Electronic Warfare

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Original article by Ryysa. Updated and edited for content by Admiral Phobos, Azual

Introduction

This article is intended to provide an in-depth look at all forms of electronic warfare, along with the calculations required to predict their effects.

Warp Scramblers and Warp Disruptors

Warp scrambling prevents another ship from entering warp. This is the primary type of ewar used in any kind of pvp, because it allows you to prevent your target from escaping from an unfavorable situation - if you can't keep your target from running away, killing them becomes very difficult!


Methods of application:

The most common forms of warp disruption are the targeted modules. These come in three forms:

  • Warp Disruptors (known in voice comms as a 'point')- these provide 1 point of warp disruption at a range of 20km (t1 and named) or 24km (t2). Their sole effect is to prevent the target from entering warp.
  • Warp Scramblers (known in voice comms as a 'scram')- these provide 2 points of warp disruption, ranging from 7.5km (t1) and 9km (t2), with named modules falling somewhere between the two. The most notable difference however is that warp scramblers also disable the target's microwarpdrive, making them excellent for holding down fast targets.
  • Warp Disruption Field Generator (with focused script) - by loading it's regular module with a focused warp disruption script, a heavy interdictor is able to replace it's bubble with a warp disruption module of infinite strength. This can have a range of anything between 24km and 30km depending on the pilot's heavy interdictors skill level. This is the only form of targeted warp disruption which affects super capitals.

Warp disruption can also be found in the form of bubbles. For more on bubbles, see the Bubbles and Warping article (PvP-BASIC article).


Working Mechanism:

With the exception of 'deep space transport' ships, all ship have a base warp core strength of 1. Each warp disruptor or scrambler activated on that ship deducts from that either 1 or 2 points respectively. Once this value is reduced to 0 or lower, the ship can't enter warp.

Bubbles follow a different mechanism, however that is outside the scope of this article.


Skills affecting:

Propulsion Jamming - 5% Reduction to capacitor need of scrambling modules per skill level. Anchoring - Reduces time to deploy anchorable bubbles.


Specialized ships:

  • Arazu/Lachesis - Gallente Recons, get 20% bonus to warp disruptor/scrambler range per recon level.
  • Keres - Gallente EAF, gets a 10% bonus to disruptor/scrambler range and disruptor cap use per EAF level.
  • Interceptors - All interceptors get a role bonus reducing cap use by 80%. The fleet interceptors (stiletto, malediction, ares, raptor) also get a 5% disruptor/scrambler range bonus per level.
  • Interdictors & Heavy Interdictors - These ships are specialised in deploying warp bubbles (the standard dictor drops a static bubble, while the heavy version generated a bubble which moves with the ship). The heavy dictor can also use the focused warp disruption script.
  • Proteus - Gallente strategic cruiser. Get's a 10% bonus per level to disruptor/scrambler range when using the 'friction extension processor' electronics subsystem.


Counters:

The counter to standard warp disruptior/scrambler modules is the Warp Core Stabilizers. Each WCS adds one additional point of warp core strength to the ship. Meaning that if a ship has one WCS fitted and no natural bonus to warp core strength, you will need 2 point of disruption to keep it from warping.

Deep space transport ships have a natural +2 to their warp core strength.

The only direct counter to bubbles is the interdiction nullifier subsystem for t3 cruisers, however, due to bubbles having limited range, a speedy ship configuration is an indirect counter.


Stasis Webifiers

Stasis webifiers quite simply decrease the speed of a the target ship.


Methods of application:

Stasis webifier modules ('web') are a midslot module, and the only common form of stasis webification. These have a range of 10km and reduce speed by between 50% (t1) and 60% (t2).

Webifying also comes in drone form. However the effect is very weak (especially when stacking penalties are applied) and these drones only come in heavy size, meaning anything that the drone can catch, probably doesn't need slowing down anyway.


Working Mechanism:

This is fairly simple. Each stasis webifier has a certain speed reduction amount.

So for a ship travelling at 1000m/s hit by a t2 webifier (60% reduction):

1000 * (1 - 0.6) = 400m/s

Note that like many forms of ewar, webifiers are affected by stacking penalties. Please refer to section 9 of the guide for more info.

Also, the slowdown of the ship is not instant. It is gradual and depends on the mass and agility of the target ship. It is entirely possible for a webified ship to be carried back out of web range by its existing momentum.


Skills affecting:

Propulsion Jamming - 5% Reduction to capacitor need per skill level.


