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Ecm Is Almost Just Right


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#1 Alfred VonGunn

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Posted 21 February 2013 - 03:33 AM

Just minor thing and it will be just about right..

This patch we got the extra range for Advanced Sensors vs ECM...

Currently Mech Sensor range is 800m

ECM reduces Sensors by 75%.

To 200m for Standard Sensors


the things I think we need are as follows...

BAP adds 25% to Range for a total of 1000m

So ECM should ONLY reduce Sensor range to 250 if you have BAP

Additional Sensor 1 adds an additional 15% Total
2 adds an additional 25% Total

So Standard with AS1 = 920m
AS2= 1000m
BAP with AS1= 1150m
AS2= 1250m

So ECM should be reducing these ranges by 75% NOT to 200 then adding on bonuses as it seems to currently be doing

This would give the following ECM Sensor ranges
Standard 200
BAP 250
AS1 237.5 round it to 240
AS2 250
BAP+AS1 287.5 round it to 290
BAP+AS2 312.5 round it to 315

This allows for the fact that Modules cost us a LOT of C-bills and GXP to use while ECM is just a insanely cheap piece of equipment that ANYONE can use just based on the Mech they bought much like BAP.

But this would also make the game more interesting. I think....

Constructive comments welcome.. rude ones with just be ignored so why bother

Edited by Alfred VonGunn, 21 February 2013 - 03:34 AM.


#2 Vrekgar

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Posted 21 February 2013 - 03:41 AM

Flip ECM's effect around. Have it only reduce effective sensor range BY 25% instead of TO 25%.

This still means you can run a cloaked squadron of mechs around at range, But at midrange your vulnerable giving you a choice to back off or engage at close range 180m.

I see entirely too many lights that just dodge in and out of the vulnerable range with complete impunity. They are already the fastest mechs in the game, why do they get such a small area where they can be weak? Even with the redux to 25% it would still afford them a small enough gap they can sprint through.

#3 Alfred VonGunn

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Posted 21 February 2013 - 04:07 AM

True but we both know that the Devs are not going to do that kind of a reverse. So I went with an extension of their current system to increase the chances of something better then we have now

#4 Peiper

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Posted 23 February 2013 - 01:28 AM

Just another suggestion on how to fix/balance ECM that will probably be ignored. But just in case: BUMP.

#5 One Medic Army

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Posted 23 February 2013 - 01:31 AM

If TAG would enable your own lockon weapons inside the bubble, and if ECM didn't hide the positions of friendly mechs, then I would be OK with it's current implementations.

Consider a 3L Raven with 3ML+2SSRM+ECM vs a D Jenner with 3ML+2SSRM+TAG
.5ton weight difference, Jenner has to aim his Streaks whereas the Raven doesn't.
I don't think that'd be too unbalancing.

I'd love to shove a PPC on my Jenner to counter Ravens, but that weighs 20% of my mech, so not really feasible.

#6 DocBach

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Posted 23 February 2013 - 01:33 AM

Balance Ideas for ECM (again):

Add a third mode to ECM based off of the Ghost Target feature ECM is suppose to have (from Tactical Operations). Take away any sort of missile defeating properties ECM has in disrupt and put them into Ghost Target mode.

Disrupt will now:

Prevent targeting information, but not targeting itself. If you can see it, you can lock on to it, you just don't receive information on chassis, damage, loadout, ect.

Block Beagle's ability to locate shut down targets, Narc beacon, Artemis, and target sharing through the bubble

Have a chance to block target locks if the spotting 'Mech is inside of an enemy ECM radius -- Beagle Active Probe will reduce the chance of blocking by ECM

Ghost Target will:

Add additional lock on time to targets

Add false radar signatures to targets to confuse to enemy and make them cycle through spam to find the target they actually want. Ghost targets will appear like targets shrouded by Disrupt, so they'll have a designator, but no information. Beagle Active Probe will detect false Ghost Targets as being invalid.

Counter will:

Counter Disrupt or Ghost Target mode.

ECM can only be used in one mode at a time.





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