. - I leave the fleet wars (aka lagfests) to the PvP pros. |

Van'Helsing
|
Posted - 2004.08.20 01:59:00 -
[50]
Originally by: Ordo Abchao
Originally by: Van'Helsing
Originally by: Odet Edited by: Odet on 19/08/2004 19:22:12 Ok so For Electronic warfare you have 3 main Skills.
Electronic Warfare Propulsion jamming weapons dirsuption
What thwy have in common is that each level gets you 5% bonus to duration. I havent trained any of those skills past lvl 1. why? because in combat you dont want your warpjammer to go on running for ever even when your first target is already dead. You want to be able to switch targets quickly. For example your in a 2 vs 1 you kill the first guy then want to switch to warp jamming the second guy quickly...but u cant cuz ur warp jammer is lasting and running still fronm the other guy so the other gets away... Or for podding u kill his ship then want to ransom the pod. he will get away cuz u`ll never warp jam him fast enough. So thats why im forced to pod the guy 70% of the time.
My suggestion is a : change the skills to give 5% reduction in cap usage or something to that extent. or b : have a setting on your warpjammers, webbers, etc to use max duration or minimum duration. for example: you have 1 target ina bs u warp jam him and set your warp jammer to max duration. to save your cap.
And if your attacking a 2 frigates you set you warpjammer to minimum duration so that after the first guy is dead u can quickly switch to the next guy.
just my 2 cents....
anyone agree, maybe we ca have this changed or looked at to be changed...
Firstly, you have completely missed the point of the Electronic Warfare skill - it increases the amount of time the EW modules operate thus reducing the Cap used per cycle.
Secondly, you can interrupt any module by clicking or keystroking it while it is on so it can be used again on another target.
Thirdly, by keeping your skills on L1 you are effectively robbing yourself of valuable Cap usage during combat - this is up to you but as for me and mine - we train these skills as high as possible because they work as designed. I'll take 25% less Cap usage anytime I can and doubly so for EW modules.
Hope this helps to clear this up...
I don't like doing this but, you my sir, are a newbie.
Why might you ask? Simple, you see in electronic warefare(ew) it's who can jam the fastest, and in the case of multi spectral users, they cycle jam, which means that the longer the recycle time of a jammer (note you canno interrupt a cycle, you can only interrupt the sucession and in those lines, people don't usualy have thier multi spectrals on auto repeat) the more time your first target has to lock you.
It's the same for propultion jamming, you want to be able to lock the pod and have it scrambled or the next target asap, it's a pain to have to wait for the cycle to end, a split second is all they need to get away.
You are right that by extending the duration, it decreases the overall capusage, but you see the skills are oxymoronic in some cases, such as ecm bursts, where the named ecm bursts have lower recycle times, and in the end you are just bringing the recycle time back up with a higher skill level of electronic warfare.
Thank you.
Hmmm... so I'm an idiot cuz I'm not worried about being in a blob-war with enough targets to cycle-jam - okies... shesh, hardcore PvP'ers can be so rude ;-(
Trust me, if I'm somewhere in EVE where cycle-jamming was an option [for me] I'd be outta there a.s.a.p. - I leave the fleet wars (aka lagfests) to the PvP pros. |

Nafri
|
Posted - 2004.08.20 02:04:00 -
[51]
even in a normal 5vs5 battle you do so
breaking lock and AFTER that dampening them
Wanna fly with me?
|

Nafri
|
Posted - 2004.08.20 02:04:00 -
[52]
even in a normal 5vs5 battle you do so
breaking lock and AFTER that dampening them
Wanna fly with me?
|

Ronyo Dae'Loki
|
Posted - 2004.08.20 02:22:00 -
[53]
I usually manually deactivate the warp scrambler when the enemy is about to blow up... by that time they've either given up trying to warp away or they die just as it deactivates, so I can warpscramble the pod. ------------- My salsa makes all the pretty girls want to dance and take off their underpants. I <3 ( . Y . ) |

Ronyo Dae'Loki
|
Posted - 2004.08.20 02:22:00 -
[54]
I usually manually deactivate the warp scrambler when the enemy is about to blow up... by that time they've either given up trying to warp away or they die just as it deactivates, so I can warpscramble the pod. ------------- My salsa makes all the pretty girls want to dance and take off their underpants. I <3 ( . Y . ) |

