Difference between revisions of "ECCM"

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====Raven====  
 
====Raven====  
Receives bonuses of 5% to rate of fire of cruise and siege launchers and 10% to cruise missile and torpedo velocity. As a result T1 cruise missile launched from Raven will be traveling at the velocity of 7800 m/s with Caldari battleship V enabling them to cover 200km distance in about 25 seconds. While this is not instant damage and an ECM ship has plenty of time to warp away, cruise missiles do the job of persuading it to disengage.<br><br>
+
Receives bonuses of 5% to rate of fire of cruise and siege launchers and 10% to cruise missile and torpedo velocity. As a result T1 cruise missile launched from Raven will be traveling at the velocity of 7800 m/s with Caldari battleship V enabling them to cover 200km distance in about 25 seconds. While this is not instant damage and an ECM ship has plenty of time to warp away, cruise missiles do the job of persuading it to disengage.<br>
  
 
====Stealth Bombers====  
 
====Stealth Bombers====  
Like Ravens these can fire cruise missiles, however, SBs do not receive bonuses to missile velocity. Their main advantage is that they can easily be taken along on roaming gangs and are generally quite cheap to lose compared to a T2 fitted battleship. With decent skills, their cruise missiles will fly at velocity of approximately 5200 m/s to maximum range of 155 km. If rigged with two hydraulic bay thrusters (+15% velocity each) SBs can launch cruise missiles to a bit over 200km.<br><br>
+
Like Ravens these can fire cruise missiles, however, SBs do not receive bonuses to missile velocity. Their main advantage is that they can easily be taken along on roaming gangs and are generally quite cheap to lose compared to a T2 fitted battleship. With decent skills, their cruise missiles will fly at velocity of approximately 5200 m/s to maximum range of 155 km. If rigged with two hydraulic bay thrusters (+15% velocity each) SBs can launch cruise missiles to a bit over 200km.<br>
  
 
====Cerberus, Eagle, and Munnin====
 
====Cerberus, Eagle, and Munnin====
There are mid-range snipers and are quite easy to take along on roaming gangs. Cerberus gets base 50% bonus to missile velocity plus 10% bonus to missile flight time per level of HAC skill trained. It can launch regular T1 heavy missiles to about 165km range with decent skills. Eagle gets base 50% bonus to optimal range of hybrid turrets and an additional 10% bonus to their optimal range per level of HAC skill trained. It can achieve optimal range of about 190km with decent skills and 250mm T2 railguns loaded with Spike M ammo. Muninn gets 10% bonus to optimal range of projectile turrets plus a 7.5% bonus to tracking per level on HAC skill trained. It can achieve optimal range of about 110km.<br><br>
+
There are mid-range snipers and are quite easy to take along on roaming gangs. Cerberus gets base 50% bonus to missile velocity plus 10% bonus to missile flight time per level of HAC skill trained. It can launch regular T1 heavy missiles to about 165km range with decent skills. Eagle gets base 50% bonus to optimal range of hybrid turrets and an additional 10% bonus to their optimal range per level of HAC skill trained. It can achieve optimal range of about 190km with decent skills and 250mm T2 railguns loaded with Spike M ammo. Muninn gets 10% bonus to optimal range of projectile turrets plus a 7.5% bonus to tracking per level on HAC skill trained. It can achieve optimal range of about 110km.<br>
  
 
====Interceptors====
 
====Interceptors====
The advantage of launching interceptors at an ECM ship instead of missiles or ammo is that they can serve as a point for other gang members to initiate warp to. Average speed of an interceptor piloted with good navigation skills is about 4,500-5,000 m/s. At this speed it is able to cover 200km distance within 40-50 seconds. It can then orbit the ECM ship and serve as a TAM point for other gang members. ECM ship pilots sometimes easily let interceptors approach them, knowing well that the strength of their ECM is enough to jam an approaching interceptor permanently. What ECM pilots do not count on is that an interceptor can be fitted with several ECCM modules significantly improving its chances of tackling. Even if the tackle was not done successfully, inty pilot can also make a bookmark at the spot where ECM ship showed up and warp directly to location next time he decloaks there.<br><br>
+
The advantage of launching interceptors at an ECM ship instead of missiles or ammo is that they can serve as a point for other gang members to initiate warp to. Average speed of an interceptor piloted with good navigation skills is about 4,500-5,000 m/s. At this speed it is able to cover 200km distance within 40-50 seconds. It can then orbit the ECM ship and serve as a TAM point for other gang members. ECM ship pilots sometimes easily let interceptors approach them, knowing well that the strength of their ECM is enough to jam an approaching interceptor permanently. What ECM pilots do not count on is that an interceptor can be fitted with several ECCM modules significantly improving its chances of tackling. Even if the tackle was not done successfully, inty pilot can also make a bookmark at the spot where ECM ship showed up and warp directly to location next time he decloaks there.<br>
  
