

How To Get Ecm In A State Where Everyone Can Live With It
#21
Posted 21 February 2013 - 08:59 AM
If the discussion is to turn to who or what mental facilities some have, let's be sure to start at the top of the Thread. At least we can get at it from the source that way. (Holy Smokes Batman)
#22
Posted 21 February 2013 - 09:06 AM
Xenosphobatic, on 21 February 2013 - 08:58 AM, said:
Man, I'm always a step behind.
Elo QQ is over there sir in the QQ Elo threads.
Thank you for your interest.!
Vassago Rain, on 21 February 2013 - 08:39 AM, said:
#23
Posted 21 February 2013 - 09:12 AM
Harrison Kelly, on 21 February 2013 - 08:42 AM, said:
The fact that an item is considered mandatory on all builds that can possibly equip it implies that it is not balanced. Must-have items are not good for this game.
So...what you are saying is, weapons, armor and engines need to be taken out too, because they are considered mandatory on all builds that can possibly equip them..and therefore are not balanced...seems logical.
#24
Posted 21 February 2013 - 09:14 AM
Yes, they have said that they will implement things that counter ECM, or effectively chip away at ECM effectiveness. See current PPC buff as example. However, there is no hard counter to ECM other than another ECM. Its not rock/paper/scissors, its ECM is rock, and paper cannot counter it. That is a definition of not being balanced.
Time will tell on how PGI handles this, but I will say one thing, since the current implementation of ECM has gone live, I would say that our unit has lost about 40% of its players on a regular basis. Another 20%, and this includes myself, are tired of ECM online, but continue to play on a limited basis. I would imagine this holds true throughout most MWO units.
#25
Posted 21 February 2013 - 09:21 AM
DocBach, on 21 February 2013 - 08:26 AM, said:
Yes, please provide quotes from the MWO-manual.
DocBach, on 21 February 2013 - 08:43 AM, said:
You'll reply with some asinine comment how a poll with 1,000 players sampled isn't scientific and means nothing to you and some more grandiose narcissistic crap, whatever.
Are you talking about the slight advantage of 90 votes against ecm out of a 1000 votes in the poll at http://mwomercs.com/...ture-aftermath/? I would hardly call that a majority; it does show that there are still too many players who haven't adapted to ecm yet though.
#26
Posted 21 February 2013 - 09:22 AM
Khobai, on 21 February 2013 - 08:43 AM, said:
1) balance missiles
2) change ecm so it has no effect on missiles.
Whether its balanced or not is completely irrelevant. In every poll conducted so far, the overwhelming majority of players have said they don't like the way ECM currently works. That is the only reason required to change it.
Indeed. Making ECM not prevent locks is the first step, among other things like missile tracking.
Its just so much better implemented in other games, where all it does is hide Mech read out information, radar detects it in a shorter distance (like 200m or thereabouts of normal detection), and a lock is slowed. In other games, you can have your target pipper over an ECM Mech and get a lock before your Radar detects it.
I think true stealth can wait for other items like the Chameleon or Void System.
Edited by General Taskeen, 21 February 2013 - 09:24 AM.
#27
Posted 21 February 2013 - 09:27 AM
Edited by Edward Steiner, 21 February 2013 - 09:28 AM.
#28
Posted 21 February 2013 - 09:29 AM
If you're still having a problem dealing with it, quit using lock-on missiles without a team composition that can support anti-ecm roles, if not through ecm counter, ppcs, energy weapons in general...ballistics...or any other weapon that doesn't lock on.. which is all but two types.
Have your team carry a load-out that's not entirely dependent on locks and remember that not every mech is supposed to be able to pubstar every round. Everyone has to be the support mech sometimes... and LRM boats have to be the support mech every time. No glory, just good teamwork.
Edited by Fergrim, 21 February 2013 - 09:46 AM.
#29
Posted 21 February 2013 - 09:32 AM
#30
Posted 21 February 2013 - 09:37 AM
#31
Posted 21 February 2013 - 09:38 AM

#32
Posted 21 February 2013 - 09:39 AM
Assaults and lights are imbalanced when it comes to a foot race. Missile boats are imbalanced when it comes to ECM. If you want this game to be as simple as rock, paper, scissors... fine.. But I think missile, laser, ballistic, armor, ecm sounds more fun :]
PGI has already shown what they're going to be doing and that is implement a lot of small counters. You can post till your face turns blue but all you're really succeeding in doing is rehashing the same topic, adding nothing new.
The dev's notebook on this one is full.. They've presented their ideas :]
I'm a happy fergrim, going to go enjoy
#33
Posted 21 February 2013 - 09:39 AM
Tikkamasala, on 21 February 2013 - 09:21 AM, said:
Yes, please provide quotes from the MWO-manual.
Are you talking about the slight advantage of 90 votes against ecm out of a 1000 votes in the poll at http://mwomercs.com/...ture-aftermath/? I would hardly call that a majority; it does show that there are still too many players who haven't adapted to ecm yet though.
Ummm 546 No votes 390 yes 171 undecided 49% think ECM is not good. 35% think its good. Yeah that poll Sir.
#34
Posted 21 February 2013 - 09:40 AM
#35
Posted 21 February 2013 - 09:41 AM
#36
Posted 21 February 2013 - 09:47 AM
I also like the game and trust the Dev's to continue doing the great job they've done so far.
I'd also point out that this is a pvp game, everyone's got the same options but only 50% of the players in any given game can be 'winners'.
Personally I've enjoyed a lot of my defeats and by that measure it's a fun game.
TLDR:
- ECMs' cool the way it is.
- Stop QQing about effects on missiles and improve your situational awareness
- PGI rocks
- MWO rocks
- Expect to lose 50% of games (once you've Stabilised on the learning curve and elo's working
).
Edited by x4vn, 21 February 2013 - 10:25 AM.
#37
Posted 21 February 2013 - 09:52 AM
x4vn, on 21 February 2013 - 09:47 AM, said:
- Expect to lose 50% of games (once you've stabalised on the learning curve and elo's working
).
Pet peeve, sorry.
I agree with everything. The ECM honestly is fine the way it is, it does what it is meant to do, so stop being all mad and get over it. Maybe get some weapons you need to aim rather than weapons like streaks and LRMs which you need to lock?
#39
Posted 21 February 2013 - 10:01 AM
Every piece of equipment in MWO has a drawback/trade off or a cost of use.... Except for ECM. There is literally no reason you would mount ECM if it was available on a chassis. Heat, ammo, cool down, uses a hard point. None of these things.
Well, I suppose BAP doesn't have these either, but it's drawback is that is sucks as currently implemented.
#40
Posted 21 February 2013 - 10:02 AM
Xeanth, on 21 February 2013 - 09:12 AM, said:
So...what you are saying is, weapons, armor and engines need to be taken out too, because they are considered mandatory on all builds that can possibly equip them..and therefore are not balanced...seems logical.
Following that logic lets get rid of every mech because you can't join a match without them.

Taizan, on 21 February 2013 - 09:32 AM, said:
Fixt that.
Yay! A boost to the range of my sensors that can't detect mechs anyways on maps that are 80% cover.

Edited by Sug, 21 February 2013 - 10:04 AM.
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