Omniwar
|
Posted - 2004.08.20 02:37:00 -
[55]
I made a post about this "problem" LONG time ago in Patch Review forum and it got locked by a DEV explaning this was how it should be 
I mean its real fun using a named ecm burst just to have it like a stock ecm burst since I have the skills to use mobile warp disrupters 
Really needs fixing and making it cap related and not longer duration in my opnion. Spawn of the Devil
|

Omniwar
|
Posted - 2004.08.20 02:37:00 -
[56]
I made a post about this "problem" LONG time ago in Patch Review forum and it got locked by a DEV explaning this was how it should be 
I mean its real fun using a named ecm burst just to have it like a stock ecm burst since I have the skills to use mobile warp disrupters 
Really needs fixing and making it cap related and not longer duration in my opnion. Spawn of the Devil
|

NINE BALL
|
Posted - 2004.08.20 05:47:00 -
[57]
Well if worse comes to worse, they should atleast make its functioning, act like a mining laser, where it can go for the duration of 60 seconds (Not that i'm saying any of the modules should last 60 seconds) but if you wish to stop it and move onto another target (Roid in a mining lasers case) you can do it on the fly, no waiting. òòòòòòòòòòòòòòòòòòòòòòòòòò ROFLBURGERS òòòòòòòòòòòòòòòòòòòòòòòòòò
|

NINE BALL
|
Posted - 2004.08.20 05:47:00 -
[58]
Well if worse comes to worse, they should atleast make its functioning, act like a mining laser, where it can go for the duration of 60 seconds (Not that i'm saying any of the modules should last 60 seconds) but if you wish to stop it and move onto another target (Roid in a mining lasers case) you can do it on the fly, no waiting. òòòòòòòòòòòòòòòòòòòòòòòòòò ROFLBURGERS òòòòòòòòòòòòòòòòòòòòòòòòòò
|

Paw Sandberg
|
Posted - 2004.08.20 05:55:00 -
[59]
Originally by: NINE BALL Well if worse comes to worse, they should atleast make its functioning, act like a mining laser, where it can go for the duration of 60 seconds (Not that i'm saying any of the modules should last 60 seconds) but if you wish to stop it and move onto another target (Roid in a mining lasers case) you can do it on the fly, no waiting.
yeah thats right mining lasers are either one of the only ones or the only one you can turn off during a cycle
even weapons my hybrid guns useally waste 1-2 shoots after the target are destroyed firing cause they wont turn off during a cycle
Thank You Paw Sandberg
for all your BPC needs see http://oldforums.eveonline.com/?a=topic&threadID=55706&page=1
|

Paw Sandberg
|
Posted - 2004.08.20 05:55:00 -
[60]
Originally by: NINE BALL Well if worse comes to worse, they should atleast make its functioning, act like a mining laser, where it can go for the duration of 60 seconds (Not that i'm saying any of the modules should last 60 seconds) but if you wish to stop it and move onto another target (Roid in a mining lasers case) you can do it on the fly, no waiting.
yeah thats right mining lasers are either one of the only ones or the only one you can turn off during a cycle
even weapons my hybrid guns useally waste 1-2 shoots after the target are destroyed firing cause they wont turn off during a cycle
Thank You Paw Sandberg
for all your BPC needs see http://oldforums.eveonline.com/?a=topic&threadID=55706&page=1
|

DarkStar251
|
Posted - 2004.08.20 06:20:00 -
[61]
Its SOOOOO annoying when I kill something in my taranis then cant warp scramble the pod as my scrambler is still running :(
The EW skill I have trained to lvl 4 though, makes a big difference with cap sucking multispectrals, although it does nerf cycle jamming ppl somewhat.
|

DarkStar251
|
Posted - 2004.08.20 06:20:00 -
[62]
Its SOOOOO annoying when I kill something in my taranis then cant warp scramble the pod as my scrambler is still running :(
The EW skill I have trained to lvl 4 though, makes a big difference with cap sucking multispectrals, although it does nerf cycle jamming ppl somewhat.
|

Xune
|
Posted - 2004.08.20 06:46:00 -
[63]
jep, dont ask it happen so often to me that i cant hold a second oponent becouse of the duration, and i have it yust to 3 to use mobil¦s...
would be great if they will change, but we all know ther answer... no or maybe "Soon"
Xune http://i4.photobucket.com/albums/y141/Xunecat/xune-sig.jpg |

Xune
|
Posted - 2004.08.20 06:46:00 -
[64]
jep, dont ask it happen so often to me that i cant hold a second oponent becouse of the duration, and i have it yust to 3 to use mobil¦s...
would be great if they will change, but we all know ther answer... no or maybe "Soon"
Xune http://i4.photobucket.com/albums/y141/Xunecat/xune-sig.jpg |

