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Why Ecm’S Are Broken, And How To Fix Them. Tabletop Rules Considered.


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Poll: ECM revision? (please read the OP) (212 member(s) have cast votes)

Do you support the suggested change in ECM?

  1. Yes (124 votes [58.49%])

    Percentage of vote: 58.49%

  2. No (18 votes [8.49%])

    Percentage of vote: 8.49%

  3. Yes, but... (explain) (20 votes [9.43%])

    Percentage of vote: 9.43%

  4. No, but.... (explain) (6 votes [2.83%])

    Percentage of vote: 2.83%

  5. There's nothing wrong with ECM as it stands. (37 votes [17.45%])

    Percentage of vote: 17.45%

  6. I have a better proposal! (explain) (7 votes [3.30%])

    Percentage of vote: 3.30%

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#1 Peiper

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Posted 05 December 2012 - 12:58 AM

Tabletop: If you can SEE it, you can shoot at it. That includes LRM firing. There is no ‘lock on’ in tabletop. You could also fire through trees, over hills at obscured targets, if you could see them.

Tabletop ECM rules: ‘A Gaurdian (ECM) system nullifies the effect of any enemy Beagle active probe, Artemis FCS, NARC missile beacon, or C3 computer, when that system is within 6 hexes of a Guardian (ECM) equipped unit. (NOTE: TAG does not exist.) - FASA 1640 BT Compendium

Why is ECM broken?

ECM is broken because it PREVENTS you from firing (locking on) with LRM’s, and from targeting an enemy unit you can SEE. In tabletop, you can still - using your gunnery skill - fire your weapons at enemies without penalty against ECM equipped units. You just didn’t get the BONUS for Artemis, NARC, etc…

ECM also prevents the labeling of targets, this is too much.

PROPOSAL:
To fix ECM, I propose that all ECM does is counteract the other electronics packages out there. (BAP, Artemis, NARC, C3)
It was never meant to act like it does right now in the game. It wasn’t meant to cripple the other mechwarriors, just to counteract their special systems.


Also, the targeted ECM ability, to use and target a particular enemy mech and knock out their targeting, I can see that. However, it should be a different piece of gear, similar to TAG or a NARC beacon, that scouts can use to blind/jam an enemy mech’s sensors. Call it a Jammer Pod.

_______________________________________________________________________________
The following is a revised personal statement and plan for the reworking of ECM. I added it here because it is the culmination of all of the thoughts that this thread brought to the table. I want to honor everyone who posted here and talked about ECM with me, because over time it educated me to both how tabletop and MWO were different, and how they can still be the same. Granted, the following includes additional equipment, but ECM itself would remain rather 'pure' tabletop. This post was put into the consolidated ECM thread where our final thoughts were banked, but I put a lot of effort into this and should anyone read this 'zombie thread' again, they might find it nice to know that if nothing else, it proved an excellent intellectual exercise. I also don't like to leave things hanging, the way PGI has left us for months now on this issue - which is very important to the balance, fun and longevity of our beloved game. I wish I could put up a new poll with this as the new proposal, but it will never be. Anyway, enough preamble:
______________________________

The number one problem with ECM is that it breaks down communication and planning in a team, frustrates and angers the players who are looking to have a good time. ECM does WAY TOO MUCH.

The Guardian ECM suite should do what it does in tabletop and no more. It should negate the effects of Artemis, BAP, NARCs and C3 computers in its area of influence. That is ENOUGH for a 1.5 ton piece of equipment. It would act like, or be on par with the previously mentioned equipment, which all takes up slots, tonnage in its own way.

On streaks: Streaks should not be affected by the GUARDIAN ECM suite. However, streaks are too powerful either way. In CBT, you still had to roll to hit with streaks. The difference between streaks and standard SRM's is that with SRM's you rolled to hit, THEN you rolled to see HOW MANY missles hit. The trade-off with streaks is that sometimes they didn't launch AT ALL because they failed to lock on. This was a random chance in CBT, but is a certainty in MWO.

ECM vs. Streaks: If streaks were fixed, then ECM wouldn't have to block them, and streak-cats wouldn't be super-duper. People wouldn't feel the NEED to block streaks. When you think about it, a splatcat with 6 SRM 6's should be much more fearsome than a streak cat with the equivelent of 2 streak SRM6's. Come on, 24 points of potential damage to 72 potential points? IN CBT, a 6 SRM 2 streakapult would be ridiculous. Fix Streaks, and ECM won't need to block them anymore to balance them out, and many people think ECM is that powerful BECAUSE of streaks.

