Difference between revisions of "Terminology:Electronic Counter Measures"
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− | ''Electronic Counter Measures'' or short '''ECM''' | + | '''''Electronic Counter Measures''''' or short '''ECM''' |
+ | = Usage in Vegastrike = | ||
+ | == What does it do == | ||
+ | '''Electronic Counter Measures''' are designed to foil [[Terminology:Missile|missile]] and [[Terminology:Torpedo|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 [[Terminology:Shields|shields]] and armor on your ship, let alone suffering the effects of more sophisticated attack methods. | ||
− | = | + | == Activation == |
+ | '''ECM''' can be activated and de-activated using the {{Key:EN:E}} key. It is also self-activating on detection of an approaching missile or torpedo. | ||
− | + | == Energy consumption == | |
− | + | The use of '''ECM''' is draining on your ship's reactor; therefore you will note that weapon and [[Terminology:Jump|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. | |
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− | 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 = | = See also = | ||
− | * [Manual:Combat:Counter measures] | + | * [[Manual:Combat:Counter measures]] |
+ | * [[Terminology:Missile]] | ||
+ | * [[Terminology:Torped]] | ||
+ | * {{Fixme}} ''Link to the various targeting systems like image recognicion/head/etc...'' | ||
* [[WikiPedia:Electronic_counter-measures]] | * [[WikiPedia:Electronic_counter-measures]] | ||
[[Category:Database|Electronic Counter Measures]] [[Category:Terminology|Electronic Counter Measures]] [[Category:VS Tech|Electronic Counter Measures]] | [[Category:Database|Electronic Counter Measures]] [[Category:Terminology|Electronic Counter Measures]] [[Category:VS Tech|Electronic Counter Measures]] |
Revision as of 10:56, 27 March 2005
Terminology |
Electronic Counter Measures or short ECM
Usage in Vegastrike
What does it do
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.
Activation
ECM can be activated and de-activated using the key. It is also self-activating on detection of an approaching missile or torpedo.
Energy consumption
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
- Manual:Combat:Counter measures
- Terminology:Missile
- Terminology:Torped
- FIXME Link to the various targeting systems like image recognicion/head/etc...
- WikiPedia:Electronic_counter-measures