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trace sirus
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Posted - 2008.12.17 06:00:00 -
[1]
Hello all, I have been playing about 41/2 month's and am thinking about getting into PvP soon, but don't have a very good understanding about all the nifty EW gadget's and their purpose. Is there someplace I can go that give's a description of each item and it's purpose, thing's like webifiers and target painter's and sensor booster's.Thank's for your help.
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Dirk Magnum
Royal Hiigaran Navy
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Posted - 2008.12.17 07:47:00 -
[2]
Edited by: Dirk Magnum on 17/12/2008 07:48:45 Eve Database is a start. There's probably a player-written guide somewhere too but I have no idea where.
A really, really summarized version of EWar follows. Scripts are charges that are loaded into certain types of EWar modules to affect their power. Do "show info" on the module if you don't know if it can take a script or not, and this will also show you which scripts can be loaded. If you don't load a script the module will perform two separate functions, but at reduced capacity. Loaded with a script it will perform one or the other very well. I use colloquial terms for the modules because that's what you'll encounter on the forum and in-game chat channels. You should be able to derive the actual name of the module from the short name though.
Painter: makes target easier to lock and hit
Scrammer: prevents warping and shuts off MWD at close range
Disruptor: prevents warping at longer range
ECM: prevents target lock. This is chance based.
Dampener: shuts off targeting ability beyond a certain range, or makes a ship take longer to target things depending on what script is loaded.
Tracking Disruptor: makes the enemy's weapons track badly or their range suffer depending on what script is loaded. In both cases it will be harder for them to hit you for good damage.
Webber: slows down enemy ships, making them easier to track and hit. Differs from painters in that the webber is a very short-range module, but in return it makes it easier to hit small targets with larger weapons than a painter would.
Vamp (aka NOS): takes a bit of enemy cap and adds it to your own at no cost, but can only be used if the enemy has a higher cap percentage than you do.
Neut: takes a bunch of enemy cap away at a high cost of cap to yourself. The larger neuts are a good form of defense on large ships, who need to protect themselves against smaller, faster tackle vessels.
Sensor booster: allows you to lock faster or lock at longer range, depending on which script is loaded.
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Gartel Reiman
Civis Romanus Sum
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Posted - 2008.12.17 09:19:00 -
[3]
Originally by: Dirk Magnum Eve Database is a start. There's probably a player-written guide somewhere too but I have no idea where.
Clearing the fuzz was the best guide I read on it when I was learning about this, and asides from scripts (so now generally the multi-effect ewar will do one function or the other - i.e. reduce turret optimal range OR reduce turret tracking) the general principals and how they are used is the same.
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trace sirus
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Posted - 2008.12.18 00:43:00 -
[4]
Thank you both very much for your help.
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