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Ecm Suggestion


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#1 Extirpator

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Posted 23 February 2013 - 05:02 AM

ECM is a hot topic atm and a difficult one for the Devs to get right. I suggest the Devs cannot truely balance it - merely shift the balance in favour or against it.

An alternative approach would be to let the players balance it, drawing on the classic mechwarrior ethos of customisation of the mech.

For example, the mech would have two ECM components: the ECM module and the ECM power units. The module is the gizmo which allows you to conduct ECM, while the power units determine how good it will be. You only need one module, but the player chooses how many power units to employ in a similar way to how many heatsinks, ammo packs and such. The more you pack on, the greater the ECM protection. Equally, if you are trying to mess with someone elses ECM then whoever has the most power has the advantage. So like in other areas of the game, the player can choose to dedicate more to it, or its counter, at the expense of other fittings in terms of mass/size etc.

ECM ceases to be a one size fits all solution. In the real world, a soldier can have an ECM device in their pocket, carry a 40kg backpack device, fit something onto a vechicle or employ a dedicated truck for the job. Its all ECM but the bigger the device, the generally better it is.

A second suggestion is to have two types of the above module. Firstly, there is the specialist version that ca n only be carried by the current ECM mechs. Secondly, there is the general version that can be carried by everyone. The specialist version would be better, whether it provides an additive bonus or a multiplier on the power to be determined. This would retain the uniquieness of the current ECM chasses but allow everyone to have the option of some ECM or ECM counter if they wish it (think of it like another defensive system like the AMS you can choose to fit).

Thoughts?

#2 Peiper

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Posted 23 February 2013 - 05:33 AM

Interesting idea, Extirpator.

I would propose leave ECM in place the way it is for scout-specialized mechs (with the bubble), but without the ECCM feature.

All other mechs could take personal ECM units, which would act like the current ECM only not have a bubble, and have no ECCM ability.

The Scout mechs could have an additional piece of gear called a jammer pod. The Jammer Pod would act as ECCM and could be targetted to a specific mech either by selecting one in proximity, or through a TAG-like laser. This would jam all incoming data to that mech, but, as I said, this equipment should be limited to scout mechs whose primary purpose is to scout, gather information, and cause havoc with sensors.

I still think they should just make ECM be like it is in Classic Battletech, but if they insist on making it the way it is now in MWO, then they have to do some reworking of how it works and what mechs can take it. With ECM, they took the Guardian ECM suite, added the Angel ECM Suite and a Null Signature System/proximity cloaking device/stealth armor with no added heat and doesn't require all the internal slots like stealth in TT. It's just TOO MUCH. Break it down into parts and make some parts available to all, and some only to a few chassis, and don't give it to an Atlas anymore! lol

#3 mike29tw

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Posted 23 February 2013 - 05:48 AM

I like the first suggestion. It's similar to DocBach's version of having one basic ECM and letting you improve it with modules. Your suggestion seems to be more interesting; the more you want to be a EW powerhouse, the more you will have to trade in.

Edited by mike29tw, 23 February 2013 - 05:49 AM.


#4 Warge

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Posted 06 March 2013 - 05:22 PM

What's about reversed ECM? To cause interference within the 180 m radius, not the outside.

#5 Silverhawkts

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Posted 06 March 2013 - 05:30 PM

How about an EPM arty strike bought with c-bills that counters ecm for upto 10 seconds

#6 Moromillas

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Posted 06 March 2013 - 05:36 PM

I do think, we need to remove the LosTech that's tacked onto it, the Null Signature System. Then balance around that.

#7 dscruffy1

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Posted 06 March 2013 - 05:58 PM

I think ECM needs a change that makes it so it doesn't work unless you pay MC for ECMv2, otherwise it just weighs down your mech and makes you visible from increased distances.

PGI, make it happen. It's the only way to balance the game.

#8 Zero Neutral

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Posted 06 March 2013 - 06:23 PM

View PostExtirpator, on 23 February 2013 - 05:02 AM, said:

ECM is a hot topic atm and a difficult one for the Devs to get right. I suggest the Devs cannot truely balance it - merely shift the balance in favour or against it.

An alternative approach would be to let the players balance it, drawing on the classic mechwarrior ethos of customisation of the mech.

For example, the mech would have two ECM components: the ECM module and the ECM power units. The module is the gizmo which allows you to conduct ECM, while the power units determine how good it will be. You only need one module, but the player chooses how many power units to employ in a similar way to how many heatsinks, ammo packs and such. The more you pack on, the greater the ECM protection. Equally, if you are trying to mess with someone elses ECM then whoever has the most power has the advantage. So like in other areas of the game, the player can choose to dedicate more to it, or its counter, at the expense of other fittings in terms of mass/size etc.

ECM ceases to be a one size fits all solution. In the real world, a soldier can have an ECM device in their pocket, carry a 40kg backpack device, fit something onto a vechicle or employ a dedicated truck for the job. Its all ECM but the bigger the device, the generally better it is.

A second suggestion is to have two types of the above module. Firstly, there is the specialist version that ca n only be carried by the current ECM mechs. Secondly, there is the general version that can be carried by everyone. The specialist version would be better, whether it provides an additive bonus or a multiplier on the power to be determined. This would retain the uniquieness of the current ECM chasses but allow everyone to have the option of some ECM or ECM counter if they wish it (think of it like another defensive system like the AMS you can choose to fit).

Thoughts?


This suggestion is not viable for light mechs which have a lack of tons.

#9 Vrekgar

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Posted 06 March 2013 - 06:30 PM

The simplest and best solution is to break up the effects ECM currently gives into the Table Top accurate components.

Currently ECM as we know it combines all the effects of Guardian ECM, Angel ECM, Stealth System, and Null Signature system.

Break the Current ECM into 1.5ton 2critcal components and you can balance it. Light mechs have to sacrifice a little to mount it all, while larger mechs have critical issues already with the large hot weapons they are running.

By breaking it up into 4 components you also increase the chance of the system getting damaged by enemy fire. You also increase choice in building by making players choose how much of the suite to bring. You can further enchance choice by spreading some of the components to other less popular variants to give them more flavor. This way you dont have to give every mech the full "Suite" capability but the ability to mount some parts.





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