Intro: I started on this some time ago and put it off to the side when I had to take a break from EvE but I have finished it and updated the information I had. I’d like to thank Friedrick Psitalon for his Ewar guide posted in 2006 as it helped get me hooked on my favorite ships in game. I have used a similair format as his as I found it easy to understand. Without Further delay I present
Elf’s House of Ewar
Thanks for taking the time to read this guide. It is my sincere desire to help players, new and old alike, understand a bit more about about one of the most overlooked combat professions in PvP…The Ewar Specialist.
First we will start with some basic E-War Terms that you may run into in this Guide:
Dampener: Remote Sensor Dampener – These Lower the Target Range and Increase the Target Lock time of an enemy ship
Jammer or ECM : Electronic Counter Measures – These completely Jam the Targeting abilities of a ship and make it unable to target anything as well as losing all previously locked targets for the duration of the cycle ( currently 20 seconds )
TP : Target Painter – Increases the signature of the target ship so that it is easier to hit by your teammates
TD: Tracking Disruptors – Reduce the Optimal Range and Targeting speed of the enemy ships Turrets, thereby making them less likely to score a hit against close moving ships, or ships further away
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Each Race has a type of E-war that they specialize in, meaning, that they have ships that receive bonuses to the strength or activation cost of the modules . That does not mean however that you can not cross faction Ewar, just that you will only receive bonuses for part of your modules.
The order of the guide doesn’t go something like this, it goes exactly like this:
Tracking Disruptors, which are Favored by Amarr pilots
Sensor Dampeners, which are favored by Gallente Pilots
ECM, which are Favored by Caldari pilots
Target Painters, which are favored by Minmatar pilots
each Section is separated by a line like this ————————- to make it a bit easier to locate.
Even though the ships favor a certain type of Ewar, please note that one of the beauties of EvE is that you can cross train and fly other ships or you can cross fit and unleash some nasty surprises. Even though you may not have the bonuses on your ship any Ewar if used properly can be devastating.
The Key to E-war is knowing that all of the modules have uses and that they are all relatively balanced, when used properly. When used poorly, you are simply taking up space in a fleet, yet when used properly you can shift the tide of battle without ever having to fire a single round of ammunition.
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Tracking Disruptors:
These devices are sometimes overlooked as they work on only one type of weaponry, Turrets. Missiles and drones are not affected by TDs . Therefore, the majority of Caldari and Gallante ships that you come against will only be slightly aggravated by the use of TDs.
What it does:
- Reduce Turret Optimal Range and Fall off.
- Reduce Turret Tracking Ability
That is bad for all turret users but really hurts those that rely on superior range to defeat their foes ( sniper ships and such ).
Say for Example you had a ship that had a 100k effective range, one tracking disruptor would make him unable to hit a target at that range due to the decreased optimal range and Fall off.
Blaster, auto-cannon and Pulse laser users are not safe either, even though the range may not be as much of a factor, the tracking speed is crippled as well which is what they rely on as they move quickly around a target. With the Tracking speed disrupted, they will be moving too fast for their turrets to score a hit accurately ( kind of like using a rail gun while orbiting at 500 meters ) Also note that some short ranged weapons will be reduced so low that the pilot may have to move closer or be useless. Moving in will often put them in Web / Neut Range.
The downside to tracking disruptors is that there are very few pure turret ships, even among the Minmatar or Amarr, and will not have an effect on the other missile bays or things that these ships may have equipped. You CAN stack TDs to increase their effectiveness but you will incur a penalty to the bonus, and after 3 TDs on your ship the bonus is severely negated.
Only the Caldari typically fly ships with no turrets, so you can almost always be assured of disabling at least 1 turret.
It is important to note that most “Sniping” ships will have at least one Tracking computer installed. Although it is not a meter for meter equal of the TD it can increase the chance to hit and the optimal range as opposed to not having one at all.
TDs are most Effective on a slower ship that relies on long range combat. Short range ships will certainly feel the hurt but can counter alot of the effect of the tracking speed by simply slowing down or by slowing you down ( Webifier ) . The sniping ships are often big and slow moving and cannot adjust to their new range quickly, if rushed they can be defeated as their slow tracking has been made even slower and the range has been partially negated.
