Partner


Eve Billionaire

The richest Eve Online player finally breaks his silence and reveals all his strategies to make billions of ISK effortlessly in this guide. Read how to duplicate his methods today. Stop flying around broke not knowing what to do and start using PROVEN strategies to get rich in Eve Online!

Sponsor


Eve Online Guide

If you want to make over hundreds of million ISK per hour, increase your winning odds in PvP encounters, and come up with the best ship fitting strategy, then this set of EVE guides. should not be missed out on. The comprehensive coverage of EVE Online makes the guides essential for staying one step ahead of other players.


Electronic Counter Measures

From EVEWiki

Jump to: navigation, search

Electronic Counter Meaures (usually referred to as ECMs) are modules used in Electronic Warfare to deny target lock to an enemy ship.

This module comes in a variety of types. Basically it breaks an enemy ship's target lock, and keeps it that way for the duration of the module's cycle time (20 seconds). Without target lock, the affected ship can't do anything that requires target lock. This covers a wide variety of things, such as shooting most weapons, warp jamming someone, or even using ECM.

ECM Jamming is chanced based, and the chance is based on the Jamming strength of your ECM module divided by the appropriate sensor strength of the target (Radar, Ladar, etc.). The result can be converted to a percentage which can be used to determine the chance of success. This chance based factor is usually dealt with by ensuring there are enough ECM modules allocated to the target to ensure a nearly 100% jam rate.

Many Caldari ships have bonuses to ECM capacitor use and effectiveness. ECM is not very effective when wielded by other ships, so it is a duty often left to ships like the Scorpion or Falcon.

ECM Jammers have Optimal and Falloff ranges. If you use it from the Falloff range or beyond, the chance of success is diminished.

Contents

Racial Types

There are 4 types of ship sensors, one for each race. There are 5 types of ECMs: one for each sensor type, and one multispectral ECM that is equally effective against all types of ship sensors. Racial has much a higher specific type of Jamming Strength, such as Ladar or Gravimetric, while Multispectral has an equal amount to all 4 types, but less power than a correctly matched Racial type.

The Racial ECM is more ideal when you know what race of ships you'll be fighting against. . . you'll have a much higher success rate. Then again, Multi-spectral is better if you don't know, or are going up against multiple ship types. Racial ECM Jammers do work on ships aside from the race designated by the ECM module. . . but only to a greatly reduced effect (better than nothing, perhaps).

Chance of Successful Jamming

ECM jamming is chance based. Every activation cycle (they average about 20 seconds) there is a % chance of the enemy ship being jammed. This will cause the ship to lose all target locks. The chance is calculated as . . .

Jammer strength ÷ Sensor strength = Chance of successful jamming

Example: ECM jammer strength is 2, target ship's sensor strength is 10. When the ECM (re)activates, it has a 20% chance for jamming the target ship for the cycle duration.

Note that if a jamming ship has more then one ECM jammer their strengths are not added, so it's a good tactic to activate them at different times to maximize the chance of enemy ship being continually jammed. For example, if you have 2 jammers with 20-second activation times, activate the second one 10 seconds after the first one.

Types of ECM Jammers

There are 6 categories of Electronic Counter Measures. 5 are ECMs, the 6th is an ECM amplifier. Each category of jammer is optimized for a specific race's sensors.

Type Gravimetric strength Ladar strength Magnetometric strength Radar strength Race
Gravimetric Jammers 3 1 1 1 Caldari
Ladar Jammers 1 3 1 1 Minmatar
Magnetometric Jammers 1 1 3 1 Gallente
Radar Jammers 1 1 1 3 Amarr
Multispectral Jammers 2 2 2 2 All
  • The above values are for the basic Tech I items.

Racial Jammers reach much further, have a reduced capacitor cost, and are stronger when applied to the correct target.

Variations

Common stats'

Power Grid Cycle Time
1 MW 20 sec

Gravimetric

Name Meta Level Optimal Range Accuracy Falloff Gravimetric Strength Other Strength Activation Energy CPU Usage
Tech I ECM - Spatial Destabilizer I n/a 26 km 29 km 3 1 48 Energy 40 tf
FZ-3 Subversive Spatial Destabilizer ECM 1 28 km 31 km 3.15 1.05 45 Energy 38 tf
FZ-3a Disruptive Spatial Destabilizer ECM 2 29 km 32 km 3.3 1.1 43 Energy 36 tf
CZ-4 Concussive Spatial Destabilizer ECM 3 30 km 34 km 3.45 1.15 40 Energy 34 tf
BZ-5 Neutralizing Spatial Destabilizer ECM 4 32 km 35 km 3.6 1.2 38 Energy 32 tf
Tech II ECM - Spatial Destabilizer II 5 32 km 35 km 3.6 1.2 57 Energy 48 tf
Faction Legion ECM Spatial Destabilizer 6 32 km 35 km 3.7 1.2 57 Energy 43 tf

Ladar

Name Meta Level Optimal Range Accuracy Falloff Ladar Strength Other Strength Activation Energy CPU Usage
Tech I ECM - Phase Inverter I n/a 26 km 29 km 3 1 48 Energy 40 tf
Faint Phase Inversion ECM I 1 28 km 31 km 3.15 1.05 45 Energy 38 tf
Languid Phase Inversion ECM I 2 29 km 32 km 3.3 1.1 43 Energy 36 tf
Halting Phase Inversion ECM I 3 30 km 34 km 3.45 1.15 40 Energy 34 tf
Enfeebling Phase Inversion ECM I 4 32 km 35 km 3.6 1.2 38 Energy 32 tf
Tech II ECM - Phase Inverter II 5 32 km 35 km 3.6 1.2 57 Energy 48 tf
Faction Legion ECM Phase Inverter 6 32 km 35 km 3.7 1.2 57 Energy 43 tf