ECM vs. LRM's. ECM should knock out the bonus Artemis and NARC gives LRM and SRM's to hit, making them act 'normally.' I feel that the current form of Artemis is so powerful because LRM's hardly get a lock, and so when they do, they have to be devistating. Well, if ECM worked like tabletop, it would just lessen the number of missles that hit, rather than completely block all shots by LRM's. LRM's worked well before ECM, but are now wonky and I think they are buffed to super-high values BECAUSE of ECM. Well, if ECM worked like tabletop, then LRM boats could still do their fire support job. It just might take a few more volleys - and so what? LRM's are very, very unreliable and unpredictable in tabletop. Boating them, and raining many volleys of them makes up for that unpredictability, keeps the enemies moving and jinking around, and is overall a good time. Right now, Artemis seems to be turning LRM's in into Streak LRM's, when the problem wasn't with LRM's to begin with: it was ECM.

ECM, C3 and invisibility: C3 computers networks share targetting data making it easier for a networked mech to shoot at an opponent who is being targetted by the other. These come in the form of bonuses to hit. Some people think that the current networking of shared targetting data is C3, but it is not. In CBT, everyone could see every target, unless the game was being run double-blind. Even then, when one mech on a team spotted a bad guy, then all mechs (via the player or players) could be reacted to, moved upon, shot at, whatever. ECM goes too far, it takes away that battlefield awareness by becoming a complete sensor cloaking device. C3 also acts as a built-in TAG, can be used to call ARROW IV Arty and takes up a ton of space and a crit slot. The master computer takes 5 tons and 5 slots. If what we have really is C3 built in automatically, then I can see ECM doing the following. 1. Preventing one networked (team) mech from spotting for another mech for the sharing of targetting information for the purposes of calling in artillery, guiding LRM's and messing up the 'TAG' function of C3. However, ECM shouldn't affect any mechs INDIVIDUAL targetting information no matter what the range, and whether any mech player or opponent is under the effect of the ECM bubble.

ECM and TAG: This isn't covered in my battletech experience, but this is how I would play it out: TAG works for the individual player (self-tagging), and for spotters (scout-tagging) UNLESS ECM is affecting any of the mechs in the network, in which case TAG only works for the firing mech (self-spotting).

ECM and NARC: IF NARC is going to break through ECM, then it should only allow for NORMAL targetting of missiles. So, if an ECM equipped (or bubbled) mech has a NARC on it, LRM's work and target it as normal. If not, then NARC provides bonuses to the number of missles that hit the enemy mech, like TAG or Artemis.

ECCM (ECM countering other ECM): ECM should have one mode to keep things simple. One ECM in range of another ECM causes them both to cancel each other out - or not affect the other ECM at all. ECM should be used to help mechs survive advanced electronics and/or scout. This ECM vs. ECM warfare stuff is crap. Yes, it exists in classic battletech, but if anything is going to actually JAM another's mech's sensors it should be another piece of equipment, rather than just more and more and more ECM.

ECM and who can have it? All mechs should be able to equip ECM. If not all mechs, then ONLY scout mechs. The above version of ECM as I've explained it is not so powerful to make ANY mech overpowered. It is just a piece of equipment that defends against/negates bonuses created through the use of other, similar equipment.
_______________________________________

New stuff:

Jammer Pods: Instead of having ECM wars, add Jammer Pods. These could be in one or two forms of equipment. They would be the exclusive purview of scout mechs.

TIGHT BEAM ELECTRONIC DISRUPTOR (TBED): This would be aimed and used similar to TAG. A scout could use a tight-beam jammer transmission and aim it at another mech to completely knock out it's electronic sensors. The opposing mech would not know it was being jammed, unless it realized it was looking at a mech and couldn't target it. This would provide an element of Scout vs. Scout warfare, or allow a scout mech to disrupt a fire support/sniper mech, but would require the scout to be really sneaky about it. You know, be a scout. (Role warfare pillar! Information Warfare Pillar! - but it would require TALENT!)

ECCM Jammer Pod: This is fired similar to a NARC missle beacon. Once it hits, it creates a massive, multi-spectrum jamming cone that affects it and everything within ____ meters. It lasts for a number of seconds after it attaches itself to the mech.

