Question about ECM
Hello -
I have the basic jist of what skills are needed to fly a brobird, but was wondering if anyone could give me a slightly more detailed listing on what is required to fly one and be useful in dreddit. Would hate to miss out on something that I could have already trained due to ignorance, and ECM and the related skills are not one of my stronger points knowledge wise.
Thanks
Posted Jun 26, 2012, 8:55 AM UTC
blackbirds are so easy to be useful in it's ridiculous. frequency modulation electronic warfare, long distance jamming, signal dispersion will all help with the strength, range, and cap use of your jammers. For jammers you don't want to use the tech 2 ones. They're broken, the meta 4s are actually better and cheaper in this case. try to ask when you join a fleet what color jammers to use. (the colors correspond to teh races they works best against> blue=cal, red=min, yellow=amarr, green=gal, brown=shitty range and terrible jam strength spread across the races. The key to flying a brobird isn't skill though, it's staying alive.
With good skills in caldari cruiser and the right fit you should be able to sit 100km from the engagement and still jam targets. That means sometimes youll have to stay behind your fleet then warp to them at range once the fight starts. If you hang out in the middle of the drake blob, you're gonna have a bad time. Don't anchor, just align out and be ready to hit warp if some cocky sniper starts hitting you.
Remember, you don't want to jam the primary, try for logistics and other support, learn which targets (like guardians) fit eccm. And remember: Overheat.
That's about all there is, try not to die, be credit to team, everybody outside your fleet hates you.
haha try not to die in a blackbird, that's a good one
no seriously. Take some claritan, because if you sneeze hard you're in a pod.
I really like the 'everyone outside your fleet hates you' part. Tears are delicious, especially tears from poor bastards that cant retaliate.
just wait until you can fly a falcon. they flow like rain.
Should I get thermodynamics IV? Or is 3 more than enough?
If you're a newbro, you should be working no getting every skill that affects every (or at least most) ship to lvl 3 asap, at least as long as their prerequisite isn't too long.
Here i'm specifically thinking about advanved weapon upgrades which is an amazing skill that affects every ship, but for a newbro getting Weapon Upgrades V (which is a rank 2 skill) can be pretty tough.
Once you're capable of flying a few ships you should work on getting them all to 4, and eventually 5.
TL;DR Every skill that gives bonuses to every ship you fly should be trained to 5 eventually, but when you do it depends a lot on how your skills look otherwise.