Jump to content

Ecm Modules


20 replies to this topic

Poll: Good idea or not? (68 member(s) have cast votes)

ECM modules, good or bad?

  1. Good (39 votes [57.35%])

    Percentage of vote: 57.35%

  2. Bad (25 votes [36.76%])

    Percentage of vote: 36.76%

  3. Other(what is it?) (4 votes [5.88%])

    Percentage of vote: 5.88%

Vote Guests cannot vote

#1 Sam Slade

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 1,370 posts
  • LocationMega city 1

Posted 05 December 2012 - 10:09 PM

So, ECMs are a big deal now.

How about making some of the ECM abilities, like the Guardian 'bubble' ability, an unlockable and equipable module?

Same could be done with the ECCM ability.

In this case a base ECM would provide the full disrupt ability to ONLY the mech which carried it; basically a few sneaky stealth mechs exist and can cause lock on issues for LRMs if they are close enough(those currently able to mount an ECM).... unless they beef it up with modules.

If these baseline abilities required that you invest module slots then the notion of the Uber-Atlas gets reduced a little... more so because I'm assuming the Command Console wil require Modules to be really effective?

As it stands we have an 'arms race' situation where there is no real reason to take an Assault mech that isn't an Atlas D-DC and scant little reasons to take anything else not able to use an ECM. If the 'stacking' of ECMs was also removed Team ECM wouldn't be a bit of a necessity and other mechs would become viable again.

Also, could ERPPCs and PPCs cause ECM to deactivate for a short time if they hit INSIDE their effective range? I think Zomboyd raised this one in the NGNG podcast.

Edited by Sam Slade, 22 December 2012 - 02:22 AM.


#2 Hans Blix

    Rookie

  • Big Brother
  • Big Brother
  • 1 posts

Posted 06 December 2012 - 04:38 PM

This right here is the best idea i've seen for ecm to date!

#3 Stingz

    Member

  • PipPipPipPipPipPipPipPip
  • 1,159 posts
  • Location*SIGNAL LOST*

Posted 06 December 2012 - 05:28 PM

Yes, gives more value to module slots. Also make getting to Master rank with mechs worth it.

Edited by Stingz, 06 December 2012 - 05:29 PM.


#4 Codejack

    Dezgra

  • PipPipPipPipPipPipPipPip
  • 1,530 posts
  • LocationChattanooga, TN

Posted 06 December 2012 - 05:39 PM

That would just exacerbate the gulf between new and veteran players. Bad idea.

Sorry ;)

#5 Sam Slade

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 1,370 posts
  • LocationMega city 1

Posted 06 December 2012 - 07:11 PM

View PostCodejack, on 06 December 2012 - 05:39 PM, said:

That would just exacerbate the gulf between new and veteran players. Bad idea.

Sorry :D


For premades this would make a significant difference... for PUG games it would make the 'solitary ECM roll' much harder and probably reduce frustration for newer players. Being unable to target one mech would be tricky in a PUG game... having a hoard of ECM cloaked enemies is a Fail button.

Edited by Sam Slade, 06 December 2012 - 07:14 PM.


#6 PapaKilo

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 774 posts

Posted 06 December 2012 - 07:50 PM

Negative. Giving every single 'Mech type the ability to do selective ECM is a bad idea. Eventually, ECM will be nerfed a bit and different countering tactics will be devised, making the 4+ ECM drop less important.

I see plenty of NON-ECM mediums, heavies, along with non-ECM assaults in eight-man drops. My mercenary unit tends to run three or less ECM 'Mechs per drop.

#7 bonapartist1

    Member

  • PipPipPipPipPip
  • 106 posts

Posted 06 December 2012 - 09:22 PM

ECM are not being abused!

The last 3 games I loaded into, NO ONE had the ecm whatsoever on my team. The game finder needs to account for ECM loadouts and have at least one per team.

I am SO SICK fo the ridiculous LRM wars ruining MWO, Ecm comes along but no one seems to be using it except me, and when I want to mix it up and try another mech then I spawn into a team with none.

#8 FrostCollar

    Member

  • PipPipPipPipPipPipPipPip
  • 1,454 posts
  • LocationEast Coast, US

Posted 06 December 2012 - 09:27 PM

Modules take quite a bit of time to unlock. Though having ECM style modules might be interesting, I think this punishes newer players too severely. Anyways, the Raven 3L has more module slots than it knows what to do with - once a player earned or bought enough gxp to unlock the ECM modules, its back to square one.