Unit 341
|
Posted - 2004.08.20 07:18:00 -
[65]
it's makes sense that you should be able to control the duration and such. logically, being 'skilled' in something would mean better control. so you can work something more effectively and have it last longer, but you would not always want to.
i hope whatever they are doing with EW, that it's something along the lines of odet's reasoning...because it is a pain in the arse waiting for modules to reset or recycle or whatever the hell they are doing 
|

Unit 341
|
Posted - 2004.08.20 07:18:00 -
[66]
it's makes sense that you should be able to control the duration and such. logically, being 'skilled' in something would mean better control. so you can work something more effectively and have it last longer, but you would not always want to.
i hope whatever they are doing with EW, that it's something along the lines of odet's reasoning...because it is a pain in the arse waiting for modules to reset or recycle or whatever the hell they are doing 
|

0seeker0
|
Posted - 2004.08.20 09:09:00 -
[67]
And also optimal range has its downn side (pun intended)
San. Character "Widescreen" is a scammer; beware.
Check my bio for a list of known scammers.
|

0seeker0
|
Posted - 2004.08.20 09:09:00 -
[68]
And also optimal range has its downn side (pun intended)
San. Character "Widescreen" is a scammer; beware.
Check my bio for a list of known scammers.
|

meowcat
|
Posted - 2004.08.20 09:21:00 -
[69]
just change it so you can deactivate the module by clicking it AND the module deativates straight away |

meowcat
|
Posted - 2004.08.20 09:21:00 -
[70]
just change it so you can deactivate the module by clicking it AND the module deativates straight away |

Odet
|
Posted - 2004.08.20 17:27:00 -
[71]
Well im glad we all agree on this now its time a dev comes around and see`s this.
Oh except for van helsing, your an idot so be quiet. No offence just an opinon
soo make it cap reduction or give us the option to be able to change the duration since we ahve the skill.
hereeeee devy devy devy  plz come to me
=This podding has been brought to you by Odet, the only way to fry.= |

Odet
|
Posted - 2004.08.20 17:27:00 -
[72]
Well im glad we all agree on this now its time a dev comes around and see`s this.
Oh except for van helsing, your an idot so be quiet. No offence just an opinon
soo make it cap reduction or give us the option to be able to change the duration since we ahve the skill.
hereeeee devy devy devy  plz come to me
=This podding has been brought to you by Odet, the only way to fry.= |

Odet
|
Posted - 2004.08.20 17:30:00 -
[73]
Originally by: meowcat just change it so you can deactivate the module by clicking it AND the module deativates straight away
dunno, that would be too good i think. and it would be absolutely crazy if they implememnted that with multi specs. So i think just cap reduction or choice of duration would be nice.
like right click the module and select max or minimum duration... yeah.... would be great.
=This podding has been brought to you by Odet, the only way to fry.= |

Odet
|
Posted - 2004.08.20 17:30:00 -
[74]
Originally by: meowcat just change it so you can deactivate the module by clicking it AND the module deativates straight away
dunno, that would be too good i think. and it would be absolutely crazy if they implememnted that with multi specs. So i think just cap reduction or choice of duration would be nice.
like right click the module and select max or minimum duration... yeah.... would be great.
=This podding has been brought to you by Odet, the only way to fry.= |

Odet
|
Posted - 2004.08.20 17:34:00 -
[75]
Originally by: Odet Oh except for van helsing, your an idot so be quiet. No offence just an opinon
i take that back that was mean and uncalled for, but plz read the first post carefully before posting.
=This podding has been brought to you by Odet, the only way to fry.= |

Odet
|
Posted - 2004.08.20 17:34:00 -
[76]
Originally by: Odet Oh except for van helsing, your an idot so be quiet. No offence just an opinon
i take that back that was mean and uncalled for, but plz read the first post carefully before posting.
=This podding has been brought to you by Odet, the only way to fry.= |

Leegion
|
Posted - 2004.08.20 17:39:00 -
[77]
I agree with the Cap reduction.
|

Leegion
|
Posted - 2004.08.20 17:39:00 -
[78]
I agree with the Cap reduction.
|

Odet
|
Posted - 2004.08.20 18:42:00 -
[79]
there must be a way to direct an ISD or dev this way
=This podding has been brought to you by Odet, the only way to fry.= |

