Sorry - yet another thread on electronic warfare.
IMHO, ECM as it is currently implemented creates a certain style of game and certain style of play. Many people do not like it as it currently stands and I, for one, think it could be much better.
However, ECM is only one part of the equation that needs to be balanced with other electronic warfare modules and proper weapon balance.
Without ECM streaks and LRMs are still very (perhaps overly) effective. In recent matches I have been shredded by both of these in just a few volleys when my side did not have ECM. When ECM is in play, LRMs and SSRMs can be very ineffective. These weapons are only being balanced in PUGs by the random mech selection. In properly organized groups, ECM can be paired with streak cats and LRMs and is extremely effective.
How to address these issues?
In my opinion - LRMs and SSRMs need to be slightly less effective and Guardian ECM needs to be slightly less effective and other electronic warfare modules/items need to be introduced.
The following assumes that the basic operation of ECM will not be changed.
Suggestions:
1) At the present time ECM protects mechs with 180m from being targeted. It also reduces the sensor range at which these can be detected to 200m (25% of standard 800m range). This leaves an effectively useless 20m band in which mechs under an ECM shield can be targeted.
- Suggestion - increase the detection range under ECM to at least 250 or 270m, This gives a much more usable region where shielded mechs can be targeted. (This means that instead of 25% of sensor range it is more like 30 or 35% of sensor range).
- Suggestion - BAP and sensor modules (if not within 180m of the ECM source) should both increase this effective detection range.
2) SSRM2s should be able to fire without a lock as if they were SRM2.
3) Additional electronic warfare modules and items should to be introduced both for variety and balance purposes.
- Suggestion: - Allow TAG to work inside the 180m range of ECM
- Suggestion: - TAG should be on a toggle (people do this with weights on their keyboard - it shouldn't be needed)
- Suggestion: - Consider adding a ECCM item/module that can be equipped by most mechs that counters only the null signature effect of ECM within 90m.
- Suggestion: - allow a NARCed mech inside the ECM radius to be targeted but without any bonus due to NARC (TT cancels the effect of NARC inside ECM radius ... but in TT you could still fire LRMs and SSRMs at targets inside an ECM radius).
4) Properly balance LRMs and SSRMs
- Suggestion: - try a small damage reduction for both to start with - this is supposed to be BETA so please use this to make changes and see what effects they have so that you end up with a better game in the end.
Summary:
ECM has no real effect on direct fire weapons - lasers/ppc/ballistics since these do not need targeting to fire. ECM is mostly a counter to LRMs and SSRMs which require locks and which are too effective without a counter. ECM can also make it more difficult to find the opposing force and thus may make scouts more useful (however, the maps are generally so small that this isn't a significant concern ... and unless the scout is itself equipped with ECM the odds are good that it will be significantly damaged or destroyed by LRMs on the opposing team.
In order to make the game more fun and interesting and avoid the rock/paper effect of targeted weapons and ECM (there are no scissors yet which is part of the problem) ... make some changes and see what happens.
Edited by Mawai, 08 January 2013 - 09:53 AM.