Angel ECM: This doesn't and shouldn't exist yet. HOWEVER, some of what it does could be incorporated into modules.

ECCM suite: This creates a bubble of electronic static that works just like the ECM suite we have today, only it affects friendlies as well as enemies, including the sensors of the bearer of the system. (It blinds EVERYONE within 180 meters, and affects the enemy looking at anything in the cone - like it does today, only the jamming jams ALL sensors, friend and foe.) It can be turned on and off. When off, a mech's sensors work completely as normal.

Stealth Armor (Null signature system): This should work exactly like it does in Classic Battletech should it be introduced, and if it IS introduced, should only be viable for light/scout mechs (I count the Cicada as a scout for argument's sake).

(A note on the above equipment. All of this equipment works best with teams/using teamwork.)
________________________

Information Warfare Modules:

Modules that affect electronic warfare should enhance or counter the abilities of existing equipment, rather than BE more equipment. So, enhanced sensor range but not be sensors themselves.

These should be minor tweeks, and shouldn't include anything that would otherwise take MASS, like coolant pods. Artillery and Airstrikes should be TEAM assets, not individual ones, though they can be consumable, but they would take a Command Console to call them in (role warfare). Perhaps TAG or scouts could target for them, but they must be called in by a command mech.

_____________________________________________

Conclusion: ECM does too much. Make it work like tabletop (as outlined in detail above). Fix streaks or remove them. Make LRM's work as before ECM, because the new (old CBT) ECM won't stop them from locking anymore (and maybe, because ECM is no longer blocking lock, reduce their damage). If you want to have more information and role (scout) warfare, consider the equipment I added to the list. Make it equipment, don't go this goofy module and/or consumable route - please!

Edited by Peiper, 26 March 2013 - 02:39 PM.


#2 Nav

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Posted 05 December 2012 - 03:56 AM

Support this.

#3 sycocys

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Posted 05 December 2012 - 04:23 AM

I think we need more time playing with it than half a day to start rebuilding it. No one has even started really building counter ECM load outs yet.

#4 Smoke Dancer

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Posted 05 December 2012 - 04:43 AM

I agree that the current implementation of the ECM is flawed as is the current implementation of the beagle. I agree that if you can see it you should be able to shoot it while you should be unable to fire at mechs indirect while under the direct influence of an uncountered ECM. It is clear that the current implementation has been designed to counter complaints over streak boating and LRM boating. While it has done so very effectively it has created its own problems. Like most of the current minipulations of the canonical rules the lightest and smallest mechs benefit the most from these changes as they are now even more difficult to destroy - If you don't believe me go build yourself an ECM packing jenner.
As for the ECM beagle debate - Beagles should allow you to identify mechs behind cover while normal radar shouldn't. 1 Beagle should counter the negative effect of one ECM. The ECM should prevent the bonuses gained from electronic warfare - i.e. Artemis etc meaning that you should be able to target LRMs at mechs you can see and they should act like non-artemis missiles against mechs packing an ECM. This would mean that LRMs are not totally pointless but have their firepower significantly reduced in the presence of ECM. This would also mean that anti-missile systems are not made completely redundant like they are at the moment.

Streaks should be changed to function exactly like SRM packs with the exception that the streak should not fire unless they are going to hit. They should not be guided in the way they are currently. In addition to this all SRMs shoud have the same rate of fire regardless of whether they have 2 tubes or 6. Making this change wouldn't make streaks pointless as they would be one of the most efficient weight to damage weapons in the game providing that the person using them has talent.

Finally to complete the package smaller mechs need to be made larger - about 25% makes sense. This would make them easier to hit and help redress the balance of power in the game. Simply put a good pilot in an Atlas should be able to skin a good pilot in a jenner one on one every time. If this is not the case then the game is broken because why on earth would you create anything bigger than a Jenner if it is the most lethal thing in the gaming universe?


Oh and before anyone give it the learn to play crap I've clocked to elite Elites the light medium and heavy mechs so I'm pretty well qualified to comment.

#5 Hoshi Toranaga

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Posted 05 December 2012 - 04:49 AM

OP nailed it IMHO.

