Progguitarist wrote:In EVE:
- It's an electronic warfare module that completely breaks the lock of an opponent, effectively disabling the ship and making it useless. Without a lock you can't use your weapons or use ewar.
- It's the only chance based mechanic in the game.
- Other types of Ewar are far weaker, situational and only effect few aspects of the enemy ship.
E.g. Tracking Disruptors make the guns on the enemy's ship track slower or penalize the effective range of them, useless if you find yourself facing a missile ship.
Neutralizers take a chunk out of the enemy's capacitor, which isn't so helpful if your opponent doesn't use cap for their weapons or has a capacitor booster.
- Specialized ECM ships are so powerful that the chance basedness of ECM is rendered moot, you will always get a jam and often on 3 or 4 opponents at a time.
- The counter module to ECM, ECCM, is relatively ineffective at doing it's job.
- ECCM is only effective at countering ECM, if you find yourself in a situation where an opponent is without ECM (unlikely) then you've wasted a fitting slot by taking ECCM.
Not so with other ewar counters, if I take a capacitor booster to counter Neutralizers, it'll still be useful to have even if I don't face off against Neutralizers.
- Piloting skill is a massive factor in countering other types of Ewar, if you're being sensor damped you can move closer to your opponent, if you are being tracking disrupted you can lower your own transversal velocity to give your guns a better chance of connecting with their shots. There's not much you can do when you're jammed and can't lock anything under the influence of ewar.
- Other specialised ewar ships are completely marginalised by ECM, you're nearly always better off taking an ECM ship than any other ewar ship.
tl;dr - it's a mechanic that's so powerful and broken that it's mandatory for success, at least in small to medium sized fleet fights.
Unlike yourself, I don't have a weird obsession with any platform.[/code]