Tracking Disruptor Modules listed least to most effective
Tracking Disruptor I
‘Abandon’ Targeting disruptor
F-392 Baker Nunn Targeting Scrambler
DDO Photometry I
Tracking Disruptor II
Balmer Series Targeting Inhibitor ( same Stats as TD II but less skill intensive and easier to fit )
Ships that Receive a bonus to TD use are:
Crucifier – 5% per Level
Arbitrator – 5% per Level
Sentinel – 5% per Level
Curse – 5% per Level
Pilgrim – 5% per Level
Skills to Maximise Effectiveness of TDs are:
Warp Disruption
Turret Destabalization
Long Distance Jamming
Frequency Modulation
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Remote Sensor Dampners:
What it does
- Lowers Maximum Targeting Range
- Lowers Sensor Resolution
This can hurt alot of ships badly as the now have to move in closer just to get a target lock on you or your allies, and it takes them longer to lock Target which when fighting Intys or Frigates can itself mean certain death.
The downside to these is that they only by time, eventually the target will get a lock and unless you are abale to move out of the new lowered targeting range it will stay locked onto you.
You can use multiple Sensor Damps, but Just like TDs they will incur a penalty .
Sensor damps can be countered by the appropriately named Sensor Boosters, these Items work exactly in opposite of Damps although not an exact match so the damps are still effective just not as much.
Sensor damps are most effective on ships that have relatively short targeting ranges to begin with, namely Frigates and Interceptors. It is possible that an interceptor could be brought down to such low ranges that due to their speed, the could whip right out of targeting range as they orbit you. They also rely on Fast locking times which can be made longer by the use of Sensor Dampners. Damps can also be effective against Battleships by making their already long locking times, even longer.
Types of Remote Sensor Dampners least to most effective
Remote Sensor Dampner I
Kapteyn Sensor Array Inhibitor
Indirect Scanning Dampening Unit
Low Frequency Sensor Suppressor
Remote Sensor Dampner II
Phased Muon Sensor Disruptor ( same as RSD II but easier to fit and less skill intensive )
Ships with Bonuses to Sensor Dampening ( all at 5% per Level )
Maulus
Celestis
Arazu
Lachesis
Keres ( Also 10% reduction in cap use per level )
Skills to help maximize Sensor Damp usage:
Sensor Linking
Signal Suppression
Long distance Jamming
Frequency Modulation
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Electronic Counter Measures
ECM… Always good to have in a group, not so much fun to fight. This is easily the most popular type of Ewar module and the one that often is the first to come to mind when someone mentions ewar. There are 2 types of ECM modules available, Multi-Spectral ( kind of a jack of all trades and can be successful against all types of ships. Although they are generally not reccomended as they are weaker than their counterparts and as such have less of a chance to successfully jam a target ) . The second type available is Racial Specific, these get a large bonus to jamming against a certain race but are no where near as effective against the others.
What it does
- Jams a ships targeting abilities based on 2 factors
- Target Ships Sensor Strength
- Jamming Strength of the Ecm Module
The chance to jam a target with one jammer is illustrated by the following formula:
C = J/S * 100%
Where J is the jamming strength of your jammer, S the sensor strength of the target ship and C the jamming chance in %. The chance to jam a target with multiple jammers is a simple deduction of Bernoulli’s formula:
C = (1-(1-J/S)^n)*100%
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 %. Computing the chance to jam with different jammers with different jamming strength against multiple targets is more for the realm of combinatorics enthusiasts, and is of little value here, so we shall not explore this further. Jammers also have an optimal and a falloff range.
As you can see the sensor strength of the Jamming ship has no effect on the chance to jam.
It is possible for multiple successful jams in a row, essentially leaving your opponent a sitting duck.
While many people claim that ECM is overpowered, I say nay, it too is balanced. In the event of an unsuccessful jam ( which happens more than you may realise ) the jamming ship is now burning capacitor for 20 seconds with nothing in return, and the multispectrals, although equally effective against all types of ships, are also heavier on cap usage than their race specific counterparts.
There are a few ways you can counter ECM. The first is ECCM ( Electronic Counter Counter Measure ) these take up a valuable mid slot though they are decently effective. Another Option is Sensor Backup Arrays which fit in the low slots and are also effective against ECM. A more aggressive approach would be to carry an ecm or Sensor damp of your own, since Caldari ships get bonuses to ECM it is most likely that a single Caldari Racial Jammer would suffice. There is also Projected ECCM, these can not be used on the person carrying them but can be used to protect a fellow fleet member.
ECM is most effective on ships with low sensor strength, tech-1 vessels of smaller size, thats not to say though that any ship is immune as their is always a chance to be jammed. I personally have managed to save a few ships for people by undocking and warping in quick enough to secure a jam and facilitate the escape.
ECM Jamming Modules again ranked lowest to highest in each category.
