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Lore Based Ecm Fix?


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#1 TheFlyingScotsman

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Posted 03 March 2013 - 11:38 PM

From Sarna

"The greatest drawback to the Guardian is its limited range, which extends out to only 180 meters. Sensors can sometimes override this jamming, though by that point the enemy unit is already within visual range and can track the opposition with their own eyes."

Perhaps ECMs should run on a timer, which when expires resets with a chance for sensors to automatically calibrate around it, giving a brief window of locking for those inside its range, and balancing the playing field.

#2 Monky

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Posted 03 March 2013 - 11:40 PM

Beagle Active Probe (BAP) should be able to reveal cloaked units within 180 m so long as it is not jammed. It can detect powered down units, why not units covered by another unit's ECM. This both semi-nerfs ECM and buffs BAP, win-win. BAP should also have its shutdown detection range increased to 180.

Edited by Monky, 03 March 2013 - 11:41 PM.


#3 JudgeDeathCZ

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Posted 03 March 2013 - 11:42 PM

And BAP will become another A MUST eq for each mech.NO THX.

#4 Merky Merc

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Posted 03 March 2013 - 11:43 PM

Or once hit boxes are fixed... we can shoot the ecm wielders to death. What a concept.

#5 Monky

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Posted 03 March 2013 - 11:48 PM

View PostJudgeDeathCZ, on 03 March 2013 - 11:42 PM, said:

And BAP will become another A MUST eq for each mech.NO THX.


Why 'no thanks' ? Wouldn't you rather at least a viable counter than to sit there and be like '******* ecm' all the time? Devs aren't going to nerf ECM, they've said they feel it's balanced. Probably because, you know, clans are coming and IS tech is **** compared to clan tech. ECM is the only viable preventative for point blank clan LRM/Streakboat death, and the only advantage IS tech will have aside from if they buff BAP.

Edited by Monky, 03 March 2013 - 11:50 PM.


#6 JudgeDeathCZ

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Posted 04 March 2013 - 12:00 AM

I do not care about Clans.I am talking about competitive play.ECM is overpowered 1,5 ton of **** and if they are not going to nerf it then they should start to put real work on hitbox/lagshield/hit registrations.

Edited by JudgeDeathCZ, 04 March 2013 - 12:00 AM.


#7 KuruptU4Fun

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Posted 04 March 2013 - 12:11 AM

View PostJudgeDeathCZ, on 04 March 2013 - 12:00 AM, said:

I do not care about Clans.I am talking about competitive play.ECM is overpowered 1,5 ton of **** and if they are not going to nerf it then they should start to put real work on hitbox/lagshield/hit registrations.


1 the only hard counter to ECM is ECCM which comes in the same package, otherwise they're only going to create soft counters to combat it.

#8 Renthrak

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Posted 04 March 2013 - 12:21 AM

This is an interesting idea. If I interpret MWO's ECM functionality with this in mind, I come up with something along the lines of this:

When a hostile 'Mech is within the 180m operational range of an ECM carrier, their sensors begin attempting to bypass the jamming effect. After a predetermined amount of time spent inside the ECM field, the sensors are able to compensate for the interference and target the ECM carrier. Gaining missile lock would then be possible, though it would still take longer than normal.

This ability to target the ECM carrier would be limited to the 'Mech involved. It would not allow any other 'Mechs to either target or gain missile lock on the ECM carrier unless they, too, spend enough time within the ECM effect for their own sensors to compensate. Another ECM suite set to cancel hostile ECM would remain the only means to allow allied 'Mechs to target the hostile ECM carrier.

The ability to target the ECM carrier would only function within the ECM field. Once the hostile 'Mech is outside of the active jamming range, ECM would function normally.

Additional ECM fields would have separate timers, so a 'Mech would only be able to escape the effect once its sensors had adapted to all of them. Being under the influence of multiple ECM fields simultaneously should increase the time required to break the jamming effect.

I have no idea how difficult this would be to implement in-game, but I think it might just solve most of the complaints about ECM, without nerfing it to the point of uselessness. It would remain an excellent way to defend yourself and your team from LRMs, or to move stealthily around the map.

This change would encourage light 'Mechs to return to hit-and-run strikes to minimize the time their target has to break the jamming. At the same time, it would reduce the ability of ECM 'Mechs to peck larger 'Mechs to death unassisted, only having a minor advantage over non-ECM light 'Mechs for the same task. It would also allow non-ECM light 'Mechs to have some ability to defend against ECM carriers, by following them long enough to get target lock.

#9 Vrekgar

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Posted 04 March 2013 - 12:24 AM

Its simple. We break the Batman.... I mean ECM.

Break its functions into TT equivalent modules. Currently its doing the work of 4 modules to an extent.

Guardian, Angel, Stealth, Nullsig.

Make a 1.5 ton system turn into a 6ton system requiring 8 total crit spaces.

You can also then toss some of the parts onto other mechs so that the less popular or optimal designs can have some use.

#10 OpCentar

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Posted 04 March 2013 - 12:35 AM

Yeah, but the problem with that is the timeline. Right now we should only have the basic GECM available.


I would be happy if they just made it require more pilot input to work, pressing the "J" key a few times per game isn't at all taxing.

Anyway, let's wait and see how the state rewind works in the next patch. If I can reliably PPC blast those 3Ls circling me from 50m with my 150ping - ECM will be fixed for me :)





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