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Buffing Tag Doesn't Fix Ecm


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#1 Solis Obscuri

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Posted 05 December 2012 - 05:05 PM

View PostPaul Inouye said:

TAG range will be boosted from 450m to 750m.

While I think I see what PGI is trying to do here, I still don't see TAG as an adequate counter to ECM. All I see is TAG becoming still stronger as a tool for use against teams/targets without ECM protection.

On TT (and yes, we all know MWO isn't a strict reproduction of the CBT ruleset) ECM is a T2 counter to a number of T2 fire-control systems that markedly boost the accuracy and cluster-hit bonuses for missile systems (Narc, TAG, Artemis, Streak*) and direct-fire systems (C3/C3i), as well as blunting the bonuses from data-gathering systems used to locate hidden units (BAP). All of these are useful bonuses, particularly when confronting an opposing team that makes extensive use of T2 equipment to augment their offensive capabilities.
* The way Streak missiles function in MWO (and previous MW titles) is also somewhat different than their TT role; on TT Streaks simply do not fire unless they roll a hit, and if the launcher hits, all missiles hit (barring terrain interference from partial cover). This amounts to a significant cluster-hit bonus and conserves both ammunition and heat, but does not actually give a bonus to accuracy.

By contrast, in MWO ECM is still doing all of that, except now also preventing the use of LRMs altogether, and preventing target data sharing except in an extremely narrow 20m band at the edge of ECM range. Compared to TT, this would be like playing double-blind, but only allowing the individual pieces to have "knowledge" of the positions of opposing units they personally have LOS on, but not any revealed to allied units. TAG is intended as a limited counter to this, as is the use of ECM as ECCM.

I find this problematic for a number of reasons;
  • First, ECM effectively takes Information Warfare out of being tactically based, and much more into being equipment based; by contrast info-gathering technology (such as BAP) is helpful, but subtle in it's effects, and generally not game-changing to such a degree that it needs a hard counter. As a result, ECM largely removes Information Warfare as a feature of the game, replacing it tout entière with "Electronic Warfare", which amounts to just having more of the units allowed to carry an ECM on your side than the enemy does.
  • Second, ECM's two counters are itself and another somewhat-expensive T2 component that only one stock unit equips, meaning that players/drops not heavily customized/organized to counter ECM operate under a massive disadvantage for information gathering. No other T2 item by itself gives that degree of advantage to "haves" over "have-nots".
  • Third, the use of TAG as a counter requires continual aim on the 'mech to be targeted; ECM counters all targeting attempts simply by being present in a 180m radius. Even with T2 gear equipped, there is a substantial disparity in the challenge presented in countering ECM vs. using ECM (unless the counter is just another ECM in ECCM mode).
  • Fourth, by denying targeting data to enemy units, ECM prevents opponents from receiving loadout and damage data. This further exacerbates the 'lagshield' issue already exploited by fast-moving units, since visually displayed hits/hit locations often differ from the server-authenticated data provided by the targeting data readout. This would be a lesser concern if netcode was in better shape, but lag-shooting and hit-detection remains the single worst gameplay issue for a large percentage of the players.
Overall this is too many advantages to stack, particularly for a 1.5 ton piece of passive equipment with no drawbacks, primarily availble on fast scout chassis.



Looking at the porposed change to TAG, I can see where the devs might want it as a counter for ECM - it would allow attacking units to target 'mechs under the ECM effect at a much longer range, either for direct-fire or with a spotter. However, it doesn't address problems 2, 3, or 4 as listed above. Instead, it creates a TAG unit which is much, much stronger against units not shrouded beneath the "cloaking device", deepening the T1/T2 equipment advantage, as well as the Narc/TAG effectiveness disparity.

As such, I would, instead of buffing TAG further (really, it's plenty good as-is!) and creating a new problem in the course of "fixing" an existing one, make the following changes to how ECM functions:

Disruption Mode:
  • ‘Cloaks’ friendlies within 180 meters (reduces detection distance to 25% 75% of normal range).
  • Disrupts enemies sensors (targeting system), as well as targeting communication (sharing of targeting information) within 180 meters.
  • Disables enemy NARC
  • Disables enemy Artemis within sphere of influence, and against friendly target in sphere of influence.
  • 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 or protected enemies. Units equipped with Active Probe will receive a visible notice they are being jammed.
Counter Mode:
  • Neutralizes 1 nearby enemy’s ECM in Disruption mode. (no change)
Ghost Target Mode: (new!)
  • Can create up to 4 (one every three seconds) false sensor contacts within 180m radius of 'mech location (cannot create or maintain targets outside this range)
  • Ghost targets do not display any target data
  • Battlegrid must be active to create Ghost Targets
  • Active Probe can discern Ghost Targets from real sensor contact unless under effect of ECM jamming
  • ECM cannot Disrupt or Counter while in Ghost Target Mode.

Edited by Solis Obscuri, 05 December 2012 - 05:08 PM.


#2 Nauht

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Posted 05 December 2012 - 05:07 PM

TL;DR

But how about making that walk if text again when the change has actually been implemented and we can judge for ourselves.

Til then you're basing your whole post on hot air.

#3 MuonNeutrino

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Posted 05 December 2012 - 06:07 PM

Sounds good to me. ECM just does too many things right now for its tonnage, slots, and most importantly ease of use.

#4 Sears

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Posted 05 December 2012 - 06:15 PM

Some of the other things they wish to implement In Dev Blog 2 would go well to balancing ECM, that's If they still plan to implement some of these. It Is an old Dev Blog

http://mwomercs.com/...mation-warfare/

#5 Marj

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Posted 05 December 2012 - 07:38 PM

I like most of your suggestions, especially the increase to detection range. I think somewhere around 450 - 500m mark would work. This would help reduce brawler rushes but still protect snipers.

I'd make TAG work within ECM's range for the carrying mech, not sure if this is what you meant from your post. It doesn't disrupt the laser, just the communications to the rest of the team.

I'd also make it double the time to get a lock + target information. It should allow a sprint from cover to cover, but not a charge over open ground.

My biggest problem is lights with ECM, I just can't hit them with a 300ms ping with direct fire weapons (I could lag shoot just fine in MW4 with a 400ms ping). Mainly because they warp as well as lag, and you can't compensate for two variables at once. Sure I'll get the odd lucky shot, but consistent damage is impossible even on lights that circle at a constant speed. I haven't seen anyone hold TAG on a light for 10s straight.

I also think adding scripted text messages in the form of an alert (not just an easiley ignored line of text in the corner) would go a long way to helping PUGs deal with ECM. It's way too difficult to get a team of random's coordinated...half of them ignore chat as it is. A more user friendly commander mode would also help.

#6 Solis Obscuri

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Posted 11 December 2012 - 06:10 PM

Addendum: Limit ECM carried to one per 'mech.

#7 ElLocoMarko

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Posted 17 January 2013 - 06:36 AM

Wow, the range boost in Dec patch didn't do it but the C-Bill bonus in the Jan patch has tag-ravens swarming over the map again. I'm getting LRM boat crushed (by multiple boats) every other game. That must be a nice bonus.

It's funny what the tipping point is. Welcome back to LRM online.





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