Peiper, on 08 December 2012 - 11:55 PM, said:
ECM should not affect streaks (as in tabletop). Streaks, themselves, however should perhaps be a little more touchy, like: you have to actually have the target in the recticle when you launch the streaks, along with having lock. Otherwise, the missles don't fire.
All mechs should be able to take ECM.
ECM should work like it does in tabletop.
Counter-ECM gear should be limited to scout mech-types, and should be an additional piece of gear.
Null signature systems should be considered for those mechs which would act like ECM does now, preventing lock on and identification until the mech fires weapons, in which case it only reactivates after a cooldown. This system, making you indefinately untrackable, should take up critical slots in all mech parts, like the Null Signature System of the future (Stealth Armor.)
Mechs should still show up on radar, and should still be identifiable (alpha, beta, charlie, etc.) though information like damage diagrams, and lock ons could be affected by ECM.
ECM gear should not stack. It generates noise. Multiple ECMs would just make more and more noise, and if they do stack, they should negatively affect friend and foe alike. It's not a full spectrum jammer, rather, it is meant to counter certain systems: Artemis, BAP, NARC.
Also, be sure to vote here:
http://mwomercs.com/...40#entry1571766
You raises some good points. I had forgot about Null signature System and the current ECM does feel almost like cramming ECM and Null signature together, it does more than either of those systems alone is described to do.
Frankly speaking, it looks like they put a lot of work into the current ECM system, so I don't expect a drastic overhaul in how it works, unless they suddenly add something else that works much like ECM does now. It made it to live open beta, so It's more realistic to assume they will tweak the current system than remake it as something else unless they decide it's completely unacceptable the way it is.
honestly I think the current form of ECM is interesting and adds interesting, and can add interesting dynamics to a game, it's just a little too ALL encompassing right now. I'd like to see what it does split up over several modules or into different modes it can only do 1 of at a time, or multiple pieces of equipment.
Unless your choosing to run SRM right now the Catapult and certain variants of other mechs are running the risk of just being completely helpless, literally not able to attack at all with their primary weapons if even a single single mech on the other team is running a 1.5 ton part. TAG isn't enough to help, especially since it doesn't work under 180, and the A1 can't even equip it. Your dependent on someone else on your team having ECM to counter with (since you can't mount it).
Personally I think it creates an interesting Niche flavor for certain mechs/variants to be the only ones that can carry it, and it allows the Devs to balance the mech chassis for the power it adds (once they get into more dynamic variants than just hardpoints), but for it to be balanced to do that it needs to be something that players feel is useful for a team but not essential for success, it needs to be weighed equally against the other options that could have taken that mechs place.
Everything ECM does adds interesting dynamics to the game, but it's just too tight, too good, and does too much of it together, and there isn't enough room to have a realistic gap to fight back against it in if you don't have the right build and I really don't support the idea of a design where equipment is so rock paper scissors that if you happened to build your mech with missiles when you launch you have no idea if you'll be lucky enough that the team make up gives you a chance to fight at all. You shouldn't NEED a specific piece of equipment to counter ECM, you should be able to do so with sound tactics and controlling the flow and positioning of the battle to your advantage.
Right now, a missile boat could at-least function alright if they could stay between 180 to 200, but it's just not realistic to be able to do so... changing the range seems like a pretty easy and quick change, that could be tested to see if that makes a signification difference in how players feel about ECM. If players still feel it's OP then at-least it's a step in the right direction and it narrows down the dynamic as to why it does.