An ECM system is a "must have" system in this game at this time. Probably at any time now. The fact is, weapon systems like LRMs are dangerous and highly rewarding for no risk before the introduction of the ECM.
Now, the ECM has come to define games. The odds are stacked against a team that doesn't carry one or preferably more. I've played against ravens that run together with a pair of ECMs guarding XL engine Catapults stacking the usual "splat cat" SRM build. Using their JJs efficiently, the 2 cats destroyed 7 mechs that were unable to defend themselves properly in the confines of the city as they were outmanuevered and outplayed. The best defensive counter measure was range. LRMs simply were out of the question in this situation, because of the ECM inclusion. The end result was a game that was sorely stacked against them turned into a route against 300+ tons of enemy mechs. This team exploited a terribly imbalanced setup in the splat cats, sure, but the real killer was their complete immunity to being targeted or allowing their enemies to coordinate after they entered the null zone.
The ECM should be an effective counter measure to LRMs. This is important. It should not be an effective immunity to them. Long range support has serious importance in a game that is ambitious about larger maps and more mechs on map. Neither should the ECM completely isolate allied mechs from their allies. The solution for this, in my mind at least, is a huge change to ECMs, scout mech variants, and target sharing.
ECMs should cloak a mech to a range of 200 to 300 m. The ECM umbrella should only interfere up to that range. Once inside the umbrella, sensor systems overpower the ECM, allowing for normal lock on and target acquisition of all mechs within. Target data should not be transfered outside of the Umbrella(with one exception). Allied mechs should never be fall off the radar because they're inside an enemy ECM.
TAGs should cause a mech to pop up on the screen of the tagger, as long as the painter is on that mech. This in turn, should be transmitted to other allies with a sensor system of some sort that is added to the mech. WIthout this item, a mech should be the only benefactor of a tag paint. A sensor suite should allow sharing of TAG data as well as ECM mechs targeted by the carrying mech. This item should be something that takes