Difference between revisions of "Terminology:Electronic Counter Measures"

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(Usage in Vegastrike)
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= Usage in Vegastrike =
 
= Usage in Vegastrike =
  
When installed into your ship and activated your '''EMC'''-device will cause incoming missiles to be confused.
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Electronic Counter Measures are designed to foil missile and torpedo attacks on the craft to which they are
 
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installed. Activation of ECM lets loose a barrage of electromagnetic noise, focused false radar/lidar images,
The EMC-device will constantly draw energy from your reactor.
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Infrared beams, and altered signatures intended to confuse missile targeting systems into misjudging the
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size, location, and direction of the ECM user. While not necessarily 100% successful, such measures do
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reduce the number of successful attacks with such weapons. ECM foils an opponent’s attempts to reduce
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shields and armor on your ship, let alone suffering the effects of more sophisticated attack methods.
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ECM can be activated and de-activated using the [e] key. ECM is also self-activating on detection of an
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approaching missile or torpedo. The use of ECM is draining on your ship's reactor; therefore you will note
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that weapon and jump energy may reduce while ECM is activated. Provided your ship's reactor has spare
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capacity, de-activating your ECM will restore those energy levels.
  
 
= See also =
 
= See also =

Revision as of 08:39, 27 March 2005

thumb_arrow_up.png Terminology

Electronic Counter Measures or short ECM

Usage in Vegastrike

Electronic Counter Measures are designed to foil missile and torpedo attacks on the craft to which they are installed. Activation of ECM lets loose a barrage of electromagnetic noise, focused false radar/lidar images, Infrared beams, and altered signatures intended to confuse missile targeting systems into misjudging the size, location, and direction of the ECM user. While not necessarily 100% successful, such measures do reduce the number of successful attacks with such weapons. ECM foils an opponent’s attempts to reduce shields and armor on your ship, let alone suffering the effects of more sophisticated attack methods. ECM can be activated and de-activated using the [e] key. ECM is also self-activating on detection of an approaching missile or torpedo. The use of ECM is draining on your ship's reactor; therefore you will note that weapon and jump energy may reduce while ECM is activated. Provided your ship's reactor has spare capacity, de-activating your ECM will restore those energy levels.

See also