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Warp Jammer
From EVEWiki
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
- The Keres has a 10% reduction to Capacitor usage of and 10% boost to Warp Jammer range per Electronic Attack Ship skill level.
- The Arazu and Lachesis, similarly, have a 20% boost to Warp Jammer range per Recon Ships skill level.
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.
- The Skirmish Warfare Mindlink - Interdiction Maneuvers Warfare Link module can boost the range of the warp jammer up to 22.5%. This can be enhanced even further by the Skirmish Warfare Mindlink Implant and the Claymore's skirmish warfare link bonus, for a roughly 38% increase in range.
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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