Jump to content

Ecm: Get It Closer To Sanity.


3 replies to this topic

#1 wanderer

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 11,152 posts
  • LocationStomping around in a giant robot, of course.

Posted 06 December 2012 - 03:26 PM

OK. We have seen the new ECM, and it is incredibly good. So good, in fact that it's bad- the first piece of equipment to utterly negate weapon systems.

It renders Streaks impossible to fire, it turns LRMs into "TAG or NOTHING", and it utterly buffaloes targeting outside of nose-picking range. This is very effective in making the game into brawl and sneak mode. And the only effective solution is another ECM (or multiples, if they have more than one).

That's overdoing it. Let's look at the problems ECM is "fixing" and what went wrong here, and how to fix it.

Streaks: Streak Cat. 6x streams of can't miss missiles. Scout murderers. Endless barrages of gnawing damage no other 'Mech could manage accurately with ballistics or missiles until enemy fall down, go boom...

...until ECM came along and rendered them from magic missiles to inert weapon systems that can't fire. At all. Here's where ECM went too far- it doesn't allow Streak SRMs to fire as normal SRMs when jammed.

Streak fix: Streak racks with an ECM'd target or inside a hostile ECM fire their Streaks as normal SRMs instead. The superaccurate shot is gone, but the missiles remain able to fire. What, a Catapult armed with equivalent of two overweight SRM 6's is somehow broken when we have ones armed with SIX? ;)

LRMs: LRMs being able to rocket in from immense distances beyond which most 'Mechs can't deliver accurate fire back, Artemis/NARC/TAG creating uber-deadly strikes.

...until ECM came along and the only way an LRM can be fired at ECM'd targets if you keep TAG on them, with even the slightest interruption breaking lock again- a bad deal vs. lights that can easily interrupt TAG repeatedly for brief periods of time. Say, going in circles around another 'Mech? Alternatively, dumb-fire the incredibly slow rockets and watch a result that makes an LB-X shot seem OP as your missiles scatter wildly.

LRM fix: Give ECM 'Mechs a no-info red bracket when R-locked from 201-400m away, up to 500 or 600m (leaning strongly towards 600m) away with BAP. Double lockon time and halve the amount of time a 'Mech can be off-crosshair before losing lock, based off standard LRM times. Give no bonuses for Artemis, NARC, OR TAG when firing at an ECM covered target or if inside a hostile ECM bubble, determined at time of firing and not changing if ECM is cut off mid-flight. Suddenly, LRMs are much like they were in earlier closed beta when they only had a 600ish range- unable to stand-off at long ranges and bombard the entire map at will, meaning non-LRM 'Mechs have much more opportunity. The fact that ECM lets them GET closer without even being spotted doesn't hurt, either, and many direct-fire weapons are quite effective retorts at 400-600m.

Targeting: ECM blinds even IFF, leaving PUGs often utterly confused as to what to shoot at- heck, even some premades as nobody's red OR blue. Meanwhile, the team with ECM on their side knows exactly who to shoot and where to shoot them.

Targeting fix: See "LRM fix" above. From 201-400m (500-600m with BAP), hitting R will result in an enemy having a red enemy bracket around them, but no data otherwise. No chassis ID, no weapons list, no damage paperdoll, not even an "A to H" letter designation. 'Mechs are still tough to spot without BAP, and still gain stealth bonuses from ECM - just not as incredibly difficult to actually figure out who's good and who's bad in the increasingly common furballs ECM has caused. Of course, at medium to long ranges people will STILL be confused and unable to lob LRMs in- but it's no longer insanely perfect.

Edited by wanderer, 06 December 2012 - 03:27 PM.


#2 The Governator

    Member

  • PipPipPip
  • The 1 Percent
  • The 1 Percent
  • 71 posts
  • Location<----- same as yours

Posted 06 December 2012 - 06:24 PM

Why don't they just put an area of effect.( lets say 300 meters for the effected area) That area would not allow any type of lock on to happen ,but it will grow weaker as you leave that effected area.In a sense the closer you get the the source of the ECM the stronger it gets and once you are 300+ meters away there is no effect on your instruments. ECM can also disrupt the electrical field/ shielding of a mechs fusion engine causing it to be more vulnerable if your armor is gone on your torso, then it could as well interfere with night/thermal sensors causing static or have it show a one color screen. And if your are right next to the source of interference and have an already crippled mech you could just shut down from the fusion reaction stopping in you engine or blowup if your engine is damaged. So to stop this from happening a type of insulation that resists electro magnetic fields could be available for purchase in game so players have something to combat ECM with.

#3 Avin

    Member

  • PipPip
  • 29 posts
  • LocationMelbourne, Australia

Posted 06 December 2012 - 07:53 PM

Some suggestions I made in another thread in General that should have gone over here:


-make BAP add its +25% to the ECM protected 200m detection/lock range (so we're at 250m for locks with BAP)
-make the detection range module stack with that too (so we're at approx. 280m for locks)

This will make streaks effective again if you're lining up an already engaged/distracted target (good streak cat pilots would hunt this way) but if that ECM commando is charging you're streak cat you're going to be lucky to get off one volly before he's inside 180m - plan to have friends around.

-make BAP add range to TAG (lets assume +300m to make the 750m that devs are talking about).

You're missle boats and dedicated scouts will start running TAG and BAP making them a little more self sufficient and effective at ranges longer than 450m (a light can cross that distance very quickly). If the ECM mech can close the distance and get within 180m they're still going to wreck havoc unless there is some counter ECM running. I would say this is how it should be.

Another crazy idea:
-make BAP add streak like locking and firing to NARC systems. This would give it way more utility. Would also make the stock Raven-3L into a holly electronic warfare terror which is what it was always meant to be.

I think the current implementation of ECM is pretty close. Various systems just needs some tweaking so its not a trump card at all ranges.

#4 Psydotek

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 745 posts
  • LocationClan 'Mechs? Everywhere? GOOD!

Posted 06 December 2012 - 09:23 PM

Streak SRM launchers should simply behave like regular dumbfire SRM launchers when being jammed by ECM... Same for LRMs.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users