Difference between revisions of "Manual::Combat:Counter measures"

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ECM can be activated and de-activated using the '''[e]''' key. ECM is also self-activating on detection of an approaching missile or torpedo. Use of ECM is draining on your ship's reactor.  Therefore, the amount of weapon and jump energy available will reduce while ECM is activated. Provided your ship's reactor has spare capacity, de-activating your ECM will restore those energy levels.
 
ECM can be activated and de-activated using the '''[e]''' key. ECM is also self-activating on detection of an approaching missile or torpedo. Use of ECM is draining on your ship's reactor.  Therefore, the amount of weapon and jump energy available will reduce while ECM is activated. Provided your ship's reactor has spare capacity, de-activating your ECM will restore those energy levels.
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= See also =
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* [[Terminology:Electronic Counter Measures]] (ECM)
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{{NAV_Manual |

Revision as of 12:19, 16 March 2005

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ELECTRONIC COUNTER MEASURES (E.C.M.)

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 upon you.

ECM can be activated and de-activated using the [e] key. ECM is also self-activating on detection of an approaching missile or torpedo. Use of ECM is draining on your ship's reactor. Therefore, the amount of weapon and jump energy available will reduce while ECM is activated. Provided your ship's reactor has spare capacity, de-activating your ECM will restore those energy levels.

See also


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