Odet
|
Posted - 2004.08.20 18:42:00 -
[80]
there must be a way to direct an ISD or dev this way
=This podding has been brought to you by Odet, the only way to fry.= |

0seeker0
|
Posted - 2004.08.20 20:50:00 -
[81]
Get a petition of a thousand players saying they are gonna quit, and cross your fingers behind your back!
san. Character "Widescreen" is a scammer; beware.
Check my bio for a list of known scammers.
|

0seeker0
|
Posted - 2004.08.20 20:50:00 -
[82]
Get a petition of a thousand players saying they are gonna quit, and cross your fingers behind your back!
san. Character "Widescreen" is a scammer; beware.
Check my bio for a list of known scammers.
|

Holi
|
Posted - 2004.08.20 21:47:00 -
[83]
Nah, let's just spam all channels that they should
BUMP
into this thread so people will start to wonder why this topic is like 10+ pages long 
-- Holi
[ md5 checksum calculator ] |

Holi
|
Posted - 2004.08.20 21:47:00 -
[84]
Nah, let's just spam all channels that they should
BUMP
into this thread so people will start to wonder why this topic is like 10+ pages long 
-- Holi
[ md5 checksum calculator ] |

Odet
|
Posted - 2004.08.21 17:26:00 -
[85]
hehehe lol sounds good to me =) =This podding has been brought to you by Odet, the only way to fry.= |

Odet
|
Posted - 2004.08.21 17:26:00 -
[86]
hehehe lol sounds good to me =) =This podding has been brought to you by Odet, the only way to fry.= |

ElCoCo
|
Posted - 2004.08.21 18:34:00 -
[87]
As many said it already, reducing the duration and cap respectively will solve this in an instant, especialy with mods like warpscrambler 1, racial jammers and dampeners.
Still and I don't see anyone remembering it...
ECM burst's cycle is increased from the EW skill That one should get a reduction on the cycle because its' use is more like smartbombs, works in pulses.
|

ElCoCo
|
Posted - 2004.08.21 18:34:00 -
[88]
As many said it already, reducing the duration and cap respectively will solve this in an instant, especialy with mods like warpscrambler 1, racial jammers and dampeners.
Still and I don't see anyone remembering it...
ECM burst's cycle is increased from the EW skill That one should get a reduction on the cycle because its' use is more like smartbombs, works in pulses.
|

ErrorS
|
Posted - 2004.08.22 09:31:00 -
[89]
range and cap PLEASE. this duration thing is stupid :)
im LV1 in all, but I have a friend who had lv3 in all.. i feel bad for him ________
I'm strict Caldari
"The grass is always greener on the other side" - Maybe they're not as uber as you think?
-ErrorS |

ErrorS
|
Posted - 2004.08.22 09:31:00 -
[90]
range and cap PLEASE. this duration thing is stupid :)
im LV1 in all, but I have a friend who had lv3 in all.. i feel bad for him ________
I'm strict Caldari
"The grass is always greener on the other side" - Maybe they're not as uber as you think?
-ErrorS |

Ulendar
|
Posted - 2004.08.22 10:58:00 -
[91]
Maybe the devs have something else planned that will be on par with the tech 2 or tech 2 loot variants of the EW modules...
Something like..
You take a hit in functionality of the tech 1 modules BUT you get a boost in functionality of the higher tech mods.
All in all there is NO reason why anyone would train the EW skills higher then lvl 1 at the moment...so why would anyone?
It could be that for higher tech modules you need higher skill but the rewards are good two, the downside is that lower tech modules wont work as good with higher skills...
Just my 2 cnts.
Originally by: cashman It's time for Eris to get a clue. CCP should make a statement about this.
It's the exact same things as what Zombie did, you may not attack in "safe-areas" (empire/within sentry range) without loosing your ship.
|

Ulendar
|
Posted - 2004.08.22 10:58:00 -
[92]
Maybe the devs have something else planned that will be on par with the tech 2 or tech 2 loot variants of the EW modules...
Something like..
You take a hit in functionality of the tech 1 modules BUT you get a boost in functionality of the higher tech mods.
All in all there is NO reason why anyone would train the EW skills higher then lvl 1 at the moment...so why would anyone?
It could be that for higher tech modules you need higher skill but the rewards are good two, the downside is that lower tech modules wont work as good with higher skills...
Just my 2 cnts.
Originally by: cashman It's time for Eris to get a clue. CCP should make a statement about this.
It's the exact same things as what Zombie did, you may not attack in "safe-areas" (empire/within sentry range) without loosing your ship.
|