Specialized ships:

While stasis webififers are common on all ships, it is the speciality of the minmatar t2 ewar ships:

  • Huginn, Rapier - Minmatar recons. Both get a massive bonus of 60% per recon ship level to stasis webifier range.
  • Hyena - Minmatar EAF. Gets a 20% bonus to webifier range per EAF level.
  • Paladin, Kronos - Amarr and Gallente marauders, both receive a 10% bonus to webifier strength per battleship level.
  • Loki - Minmatar strategic cruiser. Gets a 30% bonus to web range per level when using the 'immobility drivers' electronics subsystem.


Electronic Counter Measures (Target Jamming)

ECM is a form of chanced based ewar designed to disrupt a target's locking capability.


Methods of application:

The most common form of ECM is the targeted ECM jammers. When successful, these break all current locks which the target has established, and prevent it from locking again for 20 seconds. They come in two forms:

  • Racial jammers - these are the most common form of jammer. While they can be used against any ship, their strength is much higher towards their specific racial sensor type. (For example, a t1 minmatar jammer has a strength of 3 vs ladar, and 1 vs the other sensor types).
  • Multispectral jammers - these have an even strength across all sensor types, higher than a racial jammer's 'off' race strength, but lower than it's specific racial strength. (For example, a t1 multispectral jammer has a strength of 2 vs all sensor types). They also have significantly lower range than racial jammers.

Here is a small table on racial sensors and jammers (Race - Sensor Type - Jammer):

  • Caldari - Gravimetric - Spatial Destabilizer
  • Gallente - Magnetometric - Ion Field Projector
  • Minmatar - LADAR - Phase Inverter
  • Amarr - RADAR - White Noise Generator

The less common module is the ECM Burst. This is an area of effect weapon with a relatively high jamming strength (6 for the t1 version). However, it only breaks locks and does not prevent re-locking. Note that only one ECM burst may be active at the same time, meaning that fitting more than one is fairly pointless.

Motherships (soon to be renamed supercarriers) can fit a specialised 'remote ECM burst' which has the same effect, however it is much larger, more powerful, and is centred on a target ship rather than the user.

ECM can also be found in the form of:

  • Lockbreaker Bombs - This is a form of bomb launched by a stealth bomber, which upon detonation performs essentially like a more powerful ECM burst.
  • Drones - ECM also comes in drone form, with light, medium and heavy variants which vary in speed and jamming strength. Since ECM is not affected by stacking penalties, ECM drones are the only form of ewar drone to have achieved mainstream popularity. Due to the reliance of ECM modules on the ship's bonuses, ECM drones are the most effective form of ECM for non-bonused ships.


Working Mechanism:

Jamming is chance based. Every ship in eve has a characteristic known as sensor strength, which is compared with the strength of the jammer vs their racial sensor strength.

This is calculated as follows:

Chance to jam = jam strength / sensor strength

In case of ECM bursts, a separate chance roll is performed for each ship in range.

The chance to jam a target with multiple jammers is a simple deduction of Bernoulli's formula:

Chance to jam = (1-(1-Jam strength/Sensor strength)^Number of jammers)

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 %.

Or to put it simply - the chance of each jammer failing, multiplied together, and subtraced from 1.

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.


Modules/Rigs affecting:

Modules:

  • Signal Distortion Amplifier - Lowslot module, 5% increase in jamming strength and optimal range for T1 version, 10% for T2.

Rigs:

  • Particle Dispersion Augmentor - 10% increase in jamming strength for T1 version, 15% for T2.
  • Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2.

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. The following ships get a bonus to ECM in some form:

  • Griffin - Frigate, gets 15% bonus to jammer strength and 10% bonus to Jammer capacitor need per level.
  • Blackbird - Cruiser, gets 15% 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 15% bonus to Jammer strength and 20% bonus to Jammer optimal range and ECM burst range per level (note - this is the only ship to receive a bonus to ECM bursts).
  • Kitsune - Caldari EAF, gets a 20% bonus to jammer strength and 10% reduction in cap use per frigate level, and a 10% bonus to jammer range per EAF level.
  • Rook, Falcon - Caldari recons, get 10% reduction to jammer capacitor use per caldari cruiser level and 30% bonus to ECM Target Jammer strength per recon ship level.
  • Tengu - Caldari strategic cruiser. Receives a 10% bonus to jammer strength per level when using the 'rifling launcher pattern' offensive subsystem, and a 10% bonus to optimal range per level when using the 'obfuscation manifold' electronics subsystem.

