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Electronics skills overview

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Electronics is the field of sensors and computer systems, both offensive and defensive.

Electronics Skill Tree

Primary Attribute: Intelligence
Secondary Attribute: Memory

The vast majority of this category deals with targetting: - improving yours (or your friends') - degrading theirs

See also the page on Electronic Warfare Equipment for descriptions of how this equipment works.

Contents

Base Skill: Electronics

The root of this field, Electronics, provides an incredibly useful +5%/level boost to CPU rating of your ship. Something no ship operator should do without.

Miscellaneous skills

Survey (1x)
Increases scanner speeds by 5%/level. Also allows you to select multiple categories of item to scan for.
Cloaking (6x)
Reduces targeting delay after uncloaking by 10%/level, allowing you to fire sooner after uncloaking. Can not be trained on Trial Accounts.
Cynosural Field Theory (5x)
  • Requires Electronics (5). Not trainable on Trial accounts
reduces Liquid Ozone requirements of cynosural fields by 50 units/level.
Electronics Upgrades (2x)
reduces CPU needs of sensor upgrades by 5%/level. Also allows you to install those sensor upgrades.

Improving your targeting

Targeting (1x)
increases the maximum number of ships you may have targeted by 1/level up to the limit imposed by your ship.
Multitasking (3x)
increases the maximum number of ships you may have targeted by 1/level up to the limit imposed by your ship.
Long Range Targeting (2x)
increases your targeting range by 5%/level
Signature Analysis (1x)
increases your targeting speed by 5%/level

Using the toys: Electronic Warfare

Note that not all of these skills actually require Electronic Warfare as a prerequisite.

Electronic Warfare (2x)
reduces capacitor need of ECM/ECCM systems by 5%/level
Long Distance Jamming (4x)
increases optimal range of most electronic warfare equipment by 10%/level.
Frequency Modulation (3x)
increases falloff range of most electronic warfare equipment by 10%/level.

Making your foe easier to hit

Target painting increases the target's signature radius, making it easier to hit.

Target Painting (3x)
reduces capacitor need of Target Painters by 5%/level.
Signature Focusing (5x)
Increases the signature increase bonus of target painters by 5%/level.

Propulsion jamming slows your opponent's ship down, making it easier for your weapons to track him. Warp scramblers prevent your foe from escaping into warp.

Propulsion Jamming (3x)
reduces capacitor need of Warp Scramblers and Stasis Webifiers by 5%/level

Making it harder for your foe to hit you

Tracking Disruptors reduce the optimal range and tracking speed of the affected ship's turrets. ECM Jammers break target locks, requiring the affected ship to reacquire a lock. Sensor dampers increase the time required to get a lock.

Weapon Disruption (3x)
reduces capacitor need of Tracking Disruptors by 5%/level
Turret Destabilization (5x)
increases the tracking speed and optimal range of your tracking disruptor modules by 5%/level.
Projected Electronic Counter Measures (8x)
reduces duration between activations of ECM jammers by 5%/level.
Signal Dispersion (5x)
increases strength of ECM jammers by 5%/level
Sensor Linking (3x)
reduces capacitor need of sensor link (Remote Sensor Dampers, Projected Sensor Boosters) systems by 5%/level
Signal Suppression (5x)
increases effectiveness of remote sensor dampers by 5%/level. Affects both scan resolution and target range effects.


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