Tolkien, on 08 January 2013 - 01:30 PM, said:
I agree that those are contributing factors, and that life will be better for all of us once they are sorted out. Hitboxes are an issue that I think should be getting more attention but is wildly overshadowed by other problems at the moment. For example consider the cicada and the hunchback. The hunchback weighs 25% more than the cicada. The silhouette/surface area of the hunchback is how much bigger? The right torso (where the good guns are) is as big as the cicada on its own, making it really easy to knock out a hunchback's good guns.
Anyway, even when I imagine a future version of the game with fixed netcode and collisions to keep the rugrats in line, I still have a lot of trouble accepting the balance of ECM since it does all of the following:
i) Counters Artemis
ii) Counters BAP outright - a system which weighs exactly the same amount
iii) Counters TAG bonuses and the whole system inside of 180m
iv) Counters NARC - a system which weighs more and requires real skill and teamwork to use
v) Counters other ECMs
vi) Destroys LRM locks (absent holding a TAG laser on the target)
vii) Destroys SSRM locks (absent holding a TAG laser on the target)
viii) Ruins information sharing via minimap
ix) Scrambles HUD display of enemies
x) is a better AMS than AMS itself
xi) Requires no exploding ammo
xii) Generates no heat
xiii) Costs less than a much less useful module by a factor of 15
xiv) Doesn't use up a weapon hardpoint like it's supposed counter TAG does
Honestly in terms of game balance even if it ONLY countered BAPs as it does now it might be considered strong since 1 ECM on the enemy team can hide the whole thing from multiple BAPs if they stay close. This is in contrast to tabletop where it only affects BAP when the BAP is inside the 180m bubble with the ECM.
I can understand where that list looks intimidating or unbalancing on paper, but I don't feel it's as unbalanced as you feel it is in practice. To reply to the individual items:
I, II, III, and IV: These are all small perks and bonuses, not required systems. Missiles still work perfectly fine against TAGged targets, and the small clustering bonus provided by TAG, NARC, or Artemis isn't going to suddenly pull a win out of a loss. BAP is countered, yes, but I find BAP's actual usefulness to be questionable in the first place, so it's loss is not a great one.
IX is largely cosmetic, like the cockpit shake from missles. It's annoying, yes, and it does complicate situational awareness, but can be countered with an ounce of effort and teamwork on behalf of the players. If I pay attention to where my team is when the ECM starts, I can still fight with the same effectiveness until I can get out of it and re-assess, and if I'm actually
communicating with my team, then this obstacle is easily surmounted.
X and XI: It's better than AMS for the handful of mechs that can mount it, if that's what you mean, but that doesn't nullify the need for AMS on other mechs by any reasonable standard. Also, the damage from an AMS explosion is laughable, so I don't consider that a real balancing factor.
XII: Neither do BAP, Artemis, TAG, or NARC, most of the systems that it counters. Nor does AMS generate heat when it counters missiles. Seems fair to me.
XIII: Modules are "free" boosts that occupy no space or weight on the mech, they're not comparable.
XIV: Why does this matter? If it's possible to mount 2 ECMs to double your ECM effect, then I agree this is a problem and mechs need an "ECM hardpoint" like AMS has, but I don't think it works that way. As is, it's just a non-weapon system with a weapon counter, just like AMS is the non-weapon counter to missiles, a weapon. Variety is the spice of life.
So, all in all, I feel that the list of
valid complaints can be shortened to:
i) Destroys LRM locks (Without TAG lock, which is hard)
ii) Destroys SSRM locks (Without TAG lock, which is hard)
iii) Ruins information sharing via minimap
iv) Counters other ECMs
As these are the only far-reaching effects of ECM that actually nullify the other teams fighting capability. These obstacles, though, present more dynamic combat scenarios than we had before ECM's introduction, which largely consisted of hiding from the LRM rain from LRM boats that often couldn't even see us, and SRMs being largely ignored in favor of SSRMs, (Because why wouldn't you use a weapon that never misses?) so I welcome that tactical variety to the game. And given that all of those effects must be turned off for it to actually counter another ECM (iv), and only at close range, that seems like a fair trade to me.
The only thing I really feel needs to change is that a target painted with a TAG needs to be target-able instantly. As is, the 1-3 second delay in actually acquiring the target makes the TAG counter less effective than it should be.