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. Projected ECCM can also be used, which is a remote module with a higher effect than local ECCM, but for obvious reasons will be ineffective if you are jammed yourself.

Example:

A Scorpion with lvl5 caldari BS, lvl4 Signal Dispersion and 5 T2 Multispectral Jammers jamming a megathron.

T2 Multispec base strength = 2.4
With bonuses applied = 2.4*1.75(for BS 5)*1.2(for signal dispersion 4) = 5.04
Megathron's sensor strength = 21

Chance of success using 1 jammer = 5.04/21 = 0.24 = 24% chance to jam.

Change of success using 5 jammers = 1-(1-0.24)^5 = 0.746 = 75% chance to jam.


Sensor Dampeners

Sensor dampening reduces a ship's scan resolution (affects targeting speed) and/or targeting range.


Methods of application:

Remote Sensor Dampeners ('damp') are a targeted midslot module which reduces both scan resolution and targeting range by 15% (for t1). Can be loaded with scripts for scan resolution dampening (increases scan res effect to 30%, removed targeting range effect) and targeting range dampening (increases targeting range effect to 30%, removes scan res effect).

Sensor Dampening is also available on drones and 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/or range by a given percentage.

To calculate the Optimal range reduction for one dampener used against a target, the following formula is used:

This can be calculated quite simply as follows:

New scan res/targeting range = base scan res/targeting range * (1 - damp percentage).

Note that while this is simple as far as targeting range goes, locking time is not linear with scan resolution. For those interested in a complex formula, the calculation for lock time is as follows:

T = (40000/(M*X))/(asinh(Y)^2)

Where X = scan resolution of your ship with positive bonuses applied, Y = sig radius of the target, M the scan resolution reduction multiplier of the dampening module or drone and T the locking time.


Modules/Rigs affecting:

Rigs:

  • Inverted Signal Field Projector - 10% increase to effectiveness for T1 version, 25% for T2.
  • Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2.


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:

While all ships can be effective with dampeners, the gallente have several ships which specialise in their use.

  • Maulus - Gallente Frigate, 5% bonus to damp effectiveness per level.
  • Celestis - Gallente Cruiser, 5% bonus to damp effectiveness per level.
  • Arazu, Lachesis - Gallente Recons, 5% bonus to damp effectiveness per cruiser level.
  • Keres - Gallente EAF, 5% bonus to damp effectiveness and 10% reduction in damp capacitor use per frigate level.


Counters:

The direct counter to dampening are sensor boosters (as well as remote sensor boosters) and signal amplifiers, which increase your scan resolution and locking range.


Example 1:

Maulus with frigate 5 and signal suppression 4 and 2 tech 2 damps (targeting range script) vs a raven with lv 5 signature analysis and lv5 long range targeting.

T2 damp with script = 34% reduction in targeting range

With 25% ship bonus and 20% skill bonus  = 51% reduction

Raven's base targeting range = 94km

Targeting range with 1 damp = 94 * (1 - 0.51) = 46km

Targeting range with 2 damps = 94 * (1 - 0.51) * (1 - 0.51 * 0.87) = 26km!


Example 2:

Maulus with frigate 5 and signal suppression 4 and 2 tech 2 damps (scan res script) vs a raven with lv 5 signature analysis and lv5 long range targeting.

T2 damp with script = 34% reduction in scan resolution

With 25% ship bonus and 20% skill bonus  = 51% reduction

Raven's base scan res = 106mm (i.e. 18 seconds to lock the maulus)

Scan res with 1 damp = 106 * (1 - 0.51) = 52mm (i.e. 37 seconds to lock the maulus)

Scan res with 2 damps = 94 * (1 - 0.51) * (1 - 0.51 * 0.87) = 29mm (i.e. 66 seconds to lock the maulus)!

From these examples, you can quite clearly see just how effective remote sensor dampeners are!


Tracking Disruptors

Tracking disruptors severely impair the effectiveness of turrets by heavily reducing their optimal range and/or tracking speed.


Methods of application:

Tracking disruptors ('track)' are targeted midslot modules. They reduce both tracking speed and optimal range of the target ship by anything from 18% (t1) to 20% t2. Like remote sensor dampeners, these modules can be fitted with scripts which double one attribute in exchange for removing the other.

Like many other forms of ewar, tracking disruption is available via drones, however like dampening drones the stacking penalties and reduced effectiveness mean that they are rarely used.


Working Mechanism:

Each tracking disruptor reduces the tracking speed and/or the optimal & falloff ranges of turrets.