Orestes
|
Posted - 2004.08.22 11:03:00 -
[93]
Funny thing to ask this.
As far as I know, when the ECM system gets revised, electronic warfare skills would presumably be revised as well.
Join the IC! |

Orestes
|
Posted - 2004.08.22 11:03:00 -
[94]
Funny thing to ask this.
As far as I know, when the ECM system gets revised, electronic warfare skills would presumably be revised as well.
Join the IC! |

Nafri
|
Posted - 2004.08.22 12:03:00 -
[95]
Originally by: Orestes Funny thing to ask this.
As far as I know, when the ECM system gets revised, electronic warfare skills would presumably be revised as well.
thy planned this about 6-7 month ago, never seen any further notice about this?
cant take too long to simply change a skill? Wanna fly with me?
|

Nafri
|
Posted - 2004.08.22 12:03:00 -
[96]
Originally by: Orestes Funny thing to ask this.
As far as I know, when the ECM system gets revised, electronic warfare skills would presumably be revised as well.
thy planned this about 6-7 month ago, never seen any further notice about this?
cant take too long to simply change a skill? Wanna fly with me?
|

Oveur
|
Posted - 2004.08.22 13:01:00 -
[97]
Originally by: Nafri
Originally by: Orestes Funny thing to ask this.
As far as I know, when the ECM system gets revised, electronic warfare skills would presumably be revised as well.
thy planned this about 6-7 month ago, never seen any further notice about this?
cant take too long to simply change a skill?
Overhauling the EW system has been delayed a number of times. It will include changes to the skills since the change is taking the EW from being absolute (either you jam or not) to probability (you most likely will jam, but he might get through a couple of times).
It's a post-Shiva thing, but as usual good comments in between and will be taken into consideration when the time comes. _____________________________ I say hey sky, s'other say I won say, I pray to J I get the same ol' same ol. |

Oveur
|
Posted - 2004.08.22 13:01:00 -
[98]
Originally by: Nafri
Originally by: Orestes Funny thing to ask this.
As far as I know, when the ECM system gets revised, electronic warfare skills would presumably be revised as well.
thy planned this about 6-7 month ago, never seen any further notice about this?
cant take too long to simply change a skill?
Overhauling the EW system has been delayed a number of times. It will include changes to the skills since the change is taking the EW from being absolute (either you jam or not) to probability (you most likely will jam, but he might get through a couple of times).
It's a post-Shiva thing, but as usual good comments in between and will be taken into consideration when the time comes. _____________________________ I say hey sky, s'other say I won say, I pray to J I get the same ol' same ol. |

Hakera
|
Posted - 2004.08.22 13:05:00 -
[99]
Edited by: Hakera on 22/08/2004 13:06:54 Is this still the plan for the overhaul ---> TomB's Blog?
what about a quick nerf to the overpowered ew like sensor damps, tracking disruptors for eg?
Dumbledore - Eve-I.com |

Hakera
|
Posted - 2004.08.22 13:05:00 -
[100]
Edited by: Hakera on 22/08/2004 13:06:54 Is this still the plan for the overhaul ---> TomB's Blog?
what about a quick nerf to the overpowered ew like sensor damps, tracking disruptors for eg?
Dumbledore - Eve-I.com |

Nimrodel
|
Posted - 2004.08.22 13:10:00 -
[101]
Originally by: Odet Edited by: Odet on 19/08/2004 19:22:12 Ok so For Electronic warfare you have 3 main Skills.
Electronic Warfare Propulsion jamming weapons dirsuption
What thwy have in common is that each level gets you 5% bonus to duration. I havent trained any of those skills past lvl 1. why? because in combat you dont want your warpjammer to go on running for ever even when your first target is already dead. You want to be able to switch targets quickly. For example your in a 2 vs 1 you kill the first guy then want to switch to warp jamming the second guy quickly...but u cant cuz ur warp jammer is lasting and running still fronm the other guy so the other gets away... Or for podding u kill his ship then want to ransom the pod. he will get away cuz u`ll never warp jam him fast enough. So thats why im forced to pod the guy 70% of the time.
My suggestion is a : change the skills to give 5% reduction in cap usage or something to that extent. or b : have a setting on your warpjammers, webbers, etc to use max duration or minimum duration. for example: you have 1 target ina bs u warp jam him and set your warp jammer to max duration. to save your cap.
And if your attacking a 2 frigates you set you warpjammer to minimum duration so that after the first guy is dead u can quickly switch to the next guy.
just my 2 cents....
anyone agree, maybe we ca have this changed or looked at to be changed...
another thing, if your cycle jamming (locking quickly to disrupt peoples lock) its best to have low skills
I wouldnt worry too much.. new EW changes are coming.. Soom(tm) *CCP style soon(tm) a year a least* --------------------------------------------- Nimrodel Dark Force User Joint Espionage & Defence Industries --------------------------------------------- Your Medium YF-12a Smartbomb hits Rusty Cloud, doing 0.0 damage. |

