How fast does ecm ship




















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If you have any questions about the timing of your shipment, please contact us prior to placing your order. On most ECM ships ECM's long optimal range is one of the things that keeps you out of trouble, so you should try to warp to targets at your optimal range, not at zero. Sometimes you will have to fight at short range -- if the enemy jump into an offensive gatecamp , for example.

Your best way of staying alive is to warp out, and to be able to warp out quick enough if something starts attacking you you should be pre-aligned. When you arrive on-grid where a fight's happening, or when a fight starts where you are, you should quickly select a convenient celestial object planets are good , or a bookmark, and align to it.

Then, if you find yourself being targeted or if the FC orders the fleet to scatter, you can get out quickly by warping to the celestial you're aligned to. If the fight's still going on, you can then warp back in warp at your optimal range to one of your fleetmates who was in the middle of things and carry on jamming.

Be careful when choosing an object to align to, however. If the enemy is between you and the celestial you are aligned to, your course will take you towards the fight, and your range advantage will be negated. If you align to an object in the opposite direction of the enemy, you risk straying out of your optimal range, and decreasing the likelihood of successfully jamming your opponent.

Whenever possible, pick a celestial which, when aligned to, will put you on a course perpendicular to that of your foe, assuming you're near your optimal range, and the enemy isn't burning directly towards you. This will ensure that you don't rapidly get out of range, or wander into the midst of the battle. If your fleet is losing the engagement and the FC calls for a retreat take a moment to see if any of your fleetmates are tackled by the opposing fleet.

If so, and their ship is more expensive than yours, a valuable tactic is to jam the ships which have points on that ship. If it's not obvious which ships to jam ask the pilot in Mumble to call out the ships with points on him. If you think you can jam out the tackle tell your fleetmate to align out he should be already and spam their warp-to buttom as you jam the tackle.

Call out any successful jams so your fleetmate can see if they're free to warp off. With more experience you may notice situations where it might be worth staying around until you die to get a crucial jam in, but that's something you have to make a call on yourself. If you have some time you are not about to die you can gain a large advantage if you do not active all of your ECM modules on a target.

Let's assume there are two targets attacking you and your friends. Immediately you target both of them and decide you will turn on two multispectral jammers for each four in total. One of the targets gets lucky and avoids both of the jams and the other target gets jammed from your first ECM module. The lucky enemy that didn't get jammed then happily targets you and blows you up!

This time we decide to turn on one module per target. Target 1 is lucky and doesn't get jammed. Target 2 is unlucky and we jam them. At this point we have 2 more modules to work with. We attempt to jam target number 1 with another module and he is AGAIN lucky just like in the first example We finally turn a third module onto target 1 and this time we jam him and live to fight another day! You can see with this example that it is in your best interest to use as little number of jammers on your targets until you get an actual jam.

Remember that the activation time of ECM modules is 20 seconds, which is the same length of time that the jam will last 5 seconds for ECM drones. If you want to you can turn the auto-repeat on your jammers off. This is one of the options in the menu you get when you right-click the jammer's button on your HUD when you're in space. With auto-repeat off your jammers will deactivate after every cycle, saving you the trouble of deactivating them yourself if their target is already jammed by another jammer.

Like many other modules, ECM jammers can be overheated. Overheating an ECM jammer increases its jamming strength. This can be very useful but, as with ECM in general, since it only increases your chance to jam, it's still a gamble: overheated jammers can fail to jam their targets, and when that happens you still have the heat damage from overheating.

And, just like any other module that can be overheated, if you overheat too much you'll burn your jammers out. You may find it useful to persuade a fellow corpmate to be your practice dummy, letting you practice overheating and get a feel for how long you can heat your jammers before you do it in battle. Unless you only have one or two enemies, judging which enemy you should try to jam is an important decision. Your Fleet Commander may tell you to jam a particular target or even appoint an EWAR target caller, in which case you should obviously follow their orders.

However, most FCs, most of the time, will not issue specific orders for their ECM ships, leaving the decision to you. Often, particularly when you're in a large fleet, the primary target called by the FC for the damage-dealers is not the best ship to jam, since hopefully it will die soon anyway. Instead you should quickly look at what the enemy have and find some good targets for ECM. If there are other ECM pilots in your fleet it can be useful to coordinate with them so that you don't waste time jamming the same target several times over.

In a small fleet you might report your jams textually in the fleet chat channel, or even over Mumble on ECM subchannel. They have high sensor strengths, so they aren't the easiest ships to jam, but if you do jam one it won't be able to heal the rest of the enemy gang for twenty seconds. Some gangs depend mostly on their logistics ship s for their tank, so this can be a battle-changing move.

Jamming can be extra devastating if the logistic ships are running a cap chain. Jamming will disrupt the chain and in best case can cause multiple ships to cap out causing the chain to collapse.

If the enemy have their own EWAR ships it can be useful to jam them. Learn more. Asked 8 years, 11 months ago. Active 8 years, 11 months ago. Viewed 2k times. Improve this question. I'd separate those into two different questions. And it's hard to formulate a good answer to the fleet question without knowing what kind of ships the enemy brings. TBH, we don't know what they're bringing either, but that's not my biggest concern here. My main concern is whether or not ECM is more effective if you've got numerous pilots firing jammers, rather than just a few.

Add a comment. Active Oldest Votes. Improve this answer. Mad Scientist Mad Scientist Or to put it a simpler way : each Jam is a dice roll. The more jammers you target at a ship, the more dice rolls you get. Each dice roll doesn't affect other dice rolls, but unless you can get the jam strength more then the other ships sensor strength, there is still a chance that all the dice rolls will come up bad in a row.

If you can get your jam strength above the other ships sensor strength, then it's like trying to roll 1 to 6 on a six sided dice.

It will always happen. I am apparently wrong. Would you please edit your answer so that I can remove that -1 from it? I did not do my research properly. Alliria Seedspawn Alliria Seedspawn 39 1 1 bronze badge.

That I think is what Mad Scientist is trying to say, but is hiding it behind a statistical math formula. Do you have some source that the jam is never guaranteed? If you want to verify the "guaranteed jam" fact in PVP, you should try it on the Buckingham test server. My account wasn't reactivated during last Buckingham accounts patch, so i can't login for testing purpose at this time. Is the jam chance equation correct at least?



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