#6 Ramblin

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Posted 05 December 2012 - 04:51 AM

I totally support this idea... it is plain nuts the way ECM works currently

#7 Farix

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Posted 05 December 2012 - 05:02 AM

Nothing is preventing you from firing your LRM in a LoS situation just like how SRMs work. But being LRMed to death was one of the most annoying parts of this game. I'm glad there is something that makes it more difficult now as the ECM eliminates the targeting computer's boost to your aim.

#8 OpCentar

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Posted 05 December 2012 - 05:14 AM

View PostFarix, on 05 December 2012 - 05:02 AM, said:

Nothing is preventing you from firing your LRM in a LoS situation just like how SRMs work. But being LRMed to death was one of the most annoying parts of this game. I'm glad there is something that makes it more difficult now as the ECM eliminates the targeting computer's boost to your aim.


Yes, however you didn't mention that LRMs don't do damage under 180m while SRMs do.

Also, LRMs do not posses a manual guidance system - IE if you fire them at 180+m all the enemy mech has to do is move 5m to the left or right to evade all of the missiles.

Therefore, not only does ECM eliminate the targeting computer boost to aim, it eliminates the tracking system completely.

#9 Sen

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Posted 05 December 2012 - 05:15 AM

There is nothing wrong with the current implementation of ECM.. There was something SERIOUSLY wrong with the implementation of the Catapault-A1 streak variant. THAT failed implementation has been corrected with the release of ECM.

Anyone that is crying "NERF ECM" needs to remove the streaks and learn how to shoot.

Now if you'd said "limit ECM equipped mechs to one or two per match" I might have agreed with you.

As to the LRM issue, let's roll them back to pre nerf. . that should shut up the fire support mechs. Ok, you're not gonna hit them under ECM. . but anyone coming out from under the umbrella is gonna get nuked.

Edited by Sen, 05 December 2012 - 05:17 AM.


#10 Peiper

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Posted 05 December 2012 - 05:43 AM

View PostSen, on 05 December 2012 - 05:15 AM, said:

There is nothing wrong with the current implementation of ECM.. There was something SERIOUSLY wrong with the implementation of the Catapault-A1 streak variant. THAT failed implementation has been corrected with the release of ECM.


The streak fix was in or supposed to be in already.
1. Streaks target every area of the mech, instead of just the torsos.
2. Reducing the knock from the streaks when they hit.

I do not believe streaks are OP, though I do believe SRM's are underpowered, mostly because of their horrible spread. Artemis helps, but shooting SRM's more than 50m reminds me of releasing a bunch of angry flys out of a jar. It's luck if even one round hits - perhaps because they are incapable of tracking at all. In any case, none of that matters. This thread is about fixing ECM, not streaks.

But for the sake of argument, here are two regarding streaks and ECM.

1. Tabletop rules. Streaks are not affected by ECM, at least as of my copy of the Battletech Compendium, or in Maximum Tech.

2. MWO: Even if ECM didn't come out, Streaks should have been nerfed with this patch anyway. (I can't find the reference on it, but I remember reading it quite clearly as described above.)

ECM is not out there to mess up streaks, it's to COUNTER electronics. It's acting like a blank Null signature system / stealth armor that doesn't get knocked out with damage. (Note: this stuff is WAY in the future.)

http://www.sarna.net...ignature_System

#11 deathdealer02

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Posted 05 December 2012 - 05:50 AM

thought it strange that i could not even tell thew diffrence between friendly or foe mechs within a cetain distance, as there were no reticles too go by, so running a streak cat as i do, who do i shoot with the few lasers that i carry... also, since when does one system completely nullify so many other systems and or mech builds, as too make them utterly, and completely useless within this game

#12 Scarlett Avignon

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Posted 05 December 2012 - 05:56 AM

Half a day in the game and people are already crying "ECM IS OP AND BROKEN!"

*sigh*

#13 Shiney

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Posted 05 December 2012 - 06:10 AM

View PostFranklen Avignon, on 05 December 2012 - 05:56 AM, said:

Half a day in the game and people are already crying "ECM IS OP AND BROKEN!"

*sigh*


Half a day in the game and people are already crying about people crying about "ECM is OP AND BROKEN!"

---------------

When I read about ECM, I though, ok, it'll be very one sided and those who have ECM will dominate. I also thought that it might well be worth trying to find out. As it stands there is 'no' information on the battlefield any more, that is unless you have ECM. I jumped in a raven and ran around shooting people in the back game after game, ECM equipped of course. Nobody saw me sneaking up on them, or where I disappeared to, as I went and attacked the next target, and the next... and the next.. It was all very easy. Now with a team doing the same thing...