Nimrodel
|
Posted - 2004.08.22 13:10:00 -
[102]
Originally by: Odet Edited by: Odet on 19/08/2004 19:22:12 Ok so For Electronic warfare you have 3 main Skills.
Electronic Warfare Propulsion jamming weapons dirsuption
What thwy have in common is that each level gets you 5% bonus to duration. I havent trained any of those skills past lvl 1. why? because in combat you dont want your warpjammer to go on running for ever even when your first target is already dead. You want to be able to switch targets quickly. For example your in a 2 vs 1 you kill the first guy then want to switch to warp jamming the second guy quickly...but u cant cuz ur warp jammer is lasting and running still fronm the other guy so the other gets away... Or for podding u kill his ship then want to ransom the pod. he will get away cuz u`ll never warp jam him fast enough. So thats why im forced to pod the guy 70% of the time.
My suggestion is a : change the skills to give 5% reduction in cap usage or something to that extent. or b : have a setting on your warpjammers, webbers, etc to use max duration or minimum duration. for example: you have 1 target ina bs u warp jam him and set your warp jammer to max duration. to save your cap.
And if your attacking a 2 frigates you set you warpjammer to minimum duration so that after the first guy is dead u can quickly switch to the next guy.
just my 2 cents....
anyone agree, maybe we ca have this changed or looked at to be changed...
another thing, if your cycle jamming (locking quickly to disrupt peoples lock) its best to have low skills
I wouldnt worry too much.. new EW changes are coming.. Soom(tm) *CCP style soon(tm) a year a least* --------------------------------------------- Nimrodel Dark Force User Joint Espionage & Defence Industries --------------------------------------------- Your Medium YF-12a Smartbomb hits Rusty Cloud, doing 0.0 damage. |

MaiLina KaTar
|
Posted - 2004.08.22 15:28:00 -
[103]
I have all EW skills at 5... go figure. When I started this character I planned it as an EW expert and skilled towards this goal. Now that nearly all of my Electronics skills are at level 5 I have to deal with the fact that quite are few of them are actually ineffective because they increase durations where in fact they should decrease activation time and/or cap usage equally (5% cap usage per lvl / 2.5% cap usage and activation time per lvl).
This means that at the moment quite a big chunk of my SPs are useless because they lower the efficiency of my char. I knew that would happen when choosing this skillpath back in the days because I was confident that CCP would have changed at least few parts on the EW system by then. Well... I was wrong 
Now I can just hope that CCP does an EW system overhaul soon because until then my char remains pretty much useless in combat.
Mai's Idealog |

MaiLina KaTar
|
Posted - 2004.08.22 15:28:00 -
[104]
I have all EW skills at 5... go figure. When I started this character I planned it as an EW expert and skilled towards this goal. Now that nearly all of my Electronics skills are at level 5 I have to deal with the fact that quite are few of them are actually ineffective because they increase durations where in fact they should decrease activation time and/or cap usage equally (5% cap usage per lvl / 2.5% cap usage and activation time per lvl).
This means that at the moment quite a big chunk of my SPs are useless because they lower the efficiency of my char. I knew that would happen when choosing this skillpath back in the days because I was confident that CCP would have changed at least few parts on the EW system by then. Well... I was wrong 
Now I can just hope that CCP does an EW system overhaul soon because until then my char remains pretty much useless in combat.
Mai's Idealog |

