Strike electronic warfare
From BGO Wiki
Strike level electronic warfare in BSGO is pretty simple, but has a few quirks that aren't mentioned in the EW module descriptions. Whether you are in a raptor/heavy raider looking to fill your computer slots, or a raider/viper who keeps getting hacked, this guide is a must read.
There are 2 types of EW modules, boosts and ECM/hacks. The computer modules that don't fit into these categories, but they are pretty self explanatory.
Strike-sized boosts affect a 250m radius area. I have found that this range is too small to boost others most of the time, so they are primarily a self buff. Still, if you are around a friendly EW strike craft, you might as well get within 250m. Escort boosts have a range of 500m, so if you want to boost a group, you should move up to a Spectre/Maul.
Strike-sized ECM modules have a range of 1000m and target a single enemy. They have a chance for failure, depending on the opponents firewall rating. The interceptor ships in each class have 50 base firewall, the assaults have 100, and the EW ones have 150. There are computer slot firewalls and a firewall skill, so don't count on these numbers, however. Also, I suspect that AI ships do not follow these numbers, as I can hack novice raptors consistently.
Only one of each type of boost or hack can be active at a time on a target, e.g. there can be a speed and a damage boost active on your ship, but not two speed boosts. There may be more than one boost on your ship, but only the strongest one will have an effect. For example, if you get a 10 sec duration lvl 2 speed boost on your ship, and a lvl 1 boost 5 seconds later, the lvl 2 will be active for 10 seconds, and the lvl 1 will be active for 5 seconds after the lvl 2 wears off. Therefore, the most of each type of boost module you will want is two, to keep a boost up continuously, although you could have more than two of the same type of hacking modules because they fail.