The effect can be calculated simply as follows:

New tracking speed/range = old tracking speed/range * (1 - tracking disruptor percentage).


Modules/Rigs affecting:

Rigs:

  • Tracking Diagnostic Subroutines - 10% increase to effectiveness for T1 version, 15% for T2.
  • Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2.

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:

While tracking disruptors can be effective any any ship, it is amarr ships, which receive bonuses to them:

  • Crucifier - Amarr Frigate, 5% bonus to tracking disruptor effectiveness per level.
  • Arbitrator - Amarr Cruiser, 5% bonus to tracking disruptor effectiveness per level.
  • Sentinel - Amarr EAF, 5% bonus to tracking disruptor effectiveness per frigate level.
  • Curse/Pilgrim - Amarr Recons, 5% bonus to tracking disruptor effectiveness per cruiser level.


Counters:

The direct counter to tracking disruptors are tracking computers and tracking enhancers, as well as tracking links (the remote equivalent of the tracking computer)


Example 1:

Crucifier with frigate lv5 and turret destabilisation lv4 using 2 tech 2 tracking disruptors (range script) vs an Armageddon with sharpshooter & trajectory analysis lv 5 using mega pulse laser iis and scorch ammo.

T2 track with optimal script = 40% reduction in turret optimal, 40% reduction in turret falloff

With 25% ship bonus and 20% skill bonus = 60% reduction in turret optimal, 60% reduction in turret falloff

Base Optimal of Acpoc's megapulse iis = 45km
Base Falloff of Apoc's megapulse iis = 10km

Optimal range with 1 damp = 45 * (1 - 0.6) = 18km
Falloff with 1 damp = 10 * (1 - 0.6) = 4km

Optimal range with 2 damps = 45 * (1 - 0.6) * (1 - 0.6 * 0.87) = 8.6km!
Falloff with 2 damps = 10 * (1 - 0.6) * (1 - 0.6 * 0.87) = 2km!

Example 2:

Crucifier with frigate lv5 and turret destabilisation lv4 using 2 tech 2 tracking disruptors (tracking speed script) vs a Megathron with motion prediction lv 5 using electron blaster cannon iis and antimatter ammo.

T2 track with tracking speed script = 40% reduction in tracking speed

With 25% ship bonus and 20% skill bonus = 60% reduction in tracking speed

Base tracking speed of Acpoc's megapulse iis = 0.086

Tracking speed with 1 damp = 0.032 * (1 - 0.6) = 0.034

Tracking speed with 2 damps = 0.032 * (1 - 0.6) * (1 - 0.6 * 0.87) = 0.018!

To put this in perspective, here's a graph showing the damage output of this megathron tracking the crucifier with a transversal velocity of only 35m/s (10% it's non-afterburning speed):

Trackingscriptdps.jpg

As you can see, the mega goes from being a serious threat, to being a paperweight at the hands of a single tech 1 frigate.

More tracking info can be found Here: http://www.agony-unleashed.com/wiki/index.php?title=Tracking

Target Painters

Target Painting increases the signature size of the target, making it easier to hit, and increasing friendly locking speed against the target.


Methods of application:

Target Painters 'paint' are midslot modules, which increase the target's singature radius by between 25% (t1) and 30% (t2).


Working Mechanism:

The working mechanism of target painters is fairly simple.

Modified signature radius = old signature radius * (1 + target painter percentage)


Modules/Rigs affecting:

Rigs:

  • Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2.

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:

While target painters are effective on any ship, it is mainly minmatar ships which receive a bonus to them:

  • Vigil - Minmatar Frigate, 5% bonus to target painter effectiveness per level.
  • Bellicose - Minmatar ruiser, 7.5% bonus to target painter effectiveness per level.
  • Hyena - Minmatar EAF, 7.5% bonus to target painter effectiveness per frigate level.
  • Huginn/Rapier - Minmatar Recons, 7.5% bonus to target painter effectiveness per cruiser level.
  • Vargur/Golem - Minmatar and caldari marauders, both receive a 7.5% bonus to target painter effectiveness per marauders level.


Counters:

None


Example:

Let's try to illustrate why target painting is sometimes useful. A raven shoots a caracal with a torpedo.

A torpedo has an explosion radius of 400m.
A caracal has a signature radius of 145m.

Due to how missiles work, the torpedo does: 145/400 * 100% = 36.25% of it's normal damage.

If our torpedo had a damage output of 500, it would now only do 181.25 damage against the caracal.