Nafri
|
Posted - 2004.08.22 16:29:00 -
[105]
Originally by: Oveur
Originally by: Nafri
Originally by: Orestes Funny thing to ask this.
As far as I know, when the ECM system gets revised, electronic warfare skills would presumably be revised as well.
thy planned this about 6-7 month ago, never seen any further notice about this?
cant take too long to simply change a skill?
Overhauling the EW system has been delayed a number of times. It will include changes to the skills since the change is taking the EW from being absolute (either you jam or not) to probability (you most likely will jam, but he might get through a couple of times).
It's a post-Shiva thing, but as usual good comments in between and will be taken into consideration when the time comes.
i read the posts, but still it has nothing to do with chaning the actual skill from duration to cap usage Wanna fly with me?
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Nafri
|
Posted - 2004.08.22 16:29:00 -
[106]
Originally by: Oveur
Originally by: Nafri
Originally by: Orestes Funny thing to ask this.
As far as I know, when the ECM system gets revised, electronic warfare skills would presumably be revised as well.
thy planned this about 6-7 month ago, never seen any further notice about this?
cant take too long to simply change a skill?
Overhauling the EW system has been delayed a number of times. It will include changes to the skills since the change is taking the EW from being absolute (either you jam or not) to probability (you most likely will jam, but he might get through a couple of times).
It's a post-Shiva thing, but as usual good comments in between and will be taken into consideration when the time comes.
i read the posts, but still it has nothing to do with chaning the actual skill from duration to cap usage Wanna fly with me?
|

Nafri
|
Posted - 2004.08.22 16:30:00 -
[107]
Originally by: Hakera Edited by: Hakera on 22/08/2004 13:06:54 Is this still the plan for the overhaul ---> TomB's Blog?
what about a quick nerf to the overpowered ew like sensor damps, tracking disruptors for eg?
no quick nerfes, will make many people unhappy Wanna fly with me?
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Nafri
|
Posted - 2004.08.22 16:30:00 -
[108]
Originally by: Hakera Edited by: Hakera on 22/08/2004 13:06:54 Is this still the plan for the overhaul ---> TomB's Blog?
what about a quick nerf to the overpowered ew like sensor damps, tracking disruptors for eg?
no quick nerfes, will make many people unhappy Wanna fly with me?
|

OverKill
|
Posted - 2004.08.23 01:53:00 -
[109]
I've been experimenting with EW myself lately and I've found it very inefficient, even with a dedicated EW ship.
The scorpion, in my opinion only, is the most suited to the task for the obvious reasons. However, I've built myself an electronic suite jamming Scorpion which uses cap lickety split. I mean within 3 minutes and thats just using the electronics equipment, no damage causing weapons.
A 5% reduction in cap usage per level of EW would definately be a bonus, then maybe add a SENSOR JAMMING skill to go with PROPULSION and WEAPON skills. This way you don't need to have a floating battery next to you with energy transfer arrays.
ELECTRONIC WARFARE - -5% cap usage for EW related components per skill level SENSOR DISRUPTION - +5% range per skill level for tracking types (multispecs etc) WEAPON DISRUPTION - +5% range per skill level for weapon and targeting modules PROPULSION DISRUPTION - +5% range per skill level for warp and propulsion jammers
With the above system you can tie things in, make them more specialized and allow a decent increase in capability for those who choose to specialize their vessels in support roles.
Just some thoughts I'm throwing out I guess.
Regards, OK
=
[email protected] - http://www.hadean.org
Chief Executive Officer - Hadean Drive Yards |

OverKill
|
Posted - 2004.08.23 01:53:00 -
[110]
I've been experimenting with EW myself lately and I've found it very inefficient, even with a dedicated EW ship.
The scorpion, in my opinion only, is the most suited to the task for the obvious reasons. However, I've built myself an electronic suite jamming Scorpion which uses cap lickety split. I mean within 3 minutes and thats just using the electronics equipment, no damage causing weapons.
A 5% reduction in cap usage per level of EW would definately be a bonus, then maybe add a SENSOR JAMMING skill to go with PROPULSION and WEAPON skills. This way you don't need to have a floating battery next to you with energy transfer arrays.
ELECTRONIC WARFARE - -5% cap usage for EW related components per skill level SENSOR DISRUPTION - +5% range per skill level for tracking types (multispecs etc) WEAPON DISRUPTION - +5% range per skill level for weapon and targeting modules PROPULSION DISRUPTION - +5% range per skill level for warp and propulsion jammers
With the above system you can tie things in, make them more specialized and allow a decent increase in capability for those who choose to specialize their vessels in support roles.
Just some thoughts I'm throwing out I guess.
Regards, OK
=
[email protected] - http://www.hadean.org
Chief Executive Officer - Hadean Drive Yards |

