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Warp Jammer

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As the name suggests, Warp Jammers prevent the target from Warping.

Obviously, if you plan to destroy the ship, you'll likely need to apply one of these modules to the target - otherwise they'll just warp away and recover HP. Warp Jammers are pretty much essential for a ship, or at least a few ships in a fleet, to carry. Sometimes a ship cannot warp away in time before destruction, but you usually can't count on that. Most fleets will have several Tacklers equipped with these modules along with a Stasis Webifier and speed module (AB or MWD) to prevent the opposing ship from moving outside of the range of the module.

The scramble strength determines the chance that the target can warp away, in spite of the Warp Jammer's effect. Most ships have a warp stability of 0. If you apply a Warp Jammer with a strength of 1 or more, the ship has a 100% chance of not warping. However, if you adjust the warp stability to -1 with a Warp Core Stabilizer, the effect of the Warp Jammer is canceled out. The enemy ships would need to apply at least another +1 to restore the Warp Jamming effect.

Some ships, such as the Deep Space Transport ships have a built-in -2 Warp stabilization effect.

Contents

Disruptors vs Scramblers

Warp Jammers come in two varieties: Warp Scramblers, and Warp Disruptors. At first glance, they appear to be the same thing, but they are not.

The Disruptors reach further (24km for an unaugmented Tech 2 version). They cost 4 times as much capacitor to maintain, and have a scramble strength of 1.

The Scramblers have a 9km range (Tech 2), cost only 5 capacitor per cycle, and have a scramble strength of 2. What's more, is that they will instantly turn off the enemy's MWD if they are using one. This does not cause a gradual reduction in speed like Webs do, but instantly resets the speed of the target to the normal amount without a MWD. This makes them very deadly to those relying upon MWDs.

Variations

Common stats

Cycle Time
5 sec


Warp Disruptors

Name Meta Level Optimal Range Activation Cost CPU Usage Powergrid Usage
Tech I Warp Disruptor I n/a 20 km 25 Energy 40 tf 1 MW
Initiated Warp Jammer I 1 20 km 24 Energy 38 tf 1 MW
Fleeting Warp Scrambler I 2 20 km 20 Energy 36 tf 1 MW
J5 Prototype Warp Inhibitor I 3 20 km 23 Energy 34 tf 1 MW
Faint Warp Prohibitor I 4 20 km 21 Energy 32 tf 1 MW
Tech II Warp Disruptor II 5 24 km 25 Energy 44 tf 1 MW
Faction Caldari Navy Warp Disruptor 7 24 km 25 Energy 40 tf 1 MW
Dark Blood Warp Disruptor 7 28 km 25 Energy 40 tf 1 MW
Domination Warp Disruptor 8 30 km 28 Energy 19 tf 1 MW
Dread Guristas Warp Disruptor 7 24 km 25 Energy 40 tf 1 MW
Khanid Navy Warp Disruptor 7 24 km 25 Energy 40 tf 1 MW
Republic Fleet Warp Disruptor 8 30 km 28 Energy 19 tf 1 MW
Shadow Serpentis Warp Disruptor 7 26 km 25 Energy 40 tf 1 MW
True Sansha Warp Disruptor 7 28 km 25 Energy 40 tf 1 MW
Officer* Gotan's Modified Warp Disruptor 13 35 km 70 Energy 19 tf 3500 MW
Hakim's Modified Warp Disruptor 12 30 km 60 Energy 19 tf 3000 MW
Mizuro's Modified Warp Disruptor 11 25 km 50 Energy 19 tf 2500 MW
Tobias' Modified Warp Disruptor 14 40 km 80 Energy 19 tf 4000 MW
  • Officer Disruptors have a Scramble Strength of 2, rather than 1.

Warp Scramblers

Name Meta Level Optimal Range Activation Cost CPU Usage Powergrid Usage
Tech I Warp Scrambler I n/a 7.5 km 5 Energy 30 tf 1 MW
Initiated Harmonic Warp Jammer I 1 7.5 km 5 Energy 28tf 1 MW
Fleeting Progressive Warp Scrambler I 2 7.5 km 4 Energy 27 tf 1 MW
J5B Phased Prototype Warp Inhibitor I 3 7.5 km 5 Energy 25 tf 1 MW
Faint Epsilon Warp Prohibitor I 4 7.5 km 4 Energy 24 tf 1 MW
Tech II Warp Scrambler II 5 9 km 5 Energy 33 tf 1 MW
Faction Caldari Navy Warp Scrambler 7 9.75 km 5 Energy 22 tf 1 MW
Dark Blood Warp Scrambler 8 10.50 km 5 Energy 22 tf 1 MW
Domination Warp Scrambler 8 11.25 km 6 Energy 26 tf 1 MW
Dread Guristas Warp Scrambler 7 10.50 km 5 Energy 26 tf 1 MW
Khanid Navy Warp Scrambler* 7 9.75 km 5 Energy 26 tf 1 MW
Republic Fleet Warp Scrambler* 8 10.50 km 6 Energy 26 tf 1 MW
Shadow Serpentis Warp Scrambler* 7 10.50 km 5 Energy 30 tf 1 MW
True Sansha Warp Scrambler* 8 11.25 km 5 Energy 30 tf 1 MW
Officer Gotan's Modified Warp Scrambler* 13 14.25 km 15 Energy 22 tf 2800 MW
Hakim's Modified Warp Scrambler* 12 13.50 km 15 Energy 22 tf 2650 MW
Mizuro's Modified Warp Scrambler* 11 12.75 km 15 Energy 22 tf 2500 MW
Tobias' Modified Warp Scrambler* 14 15.00 km 15 Energy 22 tf 3000 MW
  • * Have a Scramble Strength of 3.

Ship Bonuses

Skills, Implants, and Boosters

  • The Propulsion Jamming skill level reduces the Capacitor cost of Warp Jammers by 5% per level. This is ideal for the cap intensive Disruptor variant.

Overheat

Heating a warp jammer adds 20% more range.

History

  • Prior to Quantum Rise, the Warp Scramblers did not shut off the MWD of the enemy. This feature was added in order to Nerf speed in general, as well as make Afterburners more desirable.


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