Historically, I have never been a user of ECM, but recently I have found it very effective against Thargoid FSD disruptor or caustic missiles. Here are some useful tips:
- Using an ECM on cargo/passenger ships going to/from Thargoid space is recommended. This assumes you are intentionally going into Thargoid areas to move cargo/passengers to support the war effort. Under the current update, you will be frequently hyperdicted/interdicted, and usually cargo/passenger ships are not outfitted for combat, so escape is the only option. Getting hit by one of those FSD disruptor missiles will mean an extra long time before you can jump, so not getting hit is a big priority. A speedy ship with shields/armor is recommended for escaping. You will pulled over by intercetptors as well as Glaives and Scythes. The latter 2 are very fast and you need to be able to survive long enough to re-enter supercruise or hyperspace.
- The max range of ECM is 3 km but it can be fired at any point before 3 km. During charging, the (increasing) range is displayed under the ECM hardpoint on your HUD. Upon firing, it will destroy any missiles & thimpets in range. If the ECM is fired before the missile is in range, it will have no effect and the ECM cannot be fired until it's cooldown is complete. I think ECM cooldown is 10 seconds.
- ECM can only be used with the Combat HUD, not the Analysis HUD.
- While charging the ECM, incoming missile(s) will turn blue on radar once they are in range. At this point the ECM can be fired at less than a full charge, and it will still destroy the incoming missile.
- The "target highest threat" binding will target the closest incoming missile. This is useful in knowing the missile's range to your ship. This is especially true if you get pulled over by a Glaive. The Glaive will likely be faster than your ship and will likely fire a FSD disruptor within <3 km, so immediate action is required to prevent getting hit.
- Glaives will also emit a field that will quickly damage/destroy Guardian modules in your ship. As you read the procedure below, monitor the health of your Guardian FSD Booster, if installed. Reason: if your FSD Booster gets destroyed, and you were hyperdicted (not interdicted), you may no longer have the jump range to get to your next system, and the hyperspace jump will fail. And then you will waste precious time and maybe get killed. So, along with all the other things you are doing, you may have to select a closer system for your next jump. Enjoy this.
- Without further ado: If you get pulled over by one of those Green Baddies and they fire an incoming missile at you (they can be fired as far away as ~5.5 km) here's what I recommend you do:
--- The first thing upon dropping to normal space is to: boost, pop a heat sink, head away from the threat, and head toward your jump target. Glaives & Scythes will still see you and chase you if your ship is cold, but you will be able to open the distance from any interceptors. It's not worth the time to check what kind of Thargoid pulled you over, just pop the heat sink and run.
--- If fired, immediately target an incoming missile using "target highest threat" and check radar to see if there are 1 or 2 incoming missiles. Sometimes there are 2 fired in rapid succession so they will be close to each other in range.
--- if your ship is fast enough, it is possible to outrun these missiles, you can learn this by experience. Example: I can outrun them in my passenger Cutter if fired around 5km away. This ship has a top boost speed of 491 m/s
--- if the missile is fired within 3 km, immediately start charging your ECM and fire as soon as the incoming missile turns blue on radar. If you wait for the ECM to fully charge, you will likely be hit before the ECM fully charges.
--- If the missile(s) are >3 km, track the incoming missile(s), and allow them to get closer while you are boosting away. When the missile(s) are nearing 3 km, start charging your ECM and fire it at a full charge. Timing is critical if there are 2 incoming missiles because you want to ensure that the 1st & 2nd missile are both within 3km when firing the ECM. From experience, if there are 2 incoming missiles, they will be very close to each other, so tracking only the closer one is sufficient.
--- If you unfortunately do get hit by a FSD disruptor missile (you better have a fast and tough ship), keep boosting away until the timer runs out. The FSD disruptor timer is long enough that the Thargoid can usually fire another round of missile(s) at you. Follow the steps above until you can jump.
--- Using ECM will "deploy hardpoints". Yeah, I know, but that's the way it is. So after you fire it, immediately retract hardpoints so you can be ready to jump as soon as the timer expires. Obviously you can't jump with hardpoints deployed.
--- Continue boosting and be ready to immediately engage supercruise/hyperspace as soon as the FSD cooldown ends.
