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We've had several internal playtests. Overall I'm excited to see this hit the battlefield, as it adds a very interesting tactical component. However, in its current state is very overpowered and makes certain mech builds even more useful (Gausspults). There was some general usability feedback from the team. Some found it hard to visualize, others wanted more indication that a friendly unit had an ECM equipped.
We're keeping it in test until some HUD/BattleGrid changes help smooth out communication, along with making sure the ECM is not OP. For those wanting to hide from LRMs, this will be your must have item.
All I want to know is what the heck are they making ECM do? In TT it has a very limited, specific list of uses.
1) Prevent the bonus from certain targeting systems (Narc, Artemis IV)
2) Break up C3 networks (not in game yet)
3) Power stealth armor (not in game yet)
Specifically in regard to point 1, it doesn't make the missile launchers impotent, it just makes the enhanced LRMs act as they would if Narc or Artemis IV were not present. Against most opponents, ECM is basically wasted tonnage in TT.
I am not against deviating from TT for gameplay improvement reasons. However it is worrying when PGI is inventing entirely new uses for otherwise relative niche equipment, then mentioning that what they are doing looks to be over powering.
Maybe I am being unnecessarily worried, but given the outcome of the last few major changes that have been made, and the massive amount of uproar over them, I have a healthy concern.
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Bumping this thread due to the new information posted here: http://mwomercs.com/...dian-ecm-suite/
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- You will not know where your teammates are, and they won’t know where you are, unless you have direct line of sight to each other.
- You cannot share any targeting data with the rest of your team, and vice versa.
- Your Beagle Active Probe ceases to function.
- You cannot achieve any missile locks.
- Your TAG laser can still fire but provides no bonuses.
- Your battlegrid and targeting information will flicker.
The vast majority of the extra benefits are pretty minor, but this is pretty crazy. Not only does this go wildly beyond the standard use of ECM in TT (which as stated before was a niche piece of equipment with fairly minor benefits), but it completely breaks entire categories of weapon systems.
Edited by Kobold, 27 November 2012 - 02:56 PM.