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Team Balance & Ecm


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#1 RowanE83

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Posted 26 February 2013 - 01:37 AM

Each team should start with an equal number of ECM equiped mechs.

For obvious reasons.

And with some obvious drawbacks.

However the way things stand, ensuring ECM parity at the begining of a round can not be any less important than weight balance.

And certainly far more important than balancing via a crystal ball approach based on prior pilot performance.

#2 Khobai

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Posted 26 February 2013 - 01:39 AM

A better solution is just to balance missiles so so you no longer need to be dependent on ECM to counter them. And then ECM can be changed to have no effect on missiles.

#3 DocBach

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Posted 26 February 2013 - 01:46 AM

View PostKhobai, on 26 February 2013 - 01:39 AM, said:

A better solution is just to balance missiles so so you no longer need to be dependent on ECM to counter them. And then ECM can be changed to have no effect on missiles.


Also, buff other electronic warfare items so ECM has something to do once missiles are fixed.

#4 Peiper

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Posted 26 February 2013 - 02:58 AM

Speaking specifically to the OP, rather than opening up yet another discussion on the OBVIOUSLY COMPLETELY BROKEN ECM (note subtle editorial effect of all caps)....

If ECM is to remain in it's current state, then I would like the option to drop with and against teams with no ECM on either side. Likewise, I do believe that since ECM is SO FRIGGIN POWERFUL AND GAMEBREAKING, it should be evenly distributed to both teams. Should one team drop with ECM. the opposing team should have an equal amount. You know, like atomic weapons. It's only a fair fight if both sides have them.

_______________________________

The other side of the coin is to just let every mech take ECM, and then only the team that has idiots dropping without first toggling GOD MODE will have to worry.

#5 RowanE83

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Posted 02 March 2013 - 07:25 AM

Its an easy adjustment to the matchmaker which will contribute toward balance without upsetting the apple cart in the way that any ECM adjustment will. Worth having in place while broader ECM issues are resolved.

#6 Lykaon

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Posted 02 March 2013 - 09:38 AM

View PostRowanE83, on 26 February 2013 - 01:37 AM, said:

Each team should start with an equal number of ECM equiped mechs.

For obvious reasons.

And with some obvious drawbacks.

However the way things stand, ensuring ECM parity at the begining of a round can not be any less important than weight balance.

And certainly far more important than balancing via a crystal ball approach based on prior pilot performance.



The more parameters placed on a match making system the longer it will take to launch a match.So this is not a solution but inviting an entirely new problem to the table.

Also,It's a bandaid not a solution for ECM.

ECM must be addressed directly and not have yet another unrealated game feature warped to try and jam the square peg of ECM into mechwarior online's holes.

One of my biggest issues with ECM is how ECM has been address in ballancing by effecting other game features instead of just adapting the ECM feature directly.

So far we have seen...

Mech lab altered to only allow specific chassis to equip ECM.

TAG altered to mitigate ECM.

TAG altered again to exstend it's range in conjunction with it's ECM mitigating effects.

Modules added to mitigate ECM.

PPCs altered to mitigate ECM.

When do they stop changing everything but ECM to try and ballance ECM?

#7 Sagamore

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Posted 12 March 2013 - 11:05 AM

The problem is 4 mans will often drop with more ECM's than the average pug equivilent. I've often seen 4 man teams run 3 or 4 ECM mechs out of 4. How do you balance that on the other team?

#8 TheManUpStairs

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Posted 12 March 2013 - 11:12 AM

Easy: MM times-out when unable to find an suitable-count ECM team to oppose them.

TeamA: 4 ecm premade 3l pack
TeamB: 2 random ecm puggers

...team A powers up and 2 of them get a startup message of: "ECM damaged during drop, HAHA!"

Edited by TheManUpStairs, 12 March 2013 - 11:12 AM.


#9 Lykaon

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Posted 12 March 2013 - 12:12 PM

View PostTheManUpStairs, on 12 March 2013 - 11:12 AM, said:

Easy: MM times-out when unable to find an suitable-count ECM team to oppose them.

TeamA: 4 ecm premade 3l pack
TeamB: 2 random ecm puggers

...team A powers up and 2 of them get a startup message of: "ECM damaged during drop, HAHA!"



Again not a solution to ECM directly.We need to reign in ECM not drag more and more game features into the mess to try to pound a square peg into a round hole.

#10 Livewyr

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Posted 12 March 2013 - 12:27 PM

View PostKhobai, on 26 February 2013 - 01:39 AM, said:

A better solution is just to balance missiles so so you no longer need to be dependent on ECM to counter them. And then ECM can be changed to have no effect on missiles.


What...a... strange idea...

Balancing something so it doesn't MATTER which side has more.. dafuq you think you doin?

#11 DocBach

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Posted 12 March 2013 - 02:04 PM

Khobai is a noob and needs to learn to play since he doesn't think ECM is balanced. I don't care if he is one of the best assault pilots in the game.





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