Ecm Change Feedback
#441
Posted 16 July 2015 - 02:58 PM
I'd go further and include other technologies into radar range and signatures of a mech like this:
Rules:
- Your mechs radar signature is dependend on the size (weight x2) the armor and structure aswell as the type of heatsinks or the state of the engine (heat over 50%)
- A mech with BAP equipped can target enemy mechs 25% further away
- A mech with the engine producing more than 50% heat (heat bar) can be detected 25% farther away
- A mech with ECM equipped reduces its radar signature by 50%
- A mech with Stealth Armor equipped reduces its radar signature by 25%
Here the trade-off for better engine, structure and armor is a better Radar Signature for your enemies targeting you.
That also means that the advantage of low tech (Tech lvl1: Std Engine, Std Structure, Std Armor, Single Heatsinks) and ECM is a lower Radar Signature.
This also adds value to mechs like the Nova (Std structure, Std armor and medium engine) over better equipped mechs like the Stormcrow (Endo, Ferro and higher engine).
The overall differences in Radar Signature ranges makes the use of scout mechs more important.
#442
Posted 16 July 2015 - 03:36 PM
#443
Posted 16 July 2015 - 03:49 PM
CapperDeluxe, on 15 July 2015 - 03:06 PM, said:
+1. The forums are swimming in great ideas for ecm redo
PGI please don't invest deeply in another flawed game mechanic (CW moba-style maps). Without a bigger picture of where this ecm/role warfare change is going, it's difficult to give feedback. A lot of us are $500-1000 in here. This is my favorite game. I'm okay 100% with an overhaul of the whole ecm system.
#444
Posted 16 July 2015 - 03:54 PM
Jabilo, on 16 July 2015 - 12:25 PM, said:
Bravo.
I thought that perhaps a total overhaul was what we needed;
Removing hard counters, introducing interactive systems such as passive sensors and moving to an elegant solution that allowed sensors, BAP, modules, ECM and Artemis to play off against each other in a deep yet logical way.
I was wrong. What was really needed was to spend three years thinking about it and then cutting the range in half. It is so laugh out loud funny it is impossible to be upset. I will look forward to further developments with great interest!
Harsh but valid.
#445
Posted 16 July 2015 - 03:54 PM
CtrlAltWheee, on 16 July 2015 - 03:49 PM, said:
+1. The forums are swimming in great ideas for ecm redo
PGI please don't invest deeply in another flawed game mechanic (CW moba-style maps). Without a bigger picture of where this ecm/role warfare change is going, it's difficult to give feedback. A lot of us are $500-1000 in here. This is my favorite game. I'm okay 100% with an overhaul of the whole ecm system.
Add me to the +500-1000 here and i also am OK with re-hauling the whole ECM system
#446
Posted 16 July 2015 - 03:59 PM
Paul is just going to do exactly what he said in the announcement regardless of our complaints and many of the other poster's much better solutions.
ECM is the last thing that needs a simple kneejerk fix.
It needs something ... more.
Edited by Mister D, 16 July 2015 - 04:01 PM.
#447
Posted 16 July 2015 - 04:03 PM
Mister D, on 16 July 2015 - 03:59 PM, said:
Paul is just going to do exactly what he said in the announcement regardless of our complaints and many of the other poster's much better solutions.
well, i personally hope that he will be at least accurate to touch bap or better won't touch it at all unless he wants to buff ecm
#448
Posted 16 July 2015 - 04:12 PM
#449
Posted 16 July 2015 - 04:37 PM
#450
Posted 16 July 2015 - 04:39 PM
stop doing stuff that makes it easier for the lights. cause honestly right now with the way things are going you might as well get rid of all the weight classes and just have lights.
firestarter with 6 med pulse that can alpha.......ever tried to put 6 lasers of any kind in a dire?
stop doing NEW stuff and look at your game and how you have skewed it for the lights and put it back to lights being just that. LIGHTS. mediums being MEDIUM
lights should only be able to do light work..... right now look at how the scores go. heavies score highest usually followed by a light.
and before people mouth off about pilot skill, I drive everything from light to assault and can put up match scores of over 1000 in just about every mech i own.
I honestly can say this ecm and other stuff is just more so you can put lights right to the top as usual.
#451
Posted 16 July 2015 - 04:48 PM
#452
Posted 16 July 2015 - 04:49 PM
Puresin, on 16 July 2015 - 04:39 PM, said:
stop doing stuff that makes it easier for the lights. cause honestly right now with the way things are going you might as well get rid of all the weight classes and just have lights.
firestarter with 6 med pulse that can alpha.......ever tried to put 6 lasers of any kind in a dire?
stop doing NEW stuff and look at your game and how you have skewed it for the lights and put it back to lights being just that. LIGHTS. mediums being MEDIUM
lights should only be able to do light work..... right now look at how the scores go. heavies score highest usually followed by a light.
and before people mouth off about pilot skill, I drive everything from light to assault and can put up match scores of over 1000 in just about every mech i own.
I honestly can say this ecm and other stuff is just more so you can put lights right to the top as usual.
Although I agree with you, since the last patch, hit detection vs lights is much better. The only light mech right now that still seems to take far more damage than it should is the Firestarter.
#453
Posted 16 July 2015 - 04:54 PM
To all the people that complain ECM is overpowered:
Learn how to aim (LRMs can be shot without a lock too).
