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blankseplocked Do ECM modules have Stacking Penalties??
 
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Slider46
Caldari
Posted - 2008.03.11 17:33:00 - [1]
 

Thats it. Just wanna know if ECM modules have stacking penalties.

I know that to figure your chance of jamming someone you divide the target's sensor strength by your jam strength and that gives you a % chance.

So...

4.5(jam strength) / 9 (sensor strength) = 0.5 or 50% chance of jamming the target...

Does this also work when stacking jammers on a target?:

4.5 (strength) x 2 jammers = 9 total jam strength / 9 (sensor strength) = 1 or 100% (perma-jam)

Question

Slider46
Caldari
Posted - 2008.03.11 18:08:00 - [2]
 

Guess I answered my own question

I did a little research and found that...

Each jammer has % chance to jam...(speaking from the probability perspective)

4.5 / 9 = 50%

This value is independant of other jammers...

So if you stack jammers: 50% ; 50% ; 50% ; 50% they dont all add up to a "200%" chance of jamming.

Each one is an individual 50% chance BUT the more 50% chances you have, the higher the OVERALL probability of jamming your target.

Therefore, IMO the only way to effectively increase your chance of jamming is to stack a crapload of jammers and hope your really lucky all the time, or train skills and bonuses to increase each individual jammer's strength. By doing the second option, you may be able to effectively lower the number of jammers it takes to jam the target.

Or you could just be really unlucky and not jam anything ugh

Reem Fairchild
Minmatar
Punic Corp.
Posted - 2008.03.11 18:10:00 - [3]
 

They don't stack in the first place. Each jammer works independently. Hence no penalties.

Sirius Problem
Darkness Inc.
Posted - 2008.03.11 18:13:00 - [4]
 

Short answer is no, they do not stack. Longer answer below.

Since jamming is chance based, stacking jammers has no effect. Each jammer (of the same type) has the same chance of jamming a target for a 20 second cycle. The percentage chance of a jam is based on a simple formula:

(Jammer Strength / Enemy Sensor Strength) x 100 = Percentage chance of jamming per cycle

Technique
Because of this chance-based system it does not make sense to let multiple jammers cycle endlessly on the same target at the same time. It takes a little micro management, but it is much more efficient to manage your jammers manually (auto repeat off).

As said, jammers do not stack, so each one has just as much chance to jam as the other on any given cycle. If you put 3 jammers on a target and get a jam, that means one or more of them are jamming, but regardless if it's 1 or all 3 that worked, you're just burning cap and rendering 2 jammers useless because only 1 is required to do the job.

The way I do it is this. Hit target with first jammer. If it doesn't jam, that jammer is useless for 20 seconds, so hit target with second jammer. Assume that one works. The target is jammed for a cycle (20 secs).

By the time that cycle is up, your 1st, failed jammer has cycled out and is free to use again. The target jam expires so you hit the 1st jammer again.. This time it works. Now your 2nd jammer is free for the next cycle or another target. It's micro management, but much more efficient by saving cap and making jammers available more often.

Practicing on multiple belt rats is a good way to hone your technique. It will also give you an idea of how the chance-based system works. Sometimes I can almost perma-jam a target, other times I might miss 2-3 cycles in a row. It can make things interesting when a critical jam doesn't happen when you most need it. :)

Sirius Problem
Darkness Inc.
Posted - 2008.03.11 18:17:00 - [5]
 

I'm a little bored, so here is some more info on jamming, in case you are interested.

Jamming Modules
There are three types of jammers - Racial, Multispectral, and Burst.

Racial Jammers work against the sensor type found in the ships of each of the 4 Eve races:

Amarr - Radar
Caldari - Gravimetric
Gallente - Magnetometric
Minmatar = Ladar

Racial jammers are target based, and have nothing to do with the ship that they are fitted to. The only time a jammer is affected by the ship that it is fitted on is if that ship has any jamming specific bonuses, which only certain Caldari ships do.

The best named racial jammers are:

Amarr / Radar / 'Umbra' White Noise ECM I
Caldari / Gravimetric/ BZ-5 Spatial Destabilizer ECM I
Gallente / Magnetometric / 'Hypnos' Ion Field ECM I
Minmatar / Ladar / Enfeebling Phase Inversion ECM I

Multispectral Jammers work against all race sensor types, but are not as strong as racial modules, have less range, and use much more capacitor. When you know what you're up against, you can fit racials, but often we're not that lucky, so many ECM pilots reserve one or more mid-slots for multispec jammers.

The best named multispec jammer is 'Hypnos' Multispectral ECM I.

Burst Jammers, like smartbombs, do not require targeting, but can be very tough to use, since they have the serious drawback of hitting anyone nearby - including friendlies. They can provide a nice "all races" option, but they have very limited range and use the most capacitor of any jammer type. IMO they are limited to very specific situations and not general combat.

The best named Burst jammer is 'Cetus' ECM Shockwave I

Upgrade Modules
The only module you can add to your ship to increase the strength of your jammers is a Signal Distortion Amplifier. It is a low-slot mod, of which the best named is 'Hypnos' Singnal Distortion Amplifier I

Rigs
There are 2 rigs that can boost your ECM capabilities. For an increase in jamming strength, you can fit a Particle Dispersion Augmentor. To increase your optimal range, use a Particle Dispersion Projector. The drawback for both of these rigs is against shields.

Ships - Even though some Caldari ships were buffed by the recent Trinity update, jamming was nerfed so hard (50%) by the Kali patch, it really doesn't make sense to use jammers on anything except the Caldari ships that receive bonuses per ship class level.

Below is a list of these ships. Class level bonuses are denoted by 'T1' to show bonuses derrived from the base/prerequisite ship class, followed by 'T2' for the actual ship class.

Frig - Griffin (T1: -10% cap, 10% strength)
EAS - Kitsuen (T1: -10% cap, 20% strength / T2: 10% optimal range)
Cruiser - Blackbird (T1: 20% optimal range, 15% strength)
Combat Recon - Rook (T1: -10% cap, 20% optimal range / T2: 20% strength)
Force Recon - Falcon(T1: -10% cap, 20% optimal range / T2: 20% strength)
Battleship - Scorpion (T1: 20% optimal range, 15% strength)
Black Ops - Widow (T2: 20% strength)

Skills to maximize Jammer effectiveness:

Electronic Warfare (Less cap use - Req Electronics III)
Frequency Modulation (Increases falloff range - Req Electronics III, Electronic Warfare II)
Long Distance Jamming (Increases optimal range - Req Electronics IV, Electronic Warfare III)
Signal Dispersion (Greater jamming strength - Req Electronics V, Electronic Warfare IV)

Slider46
Caldari
Posted - 2008.03.11 18:30:00 - [6]
 

Yea I kinda figured it out and answered my own question.

But your explanation on how to 'micromanage' the jammers is useful as before I was just slamming a target with what I thought was enough to 'perma-jam' them. Thanks for the help...

I've got a few fittings to edit Very Happy

Ulstan
Posted - 2008.03.11 19:28:00 - [7]
 

ECM jammers don't stack. Each is a percentage to succeed, based on the jammer strength vs your sensor strength.


 

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