Magnetometric

Name Meta Level Optimal Range Accuracy Falloff Magnetometric Strength Other Strength Activation Energy CPU Usage
Tech I ECM - Ion Field Projector I n/a 26 km 29 km 3 1 48 Energy 40 tf
Initiated Ion Field ECM I 1 28 km 31 km 3.15 1.05 45 Energy 38 tf
Induced Ion Field ECM I 2 29 km 32 km 3.3 1.1 43 Energy 36 tf
Compulsive Ion Field ECM I 3 30 km 34 km 3.45 1.15 40 Energy 34 tf
'Hypnos' Ion Field ECM I 4 32 km 35 km 3.6 1.2 38 Energy 32 tf
Tech II ECM - Ion Field Projector II 5 32 km 35 km 3.6 1.2 57 Energy 48 tf
Faction Legion ECM Ion Field Projector 6 32 km 35 km 3.7 1.2 57 Energy 43 tf

Radar

Name Meta Level Optimal Range Accuracy Falloff Radar Strength Other Strength Activation Energy CPU Usage
Tech I ECM - White Noise Generator I n/a 26 km 29 km 3 1 48 Energy 40 tf
'Penumbra' I White Noise ECM 1 28 km 31 km 3.15 1.05 45 Energy 38 tf
'Gloom' I White Noise ECM 2 29 km 32 km 3.3 1.1 43 Energy 36 tf
'Shade' I White Noise ECM 3 30 km 34 km 3.45 1.15 40 Energy 34 tf
'Umbra' I White Noise ECM 4 32 km 35 km 3.6 1.2 38 Energy 32 tf
Tech II ECM - White Noise Generator II 5 32 km 35 km 3.6 1.2 57 Energy 48 tf
Faction Legion ECM White Noise Generator 6 32 km 35 km 3.7 1.2 57 Energy 43 tf

Multispectral

Name Meta Level Optimal Range Accuracy Falloff Multispectral Strength Activation Energy CPU Usage
Tech I ECM - Multispectral Jammer I n/a 17 km 19 km 2 72 Energy 50 tf
Initiated Multispectral ECM I 1 18 km 20 km 2.1 68 Energy 48 tf
Induced Multispectral ECM I 2 19 km 21 km 2.2 64 Energy 45 tf
Compulsive Multispectral ECM I 3 20 km 22 km 2.3 61 Energy 43 tf
'Hypnos' Multispectral ECM I 4 21 km 23 km 2.4 57 Energy 40 tf
Tech II ECM - Multispectral Jammer II 5 21 km 23 km 2.4 79 Energy 55 tf
Faction Legion ECM Multispectral Jammer 6 21 km 23 km 2.5 79 Energy 50 tf
Dread Guristas ECM Multispectral Jammer 9 23 km 25 km 2.5 79 Energy 55 tf
Officer Kaikka's Modified ECM Multispectral Jammer 11 25 km 28 km 2.6 93 Energy 65 tf
Thon's Modified ECM Multispectral Jammer 12 28 km 31 km 2.8 100 Energy 70 tf
Vepas' Modified ECM Multispectral Jammer 13 32 km 35 km 3.0 108 Energy 75 tf
Estamel's Modified ECM Multispectral Jammer 14 34 km 38 km 3.2 115 Energy 80 tf

Signal Distortion Amplifier

A low slot module that enhances the chance of ECM working.

Common Stats

Power Grid
1 MW


Name Meta Level Scan Strength Bonus CPU Usage
Tech I Signal Distortion Amplifier I n/a 16% 30 tf
Initiated Signal Distortion Amplifier I 1 17% 26 tf
Induced Signal Distortion Amplifier I 2 18% 27 tf
Compulsive Signal Distortion Amplifier I 3 19% 28 tf
'Hypnos' Signal Distortion Amplifier I 4 20% 29 tf
Tech II Signal Distortion Amplifier II 5 20% 30 tf

Ship bonuses

  • Griffin - 15% bonus to strength and 10% bonus to capacitor need to ECM Target Jammer
  • Kitsune - 20% bonus to strength and 10% bonus to capacitor need to ECM Target Jammer
  • Blackbird - 15% bonus to strength and 10% bonus to optimal range to ECM Target Jammer
  • Rook - 30% bonus to strength and 10% reduction in capacitor use to ECM Target Jammer
  • Falcon - 30% bonus to strength and 10% reduction in capacitor use to ECM Target Jammer
  • Scorpion - 15% bonus to strength and 20% bonus to optimal range to ECM Target Jammer

Skills, Implants and Rigs

Overheat

  • Overheating the ECM will increase the jamming strength by 20%.

History

  • ECM used to work on a points system. The sensor strength of the ship was a number that was compared directly to the jamming strength of all ECM modules leveled at the ship. If the number for the racial type of the ship was exceeded, the ship simply could not target.
  • ECM also used to have unlimited range, making it very easy to completely shut down a vessel from far away.
  • Remote Sensor Dampeners were once an effective combination with ECM, permitting the ECM many extra chances to land a jam cycle by increasing the lock-on time for the ship. Their effectiveness was greatly reduced in the Trinity expansion, making it generally more worthwhile to just use an additional ECM ship instead of a RSD one in conjunction with it.
  • The Apocrypha expansion altered the Falcon and Rook, as well as the Signal Distortion Amplifier module, to lose the optimal range bonuses but increase their ECM strength bonuses. This was done mostly to curb Falcons from using their covert cloaks to run extremely safe ECM operations from a great distance, as well as to reduce the overall effectiveness of long range jamming.

External links



Views
Personal tools
Navigation
Toolbox