Look for targets instead of relying on the radar to highlight them for you.
Communicate with friendlies to tell them where enemies are.
If you don't have enough ECM on your team be the one to field an ECM light to help out, don't depend on others to support you if you're not willing to support them.
Field something besides Streaks and LRMs (see the above recommendation to learn to aim).
Pack a PPC to interrupt ECM.
Prioritize killing enemy ECMs.
#454
Posted 16 July 2015 - 05:01 PM
Kerensky98, on 16 July 2015 - 04:54 PM, said:
To all the people that complain ECM is overpowered:
Learn how to aim (LRMs can be shot without a lock too).
Look for targets instead of relying on the radar to highlight them for you.
Communicate with friendlies to tell them where enemies are.
If you don't have enough ECM on your team be the one to field an ECM light to help out, don't depend on others to support you if you're not willing to support them.
Field something besides Streaks and LRMs (see the above recommendation to learn to aim).
Pack a PPC to interrupt ECM.
Prioritize killing enemy ECMs.
The problem is, blindfiring LRMs only works if your target is Asleep at the controls. Even hitting an Atlas is like trying to hit a cat with a water balloon. Sure, you might get a lucky shot that splashes a bit, but a direct hit is highly unlikely. Personally, I would love it if LRMs had more of an Aiming Component to them, either with Crosshair chasing, or using Grenade mechanics (in both cases, flight speed would need to be buffed). I would LOVE LRMs that I could lob over hills without a spotter, by using Aiming "Skillz". But unfortunately, LRMs are best used by not taking them, and mounting Lasers or Ballistics instead.
#455
Posted 16 July 2015 - 05:04 PM
Kerensky98, on 16 July 2015 - 04:54 PM, said:
This is not very helpful when 4 to 6 out of 12 mechs on the other side have ECM.
Prioritize... what? You can't call a letter, they're all under ECM. Get the Griffin, no the Cataphract, no the Raven, no the Commando, no the Atlas, no it's one of the clan mechs!
Even with Autocannon, if you can't call a target, it's hard to focus fire.
#456
Posted 16 July 2015 - 05:13 PM
I also like how they drummed out Paul for this nerf. Put him in front of the firing squad of fan hatred for nerfs. So as not to get any on Russ. xD
Edited by MechaBattler, 16 July 2015 - 05:44 PM.
#457
Posted 16 July 2015 - 05:46 PM
bad arcade kitty, on 15 July 2015 - 02:50 PM, said:
i just dunno... i am deeply disappointed in you
Well it may be true. I did kind of see massive derps how 1 team having ecm and the other team without it can ruin the whole game severaly...
As well as 1 game where I had missiles (not a strict missile boat, but had enough to be hindered by ECM) till I realized that 1 team in the centre of caustic valley was all under 1 ecm mechs protection, I played the game a long time and I thought it was at least 3
ECM's range is not only a hindrance to the enemy but to itself as well.... ever was a ECM mist lynx, raven, or what ever? wanted to be sneaky and sneak right past the enemy without being noticed only for as soon as you pop up behind them only to find all of them got there guns primed and ready at you because for 10 seconds they were on "Low signal" aka "Warning! ECM mech be near!"
It kinda sucks. ATM ECM is just a worse version of AMS that has unlimited ammo. (why I say it's worse = can be countered by tag, narc, bap, enemy ecm, uav, etc... and can't take out NARC missiles or SRM missiles as it flies to you. AMS can however take out narc, srm, ssrm, lrm's, as well as not be countered by the above)
Personally I think it is for the best. It is still working better then say MW4 or on TT, which doesn't even have the bubble nor protect you from SSRM's or LRM's.
#458
Posted 16 July 2015 - 06:20 PM
It's a shame you only believe this now, instead of 2 years ago, when the community told you your ECM implementation was bad and there were literally dozens upon dozens of threads with the right ideas of how ECM should have been implemented.
Like here..
http://mwomercs.com/...cm-and-sensors/
Edited by DV McKenna, 16 July 2015 - 06:22 PM.
#459
Posted 16 July 2015 - 06:28 PM
bad arcade kitty, on 15 July 2015 - 02:53 PM, said:
so you are going to nerf streaks? because it will hurt them, yes they will be able to get locks outside of 90m zone and outside of the new shrunk bap radius... but inside 200*1.25=250 meters (implying that bap still extends no lock zone by 25% and that zone remains the same 200 meters)... twice as slower
There is an overall change soon. For all we know the SSRM's will be able to guide like they do in MW4, where the segment of the mech you locked on the streak missiles will try to hit. (so if I aim at CT and fire, the streaks will hit mostly on the CT) instead of this random RNG-ish nature we got atm..
#460
Posted 16 July 2015 - 06:45 PM
I'd like to highlight that...Reducing the BAP range will NERF streaks.
The greater the BAP range reduction the more significant the streak NERF, as streak mechs who run BAP have close to within the BAP range to lock on.
I'm not as aware of the BAP vs ECM range nuances as Bad Arcade Kitty.
All I have is my gameplay experience where:
Outside of BAP range = no locks on ECM mechs. (not considering tag)
Inside of BAP range = locks on ECM mechs (takes longer than non-ecm)
Please be aware of this as you consider potential changes to BAP ranges.
Thanks
Edited by Dao Feng, 16 July 2015 - 06:50 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users