Tracking disruptors severely impair the effectiveness of turrets by heavily reducing their optimal range and tracking speed.
Methods of application:
Modules - Tracking disruptors are midslot modules. Their most important parameters are optimal range multiplier, tracking speed multiplier, optimal range and falloff range.
Each tracking disruptor reduces the tracking speed and optimal range of turrets. The effect can be calculated with the following formula for both tracking speed and optimal range:
R = R0*M
Where R is the resuling optimal range or tracking speed, R0 the optimal range or tracking speed of the ship with positive modifiers applied and M being the optimal range or tracking speed multiplier of the tracking disruptor.
Tracking Disruptors are stacking penalized and also have a falloff range. Please refer to the stacking penalty
sections for details on how to calculate the multiplier with more than one module and to see how the modules operate within falloff.
- Weapon Disruption - 5% Reduction to capacitor need per skill level.
- Turret Destabilization - 5% bonus to effectiveness of tracking disruptors per skill level.
- Long Distance Jamming - 10% bonus to optimal range per skill level.
- Frequency Modulation - 10% bonus to falloff per skill level.
The specialized ships for tracking disruptors come from the amarr race.
- Crucifier - Frigate, 5% bonus to tracking disruptor effectiveness per level.
- Arbitrator - Cruiser, 5% bonus to tracking disruptor effectiveness per level.
- Curse/Pilgrim - Recons, 5% bonus to tracking disruptor effectiveness per cruiser level.
The direct counter to tracking disruptors are tracking computers and tracking enhancers