Difference between revisions of "Terminology:Electronic Counter Measures"

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(Usage in Vegastrike)
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''Electronic Counter Measures'' or short '''ECM'''
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'''''Electronic Counter Measures''''' or short '''ECM'''
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= Usage in Vegastrike =
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== What does it do ==
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'''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.
  
= Usage in Vegastrike =
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== Activation ==
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'''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.
  
Electronic Counter Measures are designed to foil missile and torpedo attacks on the craft to which they are
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== Energy consumption ==
installed. Activation of ECM lets loose a barrage of electromagnetic noise, focused false radar/lidar images,
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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.
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 =
 
= See also =
* [Manual:Combat:Counter measures]
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* [[Manual:Combat:Counter measures]]
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* [[Terminology:Missile]]
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* [[Terminology:Torped]]
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* {{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

thumb_arrow_up.png 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 E_EN.png 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