 
==Counter ECM Tactics==
 
==Counter ECM Tactics==
  
 
====FoF missiles====
 
====FoF missiles====
FoF stands for "friend or foe". These missiles can be launched and will hit nearest target even if their host ship is being jammed by ECM. All ships relying on missiles for their dps should always bring along some FoF missiles. This way during a fight you can reload and continue adding to damage output of your gang instead of sitting there being perma-jammed and unable to do a thing.<br><br>
+
FoF stands for "friend or foe". These missiles can be launched and will hit nearest target even if their host ship is being jammed by ECM. All ships relying on missiles for their dps should always bring along some FoF missiles. This way during a fight you can reload and continue adding to damage output of your gang instead of sitting there being perma-jammed and unable to do a thing.<br>
  
 
====Your own ECM====
 
====Your own ECM====
Sure way to make an ECM ship ineffective is to jam it with your own ECM. At times however ECM ships land too far away from each other to effectively jam one another.<br><br>
+
Sure way to make an ECM ship ineffective is to jam it with your own ECM. At times however ECM ships land too far away from each other to effectively jam one another.<br>
  
 
====Dampeners====
 
====Dampeners====
Dampeners serve to reduce locking range of ECM ship making it unable to lock anything. ECM ships would often sit at the very edge of their locking range so that getting hit even by one dampener will make them drop lock. Dampeners have shorter optimal range than ECM and as such don't hit as often at extended ranges. However effect of dampeners is not chance based, unlike ECM, and once they hit it is always a successful hit. With Recon IV, Long Range Jamming IV, and Frequency Modulation IV on a Lachesis or Arazu rigged with two Particle Dispersion Projector rigs dampeners have 59km optimal range and 84km falloff. This means that between 59km and 143 km one dampener has between 100 and 50% chance of hitting target. Between 143km and 227km one dampener has between 50% and 0% chance of hitting a target and beyond 227km dampeners are powerless.<br><br>
+
Dampeners serve to reduce locking range of ECM ship making it unable to lock anything. ECM ships would often sit at the very edge of their locking range so that getting hit even by one dampener will make them drop lock. Dampeners have shorter optimal range than ECM and as such don't hit as often at extended ranges. However effect of dampeners is not chance based, unlike ECM, and once they hit it is always a successful hit. With Recon IV, Long Range Jamming IV, and Frequency Modulation IV on a Lachesis or Arazu rigged with two Particle Dispersion Projector rigs dampeners have 59km optimal range and 84km falloff. This means that between 59km and 143 km one dampener has between 100 and 50% chance of hitting target. Between 143km and 227km one dampener has between 50% and 0% chance of hitting a target and beyond 227km dampeners are powerless.<br>
  
 
====ECM Ship In-Line====
 
====ECM Ship In-Line====
A roaming ECM ship is unlikely to have bookmarks around gates and stations in systems where it is roaming. As such, to get into its optimal range but still be as far away as possible, it will rely on warping 100km from other objects. You can therefore observe which object it is in line from, warp to that same object and warp back at 100km. With some luck you will land right on top of it.<br><br>
+
A roaming ECM ship is unlikely to have bookmarks around gates and stations in systems where it is roaming. As such, to get into its optimal range but still be as far away as possible, it will rely on warping 100km from other objects. You can therefore observe which object it is in line from, warp to that same object and warp back at 100km. With some luck you will land right on top of it.<br>
  
 
====Covert Ops====
 
====Covert Ops====
Covops or other recon ships can drop probes and probe out the location of ECM ships. They can then warp to it and try to tackle it for the rest of the gang. The advantage of this tactic is that ECM ship will not suspect anything since you approach it with a cloaked ship rather than head on with an inty or a pack of cruise missiles. You can also make a bookmark at its location. The disadvantage of this approach is that it will take a while for probes to work and by that time the fight might be over. This approach works best in larger engagements that last longer than just a couple of minutes. <br><br>
+
Covops or other recon ships can drop probes and probe out the location of ECM ships. They can then warp to it and try to tackle it for the rest of the gang. The advantage of this tactic is that ECM ship will not suspect anything since you approach it with a cloaked ship rather than head on with an inty or a pack of cruise missiles. You can also make a bookmark at its location. The disadvantage of this approach is that it will take a while for probes to work and by that time the fight might be over. This approach works best in larger engagements that last longer than just a couple of minutes. <br>
  
  