Multi Spectral
ECM-Multispectral Jammer I
Initiated Multispectral Jammer I
Induced Multispectral Jammer I
Compulsive Multispectral Jammer I
ECM-Multispectral Jammer II
‘Hypnos’ Multispectral ECM I
Anti-Gallente, A.K.A. Magnetometric Jammers
ECM-Ion Field Projector I
Initiated Ion Field ECM I
Induced Ion Field ECM I
Compulsive Ion Field ECM I
ECM-Ion Field Projector II
‘Hypnos’ Ion Field ECM I
Anti-Minmatar, A.K.A. LADAR Jammers
ECM- Phase Inverter I
Faint Phase Inversion ECM I
Languid Phase Inversion ECM I
Halting Phase Inversion ECM
ECM – Phase Inveter II
Enfeebling Phase Inversion ECM
Anti-Amarr, A.K.A. RADAR Jammers
ECM- White Noise Generator I
‘Penumbra’ I White Noise ECM
‘Gloom’ White Noise ECM I
‘Shade’ White Noise ECM I
ECM – White Noise Generator II
‘Umbra’ White Noise ECM I
Anti-Caldari, A.K.A. Gravimetric Jammers
ECM- Spatial Destabilizer I
FZ-3 Spatial Destabilizer ECM
FZ-3a Spatial Destabilizer ECM I
CZ-4 Spatial Destabilizer ECM I
ECM- Spatial Destabilizer II
BZ-5 Spatial Destabilizer ECM I
ECM- Burst, Effects all races out to a certain range, but very high cap use
ECM-Burst I
‘Rash’ ECM Emission
‘Deluge’ ECM Burst I
1-Z3 Subversive ECM Eruption
ECM-Burst II
‘Cetus’ ECM Shockwave I
ECM-Burst is not reccomended except as a get out of jail free as it effects everyone in the area, including friendlies.
Ships that recieve bonus to ECM use:
Griffin ( 15% strength 10% cap per level )
Kitsune ( 20% strength 10% cap per level )
Blackbird ( 15% strength 10% Optimal and Falloff per level )
Rook ( 30% strength 10% capacitor use per level)
Falcon ( 30% Strength 10% capacitor use per level )
Scorpion ( 15% Strength 20 % Optimal and Falloff and 20% to Burst Range per level )
Widow ( 30% Strength per level )
As you can see there are plenty of options for ECM pilots, this is part of what makes them popular.
Skills to Maximise ECM effectiveness:
Electronic Warfare
Signal Dispersion
Long Range Jamming
Frequency Modulation
Although the ECM are popular they are an all or nothing module. if they work great if not you are draining cap for the next 20 seconds to try again.
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Target Painters
This module although not widely used acts as a beacon for your fleet.
What it does:
- Increases the signature radius of a ship
This means that bigger guns that usually miss smaller ships will start connecting and doing big damage . Also, missile will explode on target instead of near the target also increasing damage.
The downside to Target painters is that it only really works in a Big to little way, as the smaller guns and lighter missiles have less problem attacking bigger, slower targets. Think of it like Bifocals or Reading glasses for your ship, the things it had a harder time seeing will now become clearer. The best target painters only provide a 30% bonus to signature so it is not the perfect cure for frigates beating your battle ship to a pulp but it helps. That being said it does work well for missiles.
There is no real counter for Target painters. Sure you can be affected by the other forms of Ewar but that is it.
Target painters are most effective on ships being hit by missiles, as the increased signature radius can really run the damage numbers up. If you are in a roaming gang, your Missile Launching friends will love you lots if you think ahead and pack a target painter.
Target Painting Modules:
Target Painter I
Partial Weapon Navigation
Peripheral Weapon Navigation Diameter
Parallel Weapon Navigation Transmitter
Target Painter II
Phased Weapon Navigation Array Generation Extron
Ships with Bonuses to Painters:
Vigil ( 5% bonus to effectiveness per level )
Hyena ( 7.5% bonus to effectiveess per level also a 3% reduction in Signature Radius per Level )
Bellicose ( 7.5% effectiveness per level )
Huginn ( 7.5% bonus to effectiveness per level )
Rapier ( 7.5% bonus to effectiveness per level )
Skills to Maximize Target Painter effectiveness:
Target Painter
Signature Focusing
Long Distance Jamming
Frequency Modulation
Like any Combat skill Ewar takes a certain amount of focus to excel at. Alot of people may just throw together an ECM ship but they are not catching the whole picture.
Remember, an effective Ewar pilot will not be on top of many kill mails, but can certainly help determine who wins the fight in the first place.
Thanks for taking the time to read this, I hope maybe you learned a few things you didn’t know before.
~ Elf