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Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 13:13:00 -
[1]
Edited by: Ryysa on 26/04/2007 17:20:19
The Definitive Guide to Electronic Warfare First of all, let's see what I classify as EW. Your classification might be different. This guide is split depending on EW types:
1. Warp Scrambling 2. Stasis webifying 3. Target Jamming (ECM) 4. Sensor Dampening 5. Tracking Disrupting 6. Target Painting 7. Cap Draining (NOS/Neuts) 8. Chance calculation for falloff. 9. Multiplier calculation with stacking penalties. 10. Conclusion
Guide to EW - Killboard Mirroring tool |

Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 13:17:00 -
[2]
Edited by: Ryysa on 26/04/2007 13:28:41
1. Warp Scrambling Short Description: Warp scrambling prevents another ship from entering warp. This is the primary EW type used in any kind of pvp, because it allows you to prevent your target from escaping from an unfavorable situation.
Methods of application: Modules - The modules are called warp scramblers and warp disruptors, and are fitted into midslots. They come in different varieties, with the important paremeters being scrambling range and scrambling strength.
Mobile Warp Disruptors - These are often referred to as "bubbles". They are static objects wich can be deployed and anchored anywhere in space. They are characterized by their scrambling radius and come in multiple flavors. Small, Medium and Large. Mobile Warp Disruptors can only be used in 0.0 space. Bubbles can also pull ships out of warp in different positions than intended, but more on that later.
Interdictor spheres - Interdictor spheres work the same way as Mobile Warp Disruptors, however they can be deployed on the fly and have a fixed scrambling radius of 20km. As with anchorable bubbles, usage of interdictor spheres is restricted to 0.0 space.
Working Mechanism: Regarding modules, the best way to describe the workings would be to view every module as having a certain amount of "scramble points" (scramble strength). Let's say each ship starts out with 0 warp points and each scramble point deducts from that number. If the amount of warp points a ship has is negative, it can't enter warp. So if you apply a warp disruptor with strength 1 to a ship with a base amount of 0 warp points, it ends up with -1 warp points, thus it can't warp.
Bubbles (both anchorable and interdictor) work slightly different. First of all, the number of points is irrelevant here. Each bubble has a scrambling radius. If the ship's distance to the disruptor is less than the disruptors scrambling radius, then the ship is considered warp scrambled and cannot warp.
Another specific point about bubbles is that they are able to modify the place where ships exit warp. Ships can warp from object A to object B. Now draw an imaginary line AB through object A and object B. If line AB intersects a bubble, which is in the same grid as object B, at the time when the ship starts the warp procedure at object A, then regardless at what range the ship warped to object B, it will end up out of warp where line AB intersects the bubble, on the edge of the bubble which is closest to object A.
Deductions - If the bubble is not in the same grid as object B, then nothing will happen, and if the bubble is not deployed before the target initiates warp at object A, it will not be affected by the bubble. Also note, that object A and B are not the same as celestial objects. Object A is the warp entry point and Object B is whatever object was warped to. This means celestial object or bookmark.
Skills affecting: Modules: Propulsion Jamming - 5% Reduction to capacitor need per skill level. Mobile Warp Disruptors: Anchoring - Reduces time to deploy the bubble. Interdictor Spheres: Interdictors - Increases the ROF of the sphere launcher by 10% per skill level.
Specialized ships: Ships with bonus to scramble are gallente Arazu/Lachesis - Recons, get 20% bonus to warp disruptor/scrambler range per recon level. Alternatively, Interdictors are a ship class dedicated to deploying Interdiction Spheres.
Counters: Counters to the module versions are Warp Core Stabilizers or WCS. Each WCS adds one warp point to the ship. Meaning that if a ship has one WCS fitted and no natural bonus to Warp Core strength, you will need 2 scrambling points to give it a negative amount of warp points and thus scramble it.
In case of ending up in a bubble, there are no direct counters, but due to bubbles having limited range, a speedy ship configuration is an indirect counter.
Guide to EW - Killboard Mirroring tool |

Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 13:18:00 -
[3]
Edited by: Ryysa on 26/04/2007 16:08:41
2. Stasis webifying Short Description: Stasis webifiers decrease the speed of a given ship.
Methods of application: Modules - Stasis webifiers are fitted into midslots and their most important paremeters are Range and speed reduction amount. Drones - Webifying also comes in drone form. However, webifying drones have a fairly weak effect - one good module is better than five drones. They also only come in the large variety, which makes them sluggish and due to their low hitpoints very vulnerable to takedown.
Working Mechanism: This is fairly simple. Each stasis webifier has a certain speed reduction amount. The formula would be: V = V0 * (100% - S) Where V0 is the ship's speed, and S the stasis web speed reduction parameter.
There are stacking penalties involved on webifiers. Please refer to section 9 of the guide on how to calculate the speed reduction multiplier of multiple webifiers against one target.
Skills affecting: Propulsion Jamming - 5% Reduction to capacitor need per skill level.
Specialized ships: Ships with bonuses to stasis webifiers are from the minmatar and the bloodraider races. Huginn, Rapier - Minmatar recons. Both get a bonus of 60% per recon ship level to stasis webifier range. Cruor - Blood Raider frigate, 10% bonus to Stasis Webifier range per level. Ashimmu - Blood Raider cruiser, 10% bonus to Stasis Webifier range per level Bhaalgorn - Blood Raider battleship, 10% bonus to Stasis Webifier range per level
Guide to EW - Killboard Mirroring tool |

Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 13:19:00 -
[4]
Edited by: Ryysa on 26/04/2007 13:51:37
3. Target Jamming (ECM) Short Description: ECM, when successful causes the target to lose all of their locks and in most cases be unable to re-lock for 20 seconds.
Methods of application: Modules - There are two types of modules. The more widely used modules are Target Jammers, which upon success cause a lost lock and an inability to lock anything for the duration of their cycle time (currently 20 seconds)
The other modules are ECM Bursts, which in case of success cause everything in their area of effect to lose lock, but don't prevent the target from reaquiring the lock during the duration of the cycle. Also only one ECM burst may be active at the same time, meaning that fitting more than one is fairly pointless.
The most important characteristics for modules are Cycle time, Jamming strength, Optimal Range and Falloff Range.
Drones - ECM also comes in drone form. There are light, medium and heavy ECM drones. The difference is most notably their speed and their jamming strength. With the recent changes, drones are the most viable ECM method for non-specialized ships.
Working Mechanism: Jamming is chance based. Every ship in eve has a characteristic known as sensor strength. The chance to jam a target with one jammer is illustrated by the following formula: C = J/S * 100% Where J is the jamming strength of your jammer, S the sensor strength of the target ship and C the jamming chance in %.
The chance to jam a target with multiple jammers is a simple deduction of Bernoulli's formula: C = (1-(1-J/S)^n)*100% Where J is the jamming strength of your jammer, S the sensor strength of the target ship, n the number of jammers and C the jamming chance in %. Computing the chance to jam with different jammers with different jamming strength against multiple targets is more for the realm of combinatorics enthusiasts, and is of little value here, so we shall not explore this further.
Jammers also have an optimal and a falloff range, please refer to section 8 on how to calculate the falloff multiplier. Note that multiplying the strength of the jammer by the falloff multiplier is incorrect, because the checking for falloff and the checking for jamming chance are two separate events - you must multiply the result from the chance calculation by the falloff multiplier to get an accurate answer.
Skills affecting: Electronic Warfare - 5% Reduction to capacitor need per skill level. Signal Dispersion - 5% bonus to strength of all ECM jammers per skill level. Long Distance Jamming - 10% bonus to optimal range per skill level. Frequency Modulation - 10% bonus to falloff per skill level.
Specialized ships: ECM is the realm of the caldari. Griffin - Frigate, gets 10% bonus to Jammer strength and 10% bonus to Jammer capacitor need per level. Blackbird - Cruiser, gets 10% bonus to Jammer strength and 20% bonus to Jammer optimal range per level. Scorpion - The only battleship in game truly dedicated to a form of EW, gets 10% bonus to Jammer strength and 20% bonus to Jammer optimal range per level. Rook - Non-cloaking recon, gets 10% reduction to Jammer capacitor use and 20% bonus to Jammer optimal range per caldari cruiser level and 20% bonus to ECM Target Jammer strength per recon ship level. Falcon - Cloaking recon, gets 10% reduction to Jammer capacitor use and 20% bonus to Jammer optimal range per caldari cruiser level and 10% bonus to ECM Target Jammer strength per recon ship level.
Counters: There is a direct counter available - ECCM, which gives a percentual increase to a ship's sensor strength, making it hard to jam it.
Guide to EW - Killboard Mirroring tool |

Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 13:20:00 -
[5]
Edited by: Ryysa on 26/04/2007 13:36:58
4. Sensor Dampening Short Description: Sensor dampening reduces a ship's locking speed and locking range.
Methods of application: Modules - Sensor dampeners are midslot modules, the main characteristics of which are Targeting Range multiplier, Scan Resolution multiplier, Optimal, Falloff.
Drones - Sensor dampening drones come in three flavors, from small to heavy, however due to heavy stacking penalties their effects are fairly limited, and they are rarely used.
Working Mechanism: Each sensor dampener reduces a targets locking speed and range. To calculate the Optimal range reduction for one dampener used against a target, the following formula is used: R = R0*M Where R0 is the targeting range of the ship with targeting range bonuses applied, M the targeting range multiplier of the dampening module or drone and R the resulting targeting range.
Calculating the locking speed reduction is slightly different due to the fact that the relation between locking time and scan resolution is not quite linear. The formula for locking time is: T = (10000/(M*X))/(asinh(Y)) Where X = scan resolution of your ship with positive bonuses applied, Y = sig radius of the target, M the signature resolution reduction multiplier of the dampening module or drone and T the locking time.
Sensor dampeners are subject to stacking penalties and have a falloff range, please refer to sections 8 and 9 to learn how to calculate the falloff chance and the dampening multiplier with more than one module. Another important thing to note is that if your locking range becomes shorter than your distance to your currently locked target, then you will lose the lock.
Skills affecting: Sensor Linking - 5% Reduction to capacitor need per skill level. Signal Suppression - 5% bonus to effectiveness of sensor dampeners per skill level. Long Distance Jamming - 10% bonus to optimal range per skill level. Frequency Modulation - 10% bonus to falloff per skill level.
Specialized ships: Dampening is the domain of the Gallente. Maulus - Frigate, 5% bonus to dampening effectiveness per level. Celestis - Cruiser, 5% bonus to dampening effectiveness per level. Arazu, Lachesis - Recons, 5% bonus to dampening effectiveness per cruiser level.
Counters: The direct counter to dampening are sensor boosters and signal amplifiers, which increase your scan resolution and locking range. |

Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 13:21:00 -
[6]
Edited by: Ryysa on 26/04/2007 13:52:31
5. Tracking Disrupting Short Description: Tracking disruptors severely impair the effectiveness of turrets by heavily reducing their optimal range and tracking speed.
Methods of application: Modules - Tracking disruptors are midslot modules. Their most important parameters are optimal range multiplier, tracking speed multiplier, optimal range and falloff range.
Working Mechanism: Each tracking disruptor reduces the tracking speed and optimal range of turrets. The effect can be calculated with the following formula for both tracking speed and optimal range: R = R0*M Where R is the resuling optimal range or tracking speed, R0 the optimal range or tracking speed of the ship with positive modifiers applied and M being the optimal range or tracking speed multiplier of the tracking disruptor.
Tracking Disruptors are stacking penalized and also have a falloff range. Please refer to the stacking penalty and falloff sections for details on how to calculate the multiplier with more than one module and to see how the modules operate within falloff.
Skills affecting: Weapon Disruption - 5% Reduction to capacitor need per skill level. Turret Destabilization - 5% bonus to effectiveness of tracking disruptors per skill level. Long Distance Jamming - 10% bonus to optimal range per skill level. Frequency Modulation - 10% bonus to falloff per skill level.
Specialized ships: The specialized ships for tracking disruptors come from the amarr race. Crucifier - Frigate, 5% bonus to tracking disruptor effectiveness per level. Arbitrator - Cruiser, 5% bonus to tracking disruptor effectiveness per level. Curse/Pilgrim - Recons, 5% bonus to tracking disruptor effectiveness per cruiser level.
Counters: The direct counter to tracking disruptors are tracking computers and tracking enhancers.
Guide to EW - Killboard Mirroring tool |

Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 13:21:00 -
[7]
Edited by: Ryysa on 26/04/2007 14:56:45
6. Target Painting Short Description: Target Painting increases the signature size of the target.
Methods of application: Modules - Target Painters are midslot modules, the main characteristics of which are signature increase amount, optimal range and falloff.
Working Mechanism: The working mechanism of target painters is fairly simple. To calculate the increase that a target painter gives to the signature radius of an object, we use the following formula: S = S0 * (100% + P) Where S0 is the objects original signature radius, P the target painters signature increase bonus and S the final signature radius with the painter applied.
Please note that target painters are subject to stacking penalties and have a falloff range, please refer to sections 8 and 9 to see how these affect the effectiveness of multiple painters or when painters are used outside of their optimal range.
Skills affecting: Target Painting - 5% Reduction to capacitor need per skill level. Signature Focusing - 5% bonus to effectiveness of target painters per skill level. Long Distance Jamming - 10% bonus to optimal range per skill level. Frequency Modulation - 10% bonus to falloff per skill level.
Specialized ships: The target painting bonus is part of minmatar ships. Vigil - Frigate, 5% bonus to target painter effectiveness per level. Bellicose - Cruiser, 7.5% bonus to target painter effectiveness per level. Huginn/Rapier - Recons, 7.5% bonus to target painter effectiveness per cruiser level.
Counters: None
Guide to EW - Killboard Mirroring tool |

Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 13:22:00 -
[8]
Edited by: Ryysa on 26/04/2007 17:26:47
7. Cap Draining (NOS/Neuts) Short Description: Cap draining with Nosferatus or Neutralizers reduces your targets cap and in some cases adds it to your own.
Methods of application: Modules - NOS and Neuts are highslot modules, the main attributes of which are range, cap amount neutralized or drained and cycle time. Drones - There are neutralizing drones available in various sizes.
Working Mechanism: The mechanic for these is simple, each of them have a cycle time. Every cycle time seconds the cap amount is drained from the enemy. In case of NOS, the cap is added to your own, in the case of neuts you sacrifice a certain amount of energy but get a much bigger effect on the targets capacitor.
Skills affecting: Energy Emission Systems - Decreases cap usage amount by 5% per level.
Specialized ships: NOS-specialized ships come from the amarr and bloodraider races. Curse - Amarr recon, Gets 20% bonus to cap amount transferred and 40% bonus to Nosferatu and Neutralizer range per recon skill level. Pilgrim - Amarr recon, Gets 20% bonus to cap amount transferred per recon skill level. Cruor - Blood Raider frigate, Gets 10% bonus to cap amount transferred per skill level. Ashimmu - Blood Raider cruiser, Gets 10% bonus to cap amount transferred per skill level. Bhaalgorn - Blood Raider battleship, Gets 10% bonus to cap amount transferred per skill level.
Counters: There are no direct counters to nos, however, an indirect and viable counter is using a cap injector. |

Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 13:22:00 -
[9]
Edited by: Ryysa on 26/04/2007 17:27:31
8. Calculating chances with falloff. Many of the EW modules have a falloff range. A module is 100% effective from 0 to optimal. At optimal+falloff the effectiveness drops to 50% and at optimal +2xfalloff it is 0%. This means that at optimal+falloff there is a 50% chance that the module will fail and not do anything.
To determine the chance of success in falloff range, we use the following formula: C = 1-((R-O)/(2*F)) Where R is the range from you to the target, O the optimal range of the module, F the falloff range of the module and C the chance of success. This only applies if the target is between optimal and optimal+2x falloff. As a result, you will get a multiplier. This is a chance multiplier. In case of jammers, just multiply the calculated chance by it. In case of other modules, this will simply show you the chances of the module succeeding at a given range.
P.S. This is assuming falloff with EW modules is linear.
9. Calculating multipliers with stacking penalty. A few of the EW modules are stacking penalized. So if calculating the effect multiplier with multiple modules, you need to keep the stacking penalty in mind. For calculating the multiplier we use the general stacking formula: M = M1*S1*M2*S2*...*Mn*Sn Where M(1..n) are the multipliers of dampeners and S(1..n) are stacking penalty multipliers for module n. Currently the stacking penalties for the first four modules are as following: S(1) = 1 S(2) = 0.8708860 S(3) = 0.5705831 S(4) = 0.2829552
The formula to calculate the stacking penalty for the nth module is: S(n) = 0.5^[((n-1) / 2.22292081) ^2] Where n is the number of the module modifying the same attribute and S the stacking multiplier applied to that module.
Also keep in mind, that you need to sort the modules according to their strength in descending order. Meaning if you have 3 modules with different strengths, then the strongest module will suffer no stacking penalty and the weakest module will suffer the stacking penalty for the third module.
10. Conclusion I hope this guide makes people better understand EW. Due to the length of it, I am really sure there are multiple spelling and perhaps factual mistakes. Any information regarding those will be appreciated and I will try to fix it as soon as humanly possible. |

Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 13:23:00 -
[10]
Edited by: Ryysa on 26/04/2007 13:23:53 Reserved in case I run out of room in the future when editing this. Feel free to point out mistakes now 
Guide to EW - Killboard Mirroring tool |

Zalathar
Minmatar Biometaloid INC
|
Posted - 2007.04.26 13:30:00 -
[11]
Edited by: Zalathar on 26/04/2007 13:40:29 Edited by: Zalathar on 26/04/2007 13:28:07
first btw 
loving the guide, all the people who say all you do is troll are all wrong. Hope to see more guides in future.
this should must definatly made into a sticky as it is pure quality, everything brought into easy bite sized and easily understandable chunks.
~~~~~~ sig currently being remastered (it was too large) ~~~~~~ |

Demonique
Minmatar WOLFPACK DELTA SMASH Alliance
|
Posted - 2007.04.26 13:35:00 -
[12]
reserving this space for my comments once ive finished reading 
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VJ Maverick
Caldari Maverick Specialized Services
|
Posted - 2007.04.26 13:36:00 -
[13]
Ryysa, I hate you because you're such an abrasive jerk on the boards, but damn.. this is a nice and very well put together guide .
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Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 13:37:00 -
[14]
Originally by: VJ Maverick Ryysa, I hate you because you're such an abrasive jerk on the boards, but damn.. this is a nice and very well put together guide .
hahaha 
I am still editing the thing though, so refresh sometimes...
Guide to EW - Killboard Mirroring tool |

velmistr Ecco
Caldari InNova Tech Inc Xelas Alliance
|
Posted - 2007.04.26 13:40:00 -
[15]
Nice guide deserving sticky :)
Originally by: Ryysa Edited by: Ryysa on 26/04/2007 13:34:39
3. Target Jamming (ECM)
Rook - Non-cloaking recon, gets 10% bonus to Jammer strength and 20% bonus to Jammer optimal range per caldari cruiser level and 20% bonus to ECM Target Jammer strength per recon ship level.
Rook Caldari Cruiser Skill Bonus: 10% reduction in ECM Target Jammer capacitor use and 20% bonus to ECM Target Jammer optimal range per level
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Ernest Graefenberg
Minmatar Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.04.26 13:43:00 -
[16]
40% per level on the Huginn and Rapier, not 20% ;)
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jaGuza
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Posted - 2007.04.26 13:47:00 -
[17]
Superb guide Ryysa, should clear things up for a lot of people (including myself)! Just a quick question. Does trackingdisruptors, when in faloff really have a chance to hit? Thought it worked like turrets and become less effektive. Could only find one little mistake, the frigate that gets the trackingdisrupt bonus is named Crucifier, not Coercerer. Anyway, please add some glue to this thread and I hope we'll se more guides like this in the future!
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Padma Sky
Caldari Lumen Et Umbra
|
Posted - 2007.04.26 13:48:00 -
[18]
An efford like this need a sticky. Or at least, to avoid too many sticky, put just one sticky that link the most usegull guides ( like the one about ship setups). This post doesnt deserve to be lost ...
_____________________ Thats a Templar, the amarr fighter. Its a combat drone used by carriers. |

Zalathar
Minmatar Biometaloid INC
|
Posted - 2007.04.26 13:51:00 -
[19]
Originally by: Ryysa
Specialized ships: The specialized ships for tracking disruptors come from the amarr race. Coercer - Frigate, 5% bonus to tracking disruptor effectiveness per level. Arbitrator - Cruiser, 5% bonus to tracking disruptor effectiveness per level. Curse/Pilgrim - Recons, 5% bonus to tracking disruptor effectiveness per cruiser level.
the coercer is the destroyer and has no bonus, i think you mean the cruicifier 
~~~~~~ sig currently being remastered (it was too large) ~~~~~~ |

Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 13:58:00 -
[20]
Edited by: Ryysa on 26/04/2007 14:00:47 Huginn, Falcon, Rook, Crucifier FIXED, thank you for pointing them out!
Originally by: jaGuza Superb guide Ryysa, should clear things up for a lot of people (including myself)! Just a quick question. Does trackingdisruptors, when in faloff really have a chance to hit? Thought it worked like turrets and become less effektive.
Yes, that's exactly how it works. A chance... The module effectiveness does not get reduced directly. If it works in say 50% falloff it is just as effective as it would be in optimal, however there is a 25% chance it would not work at all, thus giving no effect.
Guide to EW - Killboard Mirroring tool |

hydraSlav
Synergy Evolved Sparta Alliance
|
Posted - 2007.04.26 14:15:00 -
[21]
Originally by: Ryysa The other modules are ECM Bursts, which in case of success
Correct me if i am wrong, but doesn't ECM burst work differently to other ECM in the form that it is not chance based? The description says it breaks locks on all ships whose sensor strength is lower than the ECM strength.
== Above comments are my personal views Oveur >Local shouldn't be a tactical tool, it's for chat
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Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 14:17:00 -
[22]
Outdated description.
It is chance based.
Guide to EW - Killboard Mirroring tool |

VJ Maverick
Caldari Maverick Specialized Services
|
Posted - 2007.04.26 14:25:00 -
[23]
Does the skill "Signal Dispersion" affect ECM drones?
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Hugh Ruka
Caldari
|
Posted - 2007.04.26 14:40:00 -
[24]
hmm ... Energy Emission systems decreases cap used by NOS/NEUT only. So has no effect on NOS and makes NEUT more usable with each level:
"Operation of energy transfer array and other energy emission systems. 5% reduced capacitor need of energy emission weapons per skill level."
Originally by: JP Beauregard The experience with Exodus playtesting has scarred me for life. Those were bug-reports, not feature requests, you numbskulls.... 
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Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 14:46:00 -
[25]
Originally by: VJ Maverick Does the skill "Signal Dispersion" affect ECM drones?
Not as far as I know.
Originally by: Hugh Ruka hmm ... Energy Emission systems decreases cap used by NOS/NEUT only. So has no effect on NOS and makes NEUT more usable with each level:
"Operation of energy transfer array and other energy emission systems. 5% reduced capacitor need of energy emission weapons per skill level."
Thank you, fixed.
Guide to EW - Killboard Mirroring tool |

Lrrp
Minmatar Gallente Mercantile Exchange
|
Posted - 2007.04.26 14:52:00 -
[26]
Thanks Ryysa for putting the guide togeather. Not quite clear on what this means (under sensor dampners):
"Another important thing to note is that if your locking range becomes shorter than your distance to your currently locked target, then you will lose the lock."
Oh and do you have a boyfriend as I like brainy women 
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Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 14:55:00 -
[27]
Originally by: Lrrp Thanks Ryysa for putting the guide togeather. Not quite clear on what this means (under sensor dampners):
"Another important thing to note is that if your locking range becomes shorter than your distance to your currently locked target, then you will lose the lock."
This is best illustrated with an example. For example, you have a target locked at 50km and your locking range is say 75km. Now, you get sensor dampened, so that your locking range becomes 20km. That means that you will lose lock on the target which was 50km from you.
Quote: Oh and do you have a boyfriend as I like brainy women 
Well, I hope this is in character as I don't quite fancy men OoC.
Guide to EW - Killboard Mirroring tool |

Mudkest
MetaForge Ekliptika
|
Posted - 2007.04.26 14:56:00 -
[28]
Edited by: Mudkest on 26/04/2007 14:53:16 nice guide, but the huginn, rapier and belicose get a 7.5% bonus to targetpainting not 5%, and rapier/huginn get 60% weber range bonus not 40 ;) -Duct tape might hold the univurse together, but it's coffee that makes it tick |

Ryysa
North Face Force Anarchy Empire
|
Posted - 2007.04.26 15:00:00 -
[29]
Originally by: Mudkest Edited by: Mudkest on 26/04/2007 14:53:16 nice guide, but the huginn, rapier and belicose get a 7.5% bonus to targetpainting not 5%, and rapier/huginn get 60% weber range bonus not 40 ;)
Argh, i trusted ernest blindly! I will never trust you again ernest :(((
Ok, fixed for real now =)
Guide to EW - Killboard Mirroring tool |

Mudkest
MetaForge Ekliptika
|
Posted - 2007.04.26 15:00:00 -
[30]
Originally by: Ernest Graefenberg 40% per level on the Huginn and Rapier, not 20% ;)
Recon Ships Skill Bonus: 60% bonus to stasis webifier range
60% ... -Duct tape might hold the univurse together, but it's coffee that makes it tick |
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