Now, let's assume the raven is using two t2 target painters without any advanced skills on the caracal.

Signature radius bonus from one T2 target painter: 30%
Signature radius of Caracal with two target painters applied: 145m*(1+0.3)*(1+0.3*0.87) ~ 237.7m

Torpedo damage with two painters: 237.7/400 * 100% = 59.425% of normal damage.

If our torpedo had a damage output of 500, it would do ~ 297.1 damage after the painters have been applied, which is about 64% more damage than without the painters.

Of course, signature radius affects other things such as locking speed, turret tracking etc.


Capacitor Warfare

Cap draining with Nosferatus or Neutralizers reduces your targets cap and in some cases adds it to your own.


Methods of application:

  • Energy Neutralisers ('neut') - a high slot module which expends your own capacitor to drain a larger amount of your opponent's capacitor.
  • Energy Vampires AKA Nosferatu ('nos') - a high slot module which drains your opponent's cap and adds it to yours. These drain a small amount than neutralisers, and will not have any effect unless the opponents % cap remaining is greater than your own.
  • Drones - There are neutralizing drones available in various sizes, but due to low neutralising amount these are rarely used.
  • Void Bombs - These are a form of bomb used by stealth bombers, which neutralises a large amount of cap from all ships within its area of effect.

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.

There is a major difference between NOS and neuts however:

In case of NOS, the cap drained is added to your own, but only as long as you have less cap (by percentage) than the ship you are draining cap from. Meaning that once you have (percentually) more cap than the target ship, no capacitor is drained from it anymore.

In the case of neuts you sacrifice a certain amount of energy but get a much bigger effect on the targets capacitor and it also removes energy from their capacitor when you have more energy than they do.

For efficient capacitor warfare it is smart to combine neutralizers and nosferatus.


Modules/rigs affecting:

Rigs:

  • Egress Port Maximiser - 15% reduction in cap use for t1, 20% for t2.

Also, one should mention the existance of Talisman pirate implants.

These implants reduce the cycle time of your Nosferatu and Neutralizer modules.

According to Entity's Pirate Implants FAQ a lowgrade set will result in a 26.94% reduction and a highgrade set in a 38.12% reduction of module cycle time.


Skills affecting:

Energy Emission Systems - Decreases cap usage amount by 5% per level.


Specialized ships:

While cap warfare can be effective on all ships, some amarr ships tend to get a particularly hefty bonus to them:

  • Curse - Amarr recon, gets 20% bonus to nos/neut amount and 40% bonus to nos/neut range per recon skill level.
  • Pilgrim - Amarr recon, gets 20% bonus to nos/neut amount per recon skill level.
  • Sentinel - Amarr EAF, gets a 20% bonus to nos/neut amount per frigate level, and a 40% bonus to nos/neut range per EAF level.
  • Legion - Amarr strategic cruiser, gets a 10% bonus to nos/neut amount per level when using the 'Energy Parasitic Complex' electronics subsystem.


Counters:

There are no direct counters to cap warfare, however there are two viable indirect methods of countering it.

  • Using a cap booster to instantly replenish lost cap.
  • Using a nosferatu of your own to drain cap back in your direction.

EWAR and Falloff

Many of the EW modules have a falloff range.

Like guns (if tracking/sig radius is ignored), a module has a 100% chance to hit from 0km to it's optimal range. At optimal+falloff the chance to hit 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 = 0.5^((R-O)/F)^2)

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.

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.


Stacking Penalties

Many of the EW modules are stacking penalized (essentially all the percentage based modules, e.g. webs, damps, tracks).

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 effect multipliers of module n and S(1..n) are stacking penalty multipliers for module n. The modifiers for the first four modules are as follows:

* Multiplier for the first module, S(1) = 1
* Second module, S(2) = 0.8708860
* Third module, S(3) = 0.5705831
* Fourth module, 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.

For this reason, it is generally considered ineffective to have more than 3 modules stacking on the same attribute (in most cases the fourth module can generally be replaced by something more useful).

Stacking & Scripts

One useful workaround in large fleets is assigning scripts across the fleet so that half are using one script and half are using the other for a given module. For example, instead of having 6 unscripted damps (in which case the 4th has a very low effectiveness, and 5 and 6 are almost useless), you can have 3 damps with range script, and 3 damps with scan resolution script, and never have more than 3 modules stacking on the same attribute.

Other References

ECM - Electronic Counter Measures
ECCM - Electronic Counter Counter Measures
EWAR Certification