Balancing it in a way so that players don't have to rely on other equipment to counter it would be a good change. If implemented, I think the health point nerf (it went from 10hp to 3hp, didn't it?) could probably be reverted as well.
2
The Easy Ecm Fix (No Missile Locks In Disrupt Mode)
Started by LORD ORION, Feb 27 2013 03:47 PM
24 replies to this topic
#21
Posted 28 February 2013 - 04:01 PM
#22
Posted 28 February 2013 - 04:17 PM
Would it nerf the ECM+SSRM combo? Yes.
Does it make even the tiniest shred of sense that any combat unit would use electronic countermeasures on itself? Hell no.
I'd go into more detail about the value of this idea, but it would get me in trouble with the mods.
Does it make even the tiniest shred of sense that any combat unit would use electronic countermeasures on itself? Hell no.
I'd go into more detail about the value of this idea, but it would get me in trouble with the mods.
#23
Posted 28 February 2013 - 04:21 PM
While I agree most of the fixes have been bandaids for bullet holes, this is like a cast for a bullet hole. Creates more issues than it solves.
#24
Posted 28 February 2013 - 04:39 PM
This idea had also occurred to me, it even has synergy with existing equipment (if an ECM user disabled it to lock and fire at you but you had BAP then you'd lock them first, also you lock TAG'd targets faster) and of course it makes sense that if you are blocking missile locks in a bubble around you that yours would be effected, adds a little risk and reward to the scenario too, you can use their homing weapons on them by switching to counter, but then they can retaliate. If two ECM mechs with missiles encountered each other and switched to counter both would still be able to use their weapons too, it's quite an elegant tweak tbh.
#25
Posted 28 February 2013 - 05:28 PM
LORD ORION, on 27 February 2013 - 03:47 PM, said:
The problem
1) ECM/SSRM light mechs have a nigh insurmountable advantage over other light mechs
2) ECM/LRM mechs can fire indiscrimnately without retaliation. (not so much a major advantage as a weird design paradigm [cloaked ships that can fire without breaking cloak etc...])
The solution
When you are in disrupt mode, lock on weapons cannot lock.
Choices
1) Be in counter mode and exposed when you want to fire SSRMs / LRMs
2) Don't use lock-on missiles in your missile hard points
Suspension of Disbelief
There is precedence for this in the "real world" as well. Locking a target with a guided weapon requires aggressive telemetry gathering that exposes your intent to the target. You should not be able to do this without yourself being exposed in the game.
1) ECM/SSRM light mechs have a nigh insurmountable advantage over other light mechs
2) ECM/LRM mechs can fire indiscrimnately without retaliation. (not so much a major advantage as a weird design paradigm [cloaked ships that can fire without breaking cloak etc...])
The solution
When you are in disrupt mode, lock on weapons cannot lock.
Choices
1) Be in counter mode and exposed when you want to fire SSRMs / LRMs
2) Don't use lock-on missiles in your missile hard points
Suspension of Disbelief
There is precedence for this in the "real world" as well. Locking a target with a guided weapon requires aggressive telemetry gathering that exposes your intent to the target. You should not be able to do this without yourself being exposed in the game.
This does nothing to address the real problems with ECM or Streaks.I would rather a solution be worked on than another bandaid like PPC disrupt or TAG range boosting again.
The core problem is ECM is over featured and Streaks are to effective.
Fix ECM by reducing it's features.This ECM is suppose to be a Guardian ECM.What we got was an Angel ECM and Stealth Armor (go look it up if you are unfamilular)
Gaurdian ECM should do the following:
Jam Artemis
Jam Active Probes
Jam NARC
Jam C3 networks (these do not exist in MWo)
Prevent spotting for indirect LRM fire
Gaurdian ECM should not...
Jam all missie lock ons
Prevent IFF from functioning
Grant a 180m radious sensor cloak that prevents passive detection via sensors until the target is within 25% of max sensor range.
Fix SSRMs by reducing damage and allow for fully randomized spread.
Sreaks Still home in on the torso locations of targets.Each missile should randomly be assigned a target location and apply damage there.This must include all body locations (possibly barring the head)
Streaks share their damage with SRMs.SRMs were given 2.5 damage per missile to help compensate for the wide spread and number of missiles in a typical volley that miss the target completely.Streaks do not share the disadvantages of SRMs yet they recieved the same damage buff?
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users