Now think of it the other way, if you're in a mech without ECM, or your on a team with no ECM, you are going to be attacked in the back, have your cap taken and so on with little you can do about it, again, because you're outclassed by the people with ECM.

If you have lock on weapons and no ECM to disrupt .. you can't fire your weapons and hit unless you have tag. Even then you have to have line of sight and within 400m.

The whole thing smacks of a debarcle of epic proportions when the ONLY counter to ECM is the mechs that 'have' it. This leaves all of the chasis with NO counter to ECM. I suppose you can use your eyes, and at times that's called for, but with zero radar usefulness the rest of your team have no idea where to be, how to help and how to cut off mechs.

Basically this has turned into complete BS.

-----------------

To 'balance' ECM, there 'has' to be counters to it outside of the ECM mechs!

#14 Ciel Noir

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Posted 05 December 2012 - 06:40 AM

I actually like the way ECM is going. But, I would prefer the TAG and NARC would work as a further counter to ECM and not the other way around. This would give spotter/LRM a tandem and would give LOS targetting another advantage. While, I might add, still making it hard for streakapults to do their jobs against lights.


I think of TAG as laser targetting, which IRL is not affected by radar jamming. Also, it's hard enough to keep TAG while taking fire. So, I propose that it retains it's advantages, including decresed lock-on time and reduced missile spread.

NARC on the other hand, is very limited. So these disadvantages should still make it viable counter to ECM.


tl;dr: TAG and NARC to light up a mech regardless of jamming.

Edit: to elaborate

Edited by Ciel Noir, 05 December 2012 - 06:58 AM.


#15 Ceribus

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Posted 05 December 2012 - 06:55 AM

View PostPeiper, on 05 December 2012 - 12:58 AM, said:

Tabletop: If you can SEE it, you can shoot at it. That includes LRM firing. There is no ‘lock on’ in tabletop. You could also fire through trees, over hills at obscured targets, if you could see them.

Tabletop ECM rules: ‘A Gaurdian (ECM) system nullifies the effect of any enemy Beagle active probe, Artemis FCS, NARC missile beacon, or C3 computer, when that system is within 6 hexes of a Guardian (ECM) equipped unit. (NOTE: TAG does not exist.) - FASA 1640 BT Compendium

Why is ECM broken?

ECM is broken because it PREVENTS you from firing (locking on) with LRM’s, and from targeting an enemy unit you can SEE. In tabletop, you can still - using your gunnery skill - fire your weapons at enemies without penalty against ECM equipped units. You just didn’t get the BONUS for Artemis, NARC, etc…

ECM also prevents the labeling of targets, this is too much.




First off, with ECM in the game, if you can see it you can hit it. just like you said, you just don't get any targeting computer assistance, heck I even managed to land a decent amount of LRM hits, they still can be fired at targets, they are just dumb fire so you have to really lead your target. Personally I really like the current implementation of the ECM, means people actually have to LOOK at the battle field not just shoot the red boxes. And just to note I've been playing in my founder atlas and Hunch so I do not have the ECM equipped personally.... Last thing to note, the ECMs effect is rather limited in who it covers, and it's actually kind of funny when a Raven is covering 4 of his teammates with ECM it's like shooting fish in a barrel



Edit: Also just noted in the command chair that they are increasing TAG to 750m so there you go an anti ECM that everyone can use

Edited by Ceribus, 05 December 2012 - 06:57 AM.


#16 Flash Yoghurt

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Posted 05 December 2012 - 07:07 AM

I completly agree with your proposal.
As with the integration of Artemis and the borked missile flightpaths, this patch totally redefined how this game is played and turned it into "Electronic Warfare Online". Streaks were to powerfull before when boated and LRMs were actually capable of doing damage, but now both weapons have become totally useless.
The supposed counters also dont really work, as keeping a target tagged long enough for it to really matter is as impossible as it was before this patch.
Everything is just devolving into chaotic brawls with lots of friendly fire...

#17 Agent of Change

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Posted 05 December 2012 - 07:34 AM

Warning this is long (and also reposted from The ecm feedback thread).

