Ordellus, on 13 February 2013 - 12:28 PM, said:
Don't plan on anything getting changed pal. PGI is just going to cater to who ever pays the most cash, and no one that pays to win is going to want their missle immunity cheat changed. Nice idea, but welcome to pay to win.
Split ECM up into modules, people who want to have full ECM coverage have to either play tons or put in MC, makes PGI cash and ECM less effective at lower levels.
Ideas to Balance ECM:
1. Split up its more advanced functions into Modules
Recently it was announced that more capabilities the Beagle Active Probe should have are going to be released to try to counter the cries for balance against ECM -- however, the extreme cost ratio of modules makes any sort of new module much more expensive in both C-bill cost. Modules also cost a large amount of another currency, GXP, which can only be earned by play time or real money.
PGI has announced that Modules are their end game equipment. By balancing a piece of equipment like ECM, that is available to all players with no cost of GXP with systems that do cost GXP, I propose a simple fix would be to strip most the ability of ECM, then make its more powerful effects available only through modules.
Guardian ECM, when originally purchased, should only have the effects that it was described to have in the base rule set, much like Beagle Active Probe. Beagle Active Probe's current implementation follows the base rules in books like Total Warfare, but it has additional uses described in books like Tactical Operations, such as 360 degree targeting, advanced target info, and sensor range, that are only available in the form of Modules.
By the base, tournament rules found on page 134 of Total Warfare, Guardian ECM would have the following effects:
An ECM suite has an effect radius of six hexes that creates a
“bubble” around the carrying unit. The ECM’s disruptive abilities
affect all enemy units inside this bubble, as well as any line of sight
traced through the bubble. It has no eff ect on units friendly to the
unit carrying the ECM.
Within its eff ect radius, an ECM suite has the following eff ects
on the following systems. The ECM suite does not aff ect other
scanning and targeting devices, such as TAG and targeting
computers.
Active Probe: Active probes cannot penetrate the ECM’s area
of effect. The probing unit would notice that it is being jammed,
however.
Artemis IV FCS: ECM blocks the eff ects of Artemis IV fi re
control systems. Artemis-equipped launchers may be fi red as
normal missiles through the ECM, but they lose the Cluster Hits
Table bonus.
Narc Missile Beacon: Missiles equipped to home in on an
attached Narc pod lose the Cluster Hits Table bonus for that
system if the pods themselves lie within an ECM “bubble.” The
Narc launcher itself (standard and iNarc) is not affected by ECM.
C3 and C3i Computer: ECM has the effect of “cutting off ” any C3-
equipped unit from its network. If a C3 master unit is isolated from
the network because it ventures inside the ECM radius, the entire
portion of the network below it is eff ectively shut off (all units
subordinate to it on the diagram on p. 132). Only those C3 units able
to draw an LOS to the master unit that does not pass through the
ECM radius can access the network. If the master unit that connects
the lances of a company lies inside the ECM eff ect radius, the link
between the lances is lost, though each lance’s network functions
normally (unless the ECM also interferes with them individually).
At its basic level, ECM exists solely to counter Artemis, Narc, Beagle, and sharing information through C3.
However, much like Beagle, ECM could be improved by purchasing additional Modules based on advanced rules from Tactical Operations to further enhance its capabilities.
Sensor Obscure 1: Prevents enemies farther than 400 meters from gaining any targeting data against 'Mechs in an ECM bubble
Sensor Obscure 2: Prevents enemies farther than 200 meters from gaining any targeting data against 'Mechs in an ECM bubble
Lock Scrambler 1: Increases the lock time for units firing on 'Mechs in an ECM bubble by 50%
Lock Scrambler 2: Increases the lock time for units firing on 'Mechs in an ECM bubble by 100%
Lock Scrambler 3: Prevents locks against 'Mechs in an ECM bubble, if the firing unit is within the bubble as well
Ghost Target Mode: Allows an ECM 'Mech to switch to Ghost Target Mode. Generates false target signatures for the enemy to target to confuse the enemy
Counter: Allows an ECM 'Mech to switch to Counter Mode: Counters any other ECM effect within its radius
These modules should require the base ECM equipment to be installed on the 'Mech, or the modules have no effect. PGI has made the things ECM is suppose to counter available only in the form of end-game modules, why is ECM itself not part of those end game modules?
2. Just make it more in line with the specific lore material
-- Disrupt blocks other electronic warfare devices like Beagle, Narc, Artemis, as well as shrouds information on the chassis such as damage and weapons loadout. Also blocks units within the bubble or on the opposite side of a bubble transmit target information, so spotters need to stay out of the bubble. If a 'Mech firing on a 'Mech in an ECM bubble is inside the bubble as well, ECM will provide a penalty that increases the lock time of missiles. (ref: Total Warfare, pg 134; Technical Readout 3050, pg 196, Tactical Operations 224)
-- Counter disrupts other ECM modules in range. (ref: Tactical Operations, pg 99)
-- Ghost Target mode projects false radar signatures the enemy can lock on that makes it more difficult to employ weapons like LRMs. Missile boats will need to cycle through false targets to find the target they are actually trying to shoot, and may even be fooled into shooting at false signatures. (ref: Tactical Operations, pg 100)
-- ECM can use only one mode at a time. (ref: Tactical Operations, pg 100)