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How To Get Ecm In A State Where Everyone Can Live With It


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#21 MaddMaxx

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Posted 21 February 2013 - 08:59 AM

Does the OP truly believe his thoughts, those, that are the exact same as many other in 1000 other ECM threads was really necessary? Or perhaps it was some form of narcissism that drove to think a new Post, filled with the same stuff, as the other 1000 posts would actually turn the tide? Or just thought it good to stir **** up... again.

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 Joseph Mallan

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Posted 21 February 2013 - 09:06 AM

View PostXenosphobatic, on 21 February 2013 - 08:58 AM, said:

Wait, I thought we were done QQing about ECM and were now QQing about ELO.

Man, I'm always a step behind.

Elo QQ is over there sir in the QQ Elo threads.

Thank you for your interest.!

View PostVassago Rain, on 21 February 2013 - 08:39 AM, said:

It's like the goon above me says.
Dude! A Goon? Not your best ally when trying to reinforce your a point.

#23 Xeanth

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Posted 21 February 2013 - 09:12 AM

View PostHarrison 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 Kaldor

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Posted 21 February 2013 - 09:14 AM

ECM in its current form is not balanced. All upside, no downside. Its been posted/surveyed to death on these forums and the results speak for themselves.

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 Tikkamasala

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Posted 21 February 2013 - 09:21 AM

View PostDocBach, on 21 February 2013 - 08:26 AM, said:

If anybody wants, I can post rules, quotations and page numbers to show where this would be a very faithful translation of ECM from the source material, so they don't think I'm just pulling stuff from my rear end.


Yes, please provide quotes from the MWO-manual.

View PostDocBach, on 21 February 2013 - 08:43 AM, said:

Why haven't you understood that the majority of the players who play this game don't want ECMWO?

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 General Taskeen

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Posted 21 February 2013 - 09:22 AM

View PostKhobai, on 21 February 2013 - 08:43 AM, said:

Better idea.

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 NocturnalBeast

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Posted 21 February 2013 - 09:27 AM

It is impossible to please everyone, if you try you will end up with a system that pleases no one.

Edited by Edward Steiner, 21 February 2013 - 09:28 AM.


#28 Fergrim

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Posted 21 February 2013 - 09:29 AM

This thread and these suggestions have been done a million times before. There are plenty of counters to ecm both indirect and direct...

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 Taizan

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Posted 21 February 2013 - 09:32 AM

The only thing that kind of disturbs me about ECM is that it takes the same amount of slots & tonnage as BAP and has a higher utility range.

#30 Ryokens leap

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Posted 21 February 2013 - 09:37 AM

Increase weight, crits, and especially heat. Consider the amount of energy it takes to nullify other radar and comms systems, this should generate a lot of heat.

#31 Funkadelic Mayhem

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Posted 21 February 2013 - 09:38 AM

Posted Image

#32 Fergrim

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Posted 21 February 2013 - 09:39 AM

Kaldor, a lot of things about the game aren't balanced... Assymetry is what makes a game a game.

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 Joseph Mallan

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Posted 21 February 2013 - 09:39 AM

View PostTikkamasala, 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 Xigunder Blue

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Posted 21 February 2013 - 09:40 AM

"shrug". Getting a little personal in here. Made this suggestion before. Have ECM be mech only. No AOE effect, just for the mech carrying it. Then allow ECM to become a module (do not remove from mech who already have it). Anyone who works up to Master Module level can buy and mount their own personal ECM. Again, no AOE effect.

#35 EmeraldSongbird

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Posted 21 February 2013 - 09:41 AM

I like the idea of the AoE effect of an ECM being a module.

#36 x4vn

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Posted 21 February 2013 - 09:47 AM

I like ecm the way it is, both in my ecm mechs and in my non ecm mechs. I still think the mini map disruption is the most powerful effect of ecm by far, it's a massive penalty to situational awareness and hits pugs far more then guys on comms - it also tends to train people away from using the mini map making the effect persist even when not under the effects of ecm.

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 :lol: ).
Edited for FERGRIM's and DOOBLES' peeves...

Edited by x4vn, 21 February 2013 - 10:25 AM.


#37 EmeraldSongbird

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Posted 21 February 2013 - 09:52 AM

View Postx4vn, 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 :lol: ).

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?

#38 Orzorn

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Posted 21 February 2013 - 09:54 AM

View PostDoobles, on 21 February 2013 - 09:52 AM, said:

it does what it is meant to do

ECM was never created to screw over weapons like it does, especially not streaks, not until Angel ECM.

#39 Vasces Diablo

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Posted 21 February 2013 - 10:01 AM

Without going into specific ideas, I do agree with the OPs general point.

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 Sug

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Posted 21 February 2013 - 10:02 AM

View PostXeanth, on 21 February 2013 - 09:12 AM, said:

[/size]
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. B)

View PostTaizan, on 21 February 2013 - 09:32 AM, said:

The only thing that kind of disturbs me about ECM is that it takes the same amount of slots & tonnage as BAP which does nothing.


Fixt that.

Yay! A boost to the range of my sensors that can't detect mechs anyways on maps that are 80% cover. :lol:

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






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