It seems that even PGI realizes that ECM is overpowered since they have to start balancing mech variants around it.
The bad news is that this is a cold shower to all of us that are keeping our fingers crossed for ECM getting fixed and balanced. The more we get changes like these quirks, the harder it's gonna be. I mean if ECM was fixed, then CDA-3M would become a crappy variant now.
While it's now obvious even PGI acknowledge that ECM is overpowered, they seem to be adamant in keeping it in its current state and instead building and balancing the entire game around it - a path that is most certainly much more tedious and difficult. So why do it? This is just stupid. It would be much easier for you the developers and much more fun for us the players to just make ECM balanced in itself instead of hopelessly trying to balance it by tweaking this and that around it.
We have a 1.5 ton and 2 crit equipment that requires us to balance the whole game anew. Ideally it shouldn't be any more powerful than PAB, AMS or Medium Pulse Laser. Obviously we don't have to start quirking mech variants based on the fact that some can carry more med pulses than others. So why hold on to this ECM folly, really now, PGI? Why is this one little equipment getting special treatment?
For reference the quirks as stated by patch notes:
- CDA-2A: Received an additional module slot (this gives it 2 now, like the other variants). Torso twist angle increased by 5 degrees to each side. Torso movement speed increased by 10%. Turning rate increased by 5%.
- CDA-2B: Torso twist angle increased by 5 degrees to each side. Arm movement speed increased by 22%. Turning rate increased by 5%.
- CDA-3C: Torso twist angle increased by 5 degrees to each side. Turning rate increased by 10%.
- CDA-3M: Turning rate decreased by 5%. Acceleration decreased by 10%.
- CDA-X5: Torso twist angle increased by 5 degrees to each side. Turning rate increased by 10%.
Edited by arghmace, 05 March 2013 - 12:26 PM.