--- Engage FSD, and away you go.
Good Luck CMDR's!
- Using an ECM on cargo/passenger ships going to/from Thargoid space is recommended. This assumes you are intentionally going into Thargoid areas to move cargo/passengers to support the war effort. Under the current update, you will be frequently hyperdicted/interdicted, and usually cargo/passenger ships are not outfitted for combat, so escape is the only option. Getting hit by one of those FSD disruptor missiles will mean an extra long time before you can jump, so not getting hit is a big priority. A speedy ship with shields/armor is recommended for escaping. You will pulled over by intercetptors as well as Glaives and Scythes. The latter 2 are very fast and you need to be able to survive long enough to re-enter supercruise or hyperspace.
- The max range of ECM is 3 km but it can be fired at any point before 3 km. During charging, the (increasing) range is displayed under the ECM hardpoint on your HUD. Upon firing, it will destroy any missiles & thimpets in range. If the ECM is fired before the missile is in range, it will have no effect and the ECM cannot be fired until it's cooldown is complete. I think ECM cooldown is 10 seconds.
- ECM can only be used with the Combat HUD, not the Analysis HUD.
- While charging the ECM, incoming missile(s) will turn blue on radar once they are in range. At this point the ECM can be fired at less than a full charge, and it will still destroy the incoming missile.
- The "target highest threat" binding will target the closest incoming missile. This is useful in knowing the missile's range to your ship. This is especially true if you get pulled over by a Glaive. The Glaive will likely be faster than your ship and will likely fire a FSD disruptor within <3 km, so immediate action is required to prevent getting hit.
- Glaives will also emit a field that will quickly damage/destroy Guardian modules in your ship. As you read the procedure below, monitor the health of your Guardian FSD Booster, if installed. Reason: if your FSD Booster gets destroyed, and you were hyperdicted (not interdicted), you may no longer have the jump range to get to your next system, and the hyperspace jump will fail. And then you will waste precious time and maybe get killed. So, along with all the other things you are doing, you may have to select a closer system for your next jump. Enjoy this.
- Without further ado: If you get pulled over by one of those Green Baddies and they fire an incoming missile at you (they can be fired as far away as ~5.5 km) here's what I recommend you do:
--- The first thing upon dropping to normal space is to: boost, pop a heat sink, head away from the threat, and head toward your jump target. Glaives & Scythes will still see you and chase you if your ship is cold, but you will be able to open the distance from any interceptors. It's not worth the time to check what kind of Thargoid pulled you over, just pop the heat sink and run.
--- If fired, immediately target an incoming missile using "target highest threat" and check radar to see if there are 1 or 2 incoming missiles. Sometimes there are 2 fired in rapid succession so they will be close to each other in range.
--- if your ship is fast enough, it is possible to outrun these missiles, you can learn this by experience. Example: I can outrun them in my passenger Cutter if fired around 5km away. This ship has a top boost speed of 491 m/s
--- if the missile is fired within 3 km, immediately start charging your ECM and fire as soon as the incoming missile turns blue on radar. If you wait for the ECM to fully charge, you will likely be hit before the ECM fully charges.
--- If the missile(s) are >3 km, track the incoming missile(s), and allow them to get closer while you are boosting away. When the missile(s) are nearing 3 km, start charging your ECM and fire it at a full charge. Timing is critical if there are 2 incoming missiles because you want to ensure that the 1st & 2nd missile are both within 3km when firing the ECM. From experience, if there are 2 incoming missiles, they will be very close to each other, so tracking only the closer one is sufficient.
--- If you unfortunately do get hit by a FSD disruptor missile (you better have a fast and tough ship), keep boosting away until the timer runs out. The FSD disruptor timer is long enough that the Thargoid can usually fire another round of missile(s) at you. Follow the steps above until you can jump.
--- Using ECM will "deploy hardpoints". Yeah, I know, but that's the way it is. So after you fire it, immediately retract hardpoints so you can be ready to jump as soon as the timer expires. Obviously you can't jump with hardpoints deployed.
--- Continue boosting and be ready to immediately engage supercruise/hyperspace as soon as the FSD cooldown ends.
--- Engage FSD, and away you go.
Good Luck CMDR's!
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