First off let me give my initial feedback and impression of ECM in two admittedly contradictory statements:

I really really like the concept, it was in fact a game changer. The flow of battle and rules of engagement changed, and finally streaks have some kind of draw back to counter their auto hit.

I'm fairly sure ECM (as currently implemented) is a broken mechanic. It fails to pass the "can i be successful with out it" balance test, it seems to be it has become essential as much as guns or the mechs themselves. As has been stated those with more ECM have been winning and if you don't have ECM well... good luck. If this was intended then mission accomplished (but even that creates some issues), if it wasn't then the effects and implementation of ECM needs to be addressed.

The primary reasons ECM is mission essential and why that's a problem are as follows:
Without equal or greater numbers of ECM to your opponent any locking tech is largely useless and it becomes incredibly difficult to even coordinate target designation when you can't even get simple locks at a reasonable engagement range, so in order to compete you need at least as much ECM as your opponent.
  • ECM is available on only a few variants of mechs which seems reasonable on the surface, except when you see that those variants are now the core of any force up top and including 7-8 out of 8 in many cases.
  • So to counter per point 1 you too need to run 7-8 ECM capable mechs, which eventually reduces the current pool of mechs to run if you want to win to about 4 variants.
  • In point 2 I mentioned the reduction of the "viable pool" because of ECM's effect, well a potential argument is to open it up at let anybody use ECM, this is actually a worse idea. If you let anyone have ECM almost regardless of it's effect everyone would, so you don't do that except... with the current implementation instead of a variety of mechs all running ECM (which I assume was what they didn't want) you have most mechs being run from 4 variants because of how powerful ECM is. Same issue but just with less variety.
  • Why is everybody with ECM so bad... Well aside from the reduction in variety on the field, LRM's and Streaks become next to useless (yes you can still make it work but it becomes a liability waiting for that one mech you can be effective against) so an entire class of weapons may as well be removed from the game. This wouldn't necessarily be an issue if ECM wasn't so powerful.
  • Because the meta is going to encourage as much ECM as possible, push people away from locking weapons, and generally create an environment where only short range engagements will be the norm, we will see basically two strategies. The sit and wait and the stealth cap. While neither is inherently base ECM has created the opportunity for interesting play and then went a ways to stifle it because you have to have it.
In conclusion I like the idea of ECM I think it needs some serious readdressing. As a rule if it is so good that most people would (or feel forced to) run 1 of four variants to field ECM rather than bring variety and personal preference there is a solid chance it is an essential thing on the battle field. If it is essential it's either too powerful or too restricted. If it is too restricted it need to have less of an effect on an entire class of weapons to have them remain viable.



In the interest of not just ******** this is my brainstorm on improving ECM. (I have borrowed some ideas I saw earlier in discussions about ECM.) My changes/additions are in bold.
Disruption Mode:

* ‘Cloaks’ friendlies within 180 meters (reduces detection distance to 50% of normal range).

* Disrupts enemies sensors (targeting system), as well as targeting communication (sharing of targeting information) within 180 meters.

* Disables enemy NARC

* Disables broadcasting of TAG (if friendly is within sphere of influences); However, if you TAG a mech with ECM OUTSIDE of their sphere of influence, it allows you and your friendlies to target

* Slow down weapon locks by 25%

* Slow down target gathering by 25%

* Active Probes do not gain any benefits against ECM equipped enemies

Counter Mode:

* Neutralizes 1 nearby enemy’s ECM in Disruption mode.

Vs. Active Probe:

* A BAP equipped mech counts as neutralizing 1 nearby enemy’s ECM in disruption mode for that mech ONLY.
Examples: 1 friendly BAP equipped mech and 1 friendly Non-BAP equipped mech are inside the Disruption bubble of 1 enemy ECM, The BAP mech acts normally the Non-BAP mech is jammed.

Same example as above but with 2 enemy disruption mechs, both friendly mechs are jammed

Same example as immediately above but the friendly mechs also have 1 ECM in Counter mode, the Bap mech operates normally, the non-bap mech is jammed

Basically it adds a limited counter function to BAP to actually give it value in an ECM battle field but also provide a soft counter to ECM for mechs that can’t equip it, thereby reducing ECM’s Offensive value without necessarily changing ECM’s defensive properties (cloaking).

The calculation for jamming per mech is: BAP – Negates 1 Disrupting ECM, each friendly Counter ECM negates 1 Distrupting ECM
.
Break down of changes:

Multiple ECM’s still jam BAP mechs and to counter it requires ECM presence but it means a single enemy ECM cannot shutdown an entire team. This also allows for more flexibility in builds without being totally exposed to ECM, it also makes the cloaking effect of ECM the primary reason to take it and still a choice but not essential as with the detection range only reduced by 50% it will allow for mid-range engagements rather than allowing a team to walk up to short range unseen by radar.

Lastly Narc Should broadcast through ECM and allow a lock to the narc’d target as it is currently worthless do to it’s short range, ammo limitation and weight requirements, it should have some benefit.

Edited by Agent of Change, 05 December 2012 - 07:36 AM.


#18 Syllogy

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Posted 05 December 2012 - 07:58 AM

As an Atlas pilot, I have a few perspectives to add.

Before the patch, I ran an LRM Atlas (2 LRM 20's) and averaged 500-1000dmg per game, with only 1 other missile boat and a scout that didn't run up and die, I rarely lost a match. The effect was the same whether I was in a Catapult or Awesome.

Now that ECM has been implemented, it has forced me to change my build into a mech that can engage across multiple ranges.

From what I have seen, it effectively encourages balanced (and varied) builds, teamwork, and diversity to overcome.

4 matches last night saw my team running against 6-8 ECM mechs vs. 2-3 ECM mechs on our team.

We crushed the competition. ECM Atlas' are the focus of the fight. The flocks of Ravens, Commandos, and Cicadas are combat effective, but still no match for a few heavily armed Heavy / Assault mechs that are paying attention.

Below is what I have noticed about ECM, which is why I believe that it is working as intended.

1: This effectively eliminates LRM-heavy auto-wins and discourages heavy streak cats.

2: This does not prevent LRM's from being effective when the target is in Line Of Sight, even without target tracking.

3: ECM does not create an auto-win just because 1 team has more ECM's than the other.

4: Most engagements occur within 100m - 500m anyway, which means that ECM encourages Direct-Fire builds.

5: Since there are only 4 variants that support ECM, ECM is not over-employed.

6: ECM does not prevent the use of TAG-enabled spotting.

7: LRM's are now support weapons as intended instead of the primary source of damage that they were pre-patch.

8: By only allowing ECM mechs to counter other ECM mechs, ECM is not a cast aside worthless mechanic brought to you by BAP equipped mechs.

Edited by Syllogy, 05 December 2012 - 08:11 AM.


#19 Lt Limpy

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Posted 05 December 2012 - 08:02 AM

It hasn't even been a DAY since ECM and people are already screaming "NERF" before they've even really had time to think of ways to counter it. This is ridiculous. OP, there is NOTHING preventing you from blasting the hell out of any ECM mech you see with direct fire weapons besides your own fitting choices and personal skill. LRMs and SSRMS are homing weapons and therefore the effect ECM has on them is PERFECT and doesn't need a change.

It has actually made scouting possible and viable without fear of a red triangle popping up directly overhead; so the entire enemy team can see you half the map away and lay waste by simply pressing r and maintaining a lock until missiles impact target. What DOES need a change is everyone's tactics, because once you counter/destroy the ECM mech, your game once again gets to be LRM/SSRM Online if you so choose.

Edited by Lt Limpy, 05 December 2012 - 08:05 AM.


#20 Strig

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Posted 05 December 2012 - 08:02 AM

IF you run ALL lock-on weapons (which pre-ECM was always valid and extremely powerful with very little to counter it) then a good team with an ECM or two will shut you down ...

So ... DON'T run ALL lock-on weapons or deal with the fact that you will only get to target the mechs that leave the bubble.

I played a lot of matches last night and many times one team or the other wouldn't have any ECM. Just as often the ECM would be on a light (or Cicada) who would run off to scout, and the rest of the Team would be without ECM cover.

Fact is that now you have to think about your loadout, your team composition, whether your lights should scout, stay with the group to provide ECM cover or charge into the enemy to disrupt their ECM cover. These sorts of decisions are good things for the game and make fights much more interesting!

PGI has shown that they understand the power of the ECM both by the mechs they've decided to give it to and the decision to look at increasing TAG range as another viable counter to ECM shielding. As a TT fan and player I can understand why people might quote the TT rules, but I disagree that they were perfect and I love what PGI is doing.





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