#9 Valaska

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 392 posts

Posted 06 December 2012 - 09:33 PM

I like this idea. Not much more to say about it lol, but its a good idea.

#10 Mycrus

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 5,160 posts
  • Google+: Link
  • Twitter: Link
  • LocationFilipino @ Singapore

Posted 10 December 2012 - 06:48 PM

Brilliant idea, hate it that 8-man drops are shoe horned to run certain chassis to stay competitive

#11 tekka

    Member

  • PipPip
  • 43 posts
  • LocationAUSTRALIA

Posted 10 December 2012 - 07:47 PM

lets face it alot of us are over the 8 man stiner scout lance builds in all honesty i think the module would work well

#12 snowfalcon8

    Member

  • PipPip
  • Philanthropist
  • Philanthropist
  • 36 posts
  • LocationPerth Western Australia

Posted 17 December 2012 - 01:12 PM

i have to agree with SAM on this.

#13 TJ Saint

    Member

  • PipPipPip
  • Bad Company
  • 62 posts

Posted 17 December 2012 - 06:36 PM

OP, I think you have the right idea. Although, your assertion about non-D-DC assault mechs being useless, I disagree with. If they fix PPC's to something like the MW-4 versions, as long as you know how to pilot an Awesome, that ECM Atlas is toast. Of course, that is IF they fix ppc's.

#14 Scheron

    Rookie

  • 7 posts
  • LocationSt Louis MO

Posted 17 December 2012 - 07:54 PM

I finally quit playing today after getting rolled by yet another 8 man all ecm fitted team set up to roll pug groups. EITHER DUMP THE ECMS, RESTRICT IT TO ONLY ONE MECH PER TEAM OR FIX THE SYSTEM THAT MATCHES TEAMS. AS LONG AS THIS KEEPS UP IT NOT WORTH PLAYING.

#15 TJ Saint

    Member

  • PipPipPip
  • Bad Company
  • 62 posts

Posted 20 December 2012 - 04:11 PM

View PostScheron, on 17 December 2012 - 07:54 PM, said:

I finally quit playing today after getting rolled by yet another 8 man all ecm fitted team set up to roll pug groups. EITHER DUMP THE ECMS, RESTRICT IT TO ONLY ONE MECH PER TEAM OR FIX THE SYSTEM THAT MATCHES TEAMS. AS LONG AS THIS KEEPS UP IT NOT WORTH PLAYING.



Or, and this is a big or, STOP CRYING ABOUT A VIDEO GAME BEING UNFAIR AND LEARN TO CIRCUMVENT THE UNFAIRNESS BY PLAYING THE GAME BETTER. Or not. Weather or not the other team has more ECMs, I generally get at least one kill, usually an ECM carrying mech. Stop crying and learn to use something other than LRM's and Streaks. OR, and this is another big or, develop these things called interpersonal skills and learn to interact with these things called people.

#16 H3rtz

    Member

  • PipPipPip
  • Giant Helper
  • 70 posts
  • LocationUK

Posted 21 December 2012 - 04:58 AM

Nice idea.

#17 Sam Slade

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 1,370 posts
  • LocationMega city 1

Posted 22 December 2012 - 02:23 AM

bump for feedback

#18 BlacKcuD

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 229 posts
  • Facebook: Link
  • Locationmwo-builds.net

Posted 22 December 2012 - 03:29 AM

Problem at the moment is: if you do not have ECM you cannot play the game. A team consisting of some random mechs, stalkers with LRMs, TAG and ECM will crush everything that does not have ECm within seconds. Game will be 7:1 before gametime goes to single digits!

#19 ObsidianSpectre

    Member

  • PipPipPipPipPipPip
  • 289 posts

Posted 22 December 2012 - 06:08 AM

Your poll is ambiguous. Are you asking if they're good modules (they are, always take one if you can), or if ECM is good for the game in it's present form (it's not)? Pretty sure you meant the latter, but the poll results might not be accurate due to the ambiguity.

#20 Atriedes

    Member

  • Pip
  • The Cyber Warrior
  • The Cyber Warrior
  • 19 posts
  • LocationCanada

Posted 22 December 2012 - 10:13 PM

Tiered ECM modules would be nice. That way they start off as providing only stealth for the equipped mech (as suggested by Sam Slade) and as the user spends more pilot skill xp on the module they can unlock higher levels such as the blanket disrupt, etc.
We'd still see an abundance of high level ECM's as people are playing this game a LOT (myself included), but it might stagger the effects so it's not so overwhelming as it seems to be for many players.

just my $0.02





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users