Tenacha Khan
|
Posted - 2004.08.23 03:36:00 -
[111]
i never trained this one up either.
Also it id be good if you could select the skill lvl you want to play at....like sometimes id like to have sharp shooter at lvl1 instead of lvl4 and so on.
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Tenacha Khan
|
Posted - 2004.08.23 03:36:00 -
[112]
i never trained this one up either.
Also it id be good if you could select the skill lvl you want to play at....like sometimes id like to have sharp shooter at lvl1 instead of lvl4 and so on.
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Mabon
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Posted - 2004.08.23 05:26:00 -
[113]
Another suggestion, and I've seen this on the forum many times, is make the modules deactivate once the target is gone (i.e. exploded/dead), no point in having your ship disrupt the warp field of something that is already toastified...
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Mabon
|
Posted - 2004.08.23 05:26:00 -
[114]
Another suggestion, and I've seen this on the forum many times, is make the modules deactivate once the target is gone (i.e. exploded/dead), no point in having your ship disrupt the warp field of something that is already toastified...
|

holyone
|
Posted - 2004.08.23 06:28:00 -
[115]
Originally by: OverKill I've been experimenting with EW myself lately and I've found it very inefficient, even with a dedicated EW ship.
The scorpion, in my opinion only, is the most suited to the task for the obvious reasons. However, I've built myself an electronic suite jamming Scorpion which uses cap lickety split. I mean within 3 minutes and thats just using the electronics equipment, no damage causing weapons.
A 5% reduction in cap usage per level of EW would definately be a bonus, then maybe add a SENSOR JAMMING skill to go with PROPULSION and WEAPON skills. This way you don't need to have a floating battery next to you with energy transfer arrays.
ELECTRONIC WARFARE - -5% cap usage for EW related components per skill level SENSOR DISRUPTION - +5% range per skill level for tracking types (multispecs etc) WEAPON DISRUPTION - +5% range per skill level for weapon and targeting modules PROPULSION DISRUPTION - +5% range per skill level for warp and propulsion jammers
With the above system you can tie things in, make them more specialized and allow a decent increase in capability for those who choose to specialize their vessels in support roles.
Just some thoughts I'm throwing out I guess.
Regards, OK
=
I didn't think ECM had a range?
--- Regards,
|

holyone
|
Posted - 2004.08.23 06:28:00 -
[116]
Originally by: OverKill I've been experimenting with EW myself lately and I've found it very inefficient, even with a dedicated EW ship.
The scorpion, in my opinion only, is the most suited to the task for the obvious reasons. However, I've built myself an electronic suite jamming Scorpion which uses cap lickety split. I mean within 3 minutes and thats just using the electronics equipment, no damage causing weapons.
A 5% reduction in cap usage per level of EW would definately be a bonus, then maybe add a SENSOR JAMMING skill to go with PROPULSION and WEAPON skills. This way you don't need to have a floating battery next to you with energy transfer arrays.
ELECTRONIC WARFARE - -5% cap usage for EW related components per skill level SENSOR DISRUPTION - +5% range per skill level for tracking types (multispecs etc) WEAPON DISRUPTION - +5% range per skill level for weapon and targeting modules PROPULSION DISRUPTION - +5% range per skill level for warp and propulsion jammers
With the above system you can tie things in, make them more specialized and allow a decent increase in capability for those who choose to specialize their vessels in support roles.
Just some thoughts I'm throwing out I guess.
Regards, OK
=
I didn't think ECM had a range?
--- Regards,
|

OverKill
|
Posted - 2004.08.23 08:38:00 -
[117]
It doesn't have a range Holyone, well it does, but its the targeting limit of a ship.
The method I threw out has a range because it helps compensate for the reduced cap usage. Can't have EW players out there with near unlimited ranges and very little cap usage. It would become the norm instead of the exception.
Regards, OK
-
[email protected] - http://www.hadean.org
Chief Executive Officer - Hadean Drive Yards |

OverKill
|
Posted - 2004.08.23 08:38:00 -
[118]
It doesn't have a range Holyone, well it does, but its the targeting limit of a ship.
The method I threw out has a range because it helps compensate for the reduced cap usage. Can't have EW players out there with near unlimited ranges and very little cap usage. It would become the norm instead of the exception.
Regards, OK
-
[email protected] - http://www.hadean.org
Chief Executive Officer - Hadean Drive Yards |

Nafri
|
Posted - 2004.08.23 08:46:00 -
[119]
mhh even my bb can run a full set of multies for a long time, a scorp can dampen and jamm for a long long long time ^^ Wanna fly with me?
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Nafri
|
Posted - 2004.08.23 08:46:00 -
[120]
mhh even my bb can run a full set of multies for a long time, a scorp can dampen and jamm for a long long long time ^^ Wanna fly with me?
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