Revision as of 23:26, 19 February 2009

Introduction

ECCM modules increase ship's sensor strength thus decreasing the probability that its lock will be broken by ECM. There are two versions of this module. The mid-slot ECCM module is called very plainly "ECCM". It is an active module that boosts ship's sensor strength by 80-96%. The low-slot ECCM module is called "backup array". It is a passive module that boosts ship's sensor strength by 40-48%. Both types of these modules exist in racial varieties that boost only one type of sensors as well as omni/multi varieties that boost all four sensor types. There is no difference in fitting requirements of omni vs racial ECCM modules. However, for mid-slot active ECCM modules the omni ECCM module consumes twice the capacitor per same cycle time as racial ECCM module.

Quite often ECCM modules get omitted from ship setups that get posted on forums. Many players do not consider these modules to be essential in fits since they are good for doing one thing only - countering ECM ships. However many gangs nowadays come with a Falcon or ever several Falcons or Blackbirds. When you're going against opponents who have been reported to have ECM ships there is absolutely no excuse to not fit ECCM. In this situation all ships in your gang suspect to become primary for getting jammed - logistics, heavy damage dealers, your own ECM ships - need to fit some ECCM. Mid-slot ECCM modules will cut your chances of getting jammed by half.

ECM ships try to keep at the very edge of their optimal distance. For Griffins and Kitsunes this is about 50-70km range. For Blackbirds and Scorpions this range is about 100-150km. For Falcons and Rooks this range can be over 200km with specialized fit. When going against a gang with ECM ships your gang has to be equipped to quickly handle targets sitting at these ranges. Several approaches can be used to achieve this.

Counter ECM Ships

Sniper Apocalypse

One of the best solutions for 200km Falcon infestation problems in your home constellation, however, this solution is not so hot for a roaming gangs. Apocalypses receive 7% bonus to optimal range of energy weapons per level of Amarr battleship trained, making them an excellent choice for sniping. With a combination of sensor boosters, signal amplifiers, tracking enhancers, and tracking computers an Apoc fitted with Tachyon beams and Aurora L can reach optimal over 200km. Aurora crystals do 63% EM and 37% thermal damage to which ECM ships are weakest being shield tankers. With good gunnery skills and some luck a sniping Apocalypse can kill a Falcon or Rook in two cycles of its weapons. In practice you'll need at least two of these to successfully alpha a Falcon.

Sniper Rokh

Another excellent choice for sniping, this ship offers more tank but less gank than an Apoc. Rokh gets 10% bonus to large hybrid optimal range and 5% bonus to shield resistance per level of Caldari battleship trained. As such Rokhs are better tankers than Apocs. Not only do they receive bonuses to resistances but they also have more effective hit points being Caldari tier 3 battleships. Rokh can easily obtain over 200km optimal fitted with 425mm tech II railguns loaded with Spike L ammo. However, it does about 20% less DPS than a sniping apocalypse and 40% less damage per shot. Rokhs also cost about 30-40% more than Apocs to purchase.

In comparison to Apoc and Rokh, an Abaddon or Megathron can achieve a maximum optimal range of about 170km. In some cases this is sufficient to snipe down ECM ships and other snipers keeping distance. A sniping Megathron will do about 15% less damage and 45% less alpha in comparison to Apoc. A sniping Abaddon will do 25% more damage and more alpha than an Apoc.

Raven

Receives bonuses of 5% to rate of fire of cruise and siege launchers and 10% to cruise missile and torpedo velocity. As a result T1 cruise missile launched from Raven will be traveling at the velocity of 7800 m/s with Caldari battleship V enabling them to cover 200km distance in about 25 seconds. While this is not instant damage and an ECM ship has plenty of time to warp away, cruise missiles do the job of persuading it to disengage.

Stealth Bombers

Like Ravens these can fire cruise missiles, however, SBs do not receive bonuses to missile velocity. Their main advantage is that they can easily be taken along on roaming gangs and are generally quite cheap to lose compared to a T2 fitted battleship. With decent skills, their cruise missiles will fly at velocity of approximately 5200 m/s to maximum range of 155 km. If rigged with two hydraulic bay thrusters (+15% velocity each) SBs can launch cruise missiles to a bit over 200km.

Cerberus, Eagle, and Munnin

There are mid-range snipers and are quite easy to take along on roaming gangs. Cerberus gets base 50% bonus to missile velocity plus 10% bonus to missile flight time per level of HAC skill trained. It can launch regular T1 heavy missiles to about 165km range with decent skills. Eagle gets base 50% bonus to optimal range of hybrid turrets and an additional 10% bonus to their optimal range per level of HAC skill trained. It can achieve optimal range of about 190km with decent skills and 250mm T2 railguns loaded with Spike M ammo. Muninn gets 10% bonus to optimal range of projectile turrets plus a 7.5% bonus to tracking per level on HAC skill trained. It can achieve optimal range of about 110km.

Interceptors

The advantage of launching interceptors at an ECM ship instead of missiles or ammo is that they can serve as a point for other gang members to initiate warp to. Average speed of an interceptor piloted with good navigation skills is about 4,500-5,000 m/s. At this speed it is able to cover 200km distance within 40-50 seconds. It can then orbit the ECM ship and serve as a TAM point for other gang members. ECM ship pilots sometimes easily let interceptors approach them, knowing well that the strength of their ECM is enough to jam an approaching interceptor permanently. What ECM pilots do not count on is that an interceptor can be fitted with several ECCM modules significantly improving its chances of tackling. Even if the tackle was not done successfully, inty pilot can also make a bookmark at the spot where ECM ship showed up and warp directly to location next time he decloaks there.

Counter ECM Tactics

FoF missiles

FoF stands for "friend or foe". These missiles can be launched and will hit nearest target even if their host ship is being jammed by ECM. All ships relying on missiles for their dps should always bring along some FoF missiles. This way during a fight you can reload and continue adding to damage output of your gang instead of sitting there being perma-jammed and unable to do a thing.

Your own ECM

Sure way to make an ECM ship ineffective is to jam it with your own ECM. At times however ECM ships land too far away from each other to effectively jam one another.

Dampeners

Dampeners serve to reduce locking range of ECM ship making it unable to lock anything. ECM ships would often sit at the very edge of their locking range so that getting hit even by one dampener will make them drop lock. Dampeners have shorter optimal range than ECM and as such don't hit as often at extended ranges. However effect of dampeners is not chance based, unlike ECM, and once they hit it is always a successful hit. With Recon IV, Long Range Jamming IV, and Frequency Modulation IV on a Lachesis or Arazu rigged with two Particle Dispersion Projector rigs dampeners have 59km optimal range and 84km falloff. This means that between 59km and 143 km one dampener has between 100 and 50% chance of hitting target. Between 143km and 227km one dampener has between 50% and 0% chance of hitting a target and beyond 227km dampeners are powerless.

ECM Ship In-Line

A roaming ECM ship is unlikely to have bookmarks around gates and stations in systems where it is roaming. As such, to get into its optimal range but still be as far away as possible, it will rely on warping 100km from other objects. You can therefore observe which object it is in line from, warp to that same object and warp back at 100km. With some luck you will land right on top of it.

Covert Ops

Covops or other recon ships can drop probes and probe out the location of ECM ships. They can then warp to it and try to tackle it for the rest of the gang. The advantage of this tactic is that ECM ship will not suspect anything since you approach it with a cloaked ship rather than head on with an inty or a pack of cruise missiles. You can also make a bookmark at its location. The disadvantage of this approach is that it will take a while for probes to work and by that time the fight might be over. This approach works best in larger engagements that last longer than just a couple of minutes.


ECCM Setups

Anti-ECM Stealth Bomber (Purifier)
Lows:
Signal Amplifier II
RADAR Backup Array II / BCU II
RADAR Backup Array II / BCU II
Mids:
ECCM - Radar II or Omni
Sensor Booster II, Targeting Range script
Sensor Booster II, Targeting Range script
Highs:
Cruise Launcher, Caldari Navy Paradise Cruise Missile
Cruise Launcher, Caldari Navy Paradise Cruise Missile
Cruise Launcher, Caldari Navy Paradise Cruise Missile
Prototype Cloaking Device
Rigs:
Hydraulic Bay Thrusters I (+15% missile velocity)
Hydraulic Bay Thrusters I (+15% missile velocity)


Anti-ECM Interceptor (Crow)
Lows:
Overdrive injector II
Gravimetric Sensor Backup Array II
Gravimetric Sensor Backup Array II
Mids:
Warp Disruptor II
1 MN Microwarpdrive II
ECCM-Gravimetric II
Highs:
Rocket Launcher II
Rocket Launcher II
Rocket Launcher II
E5 Prototype Energy Vampire


Anti-ECM T1 Frigate (Vigil)
Lows:
Overdrive Injector System II
LADAR Backup Array II
LADAR Backup Array II
Mids:
ECCM - Ladar II
1MN MicroWarpdrive II
Remote Sensor Dampener II, Targeting Range Dampening
Highs:
200mm AutoCannon II, EMP S
200mm AutoCannon II, EMP S
Drones: Hobgoblin SD-300 x1