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So How About This


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#1 Mechwarrior Buddah

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Posted 11 January 2013 - 07:37 PM

Make the ECM currently available in the timeline IE Guardian, work like Guardian?

No Streak/missile intervention (as thats part of what Angel does and Angel doesnt come into the game for two years - or it becomes experimental tech for Draconis Combine after the battle of Luthien).

references:
http://www.sarna.net...rdian_ECM_Suite

Quote

Affected systems include Artemis IV, C3 and C3i Computer networks, and Narc Missile Beacons. A Guardian can jam a Beagle Active Probe (or its Clan equivalent), but the probe-equipped unit will be aware of the jamming.


http://www.sarna.net/wiki/Angel_ECM

Quote

Within its 6 hex radius of effect, the Angel suite completely blocks the following systems on enemy units: Artemis IV, Artemis V, Beagle Active Probes, Bloodhound Active Probes and their Clan equivalents, C3 Master Computers and C3 Slaves, Streak Missile Launchers and Narc missile beacons. Streak missiles may be fired at units affected by the device, but they function as standard missiles.



Quote

Development of the Angel began in the Draconis Combine shortly after the Battle of Luthien, but despite assistance from ComStar, cost overruns and internal problems within both powers delayed its widespread deployment.


What we have now is a combination of two pieces of equipment (one that wont even be invented -if the game is set in 3050- yet). Just unseperate the mistake and make it do what its supposed to do.

Or stop pretending you want to base the game on TT and toss the TT stuff out already and just be honest about it

#2 LoneUnknown

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Posted 11 January 2013 - 07:40 PM

I will continue to beat the dead horse on the matter by once again stating that Mechwarrior IV did it right:

"In MechWarrior IV: Mercenaries, the ECM is a selectable component for certain 'Mechs. It increases missile lock time for enemies and reduces the range at which the 'Mech can be detected."

Strong enough to warrant using, while subtle enough to remain balanced.

#3 Typatty

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Posted 11 January 2013 - 07:45 PM

It makes me incredibly confused why PGI would implement ECM when the forums are filled with new threads every day saying "ECM IS BROKEN AND YOUR PLAYERS DO NOT LIKE IT"

#4 Orzorn

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Posted 11 January 2013 - 07:46 PM

View PostLoneUnknown, on 11 January 2013 - 07:40 PM, said:

I will continue to beat the dead horse on the matter by once again stating that Mechwarrior IV did it right:

"In MechWarrior IV: Mercenaries, the ECM is a selectable component for certain 'Mechs. It increases missile lock time for enemies and reduces the range at which the 'Mech can be detected."

Strong enough to warrant using, while subtle enough to remain balanced.

I was thinking about this earlier today, and I realized that ECM was pretty balanced in Mechwarrior 4's environment. It wasn't put on every mech because so many people spent time squeezing more damage into their chassis, and when it was it wasn't so powerful as to strongly affect the game. Its effects were subtle, yet good pilots could be devastating. I used to make ECM stealth mechs that's sole purpose was to run behind enemy lines and kill their stupid pop tarters. Those builds were scary effective, and fun as all hell to play.

#5 CrashieJ

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Posted 11 January 2013 - 07:51 PM

View PostLoneUnknown, on 11 January 2013 - 07:40 PM, said:

I will continue to beat the dead horse on the matter by once again stating that Mechwarrior IV did it right:

"In MechWarrior IV: Mercenaries, the ECM is a selectable component for certain 'Mechs. It increases missile lock time for enemies and reduces the range at which the 'Mech can be detected."

Strong enough to warrant using, while subtle enough to remain balanced.


Agreed, more players have played MechWarrior 3 and 4 on the PC than BT. Not only has ECM been evolved for a real-time environment, but it is more familiar to the player.

#6 Mechwarrior Buddah

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Posted 11 January 2013 - 08:01 PM

View Postder langsamere, on 11 January 2013 - 07:42 PM, said:

Being that this is a beta, the only moment this issue becomes a "dead horse" is when two things happen: The game becomes no longer beta and goes live (although Im willing to think that when that does happen, the excuse will fall back to 'this is a MMO its never finished') or when people stop talking about it.

Thats the OTHER HALF of the "its beta" explanation you see.


pretty much this

#7 Codejack

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Posted 11 January 2013 - 08:36 PM

I just want it to have a 50% chance of exploding at the beginning of each round. Fixed :unsure:

#8 Mechwarrior Buddah

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Posted 13 January 2013 - 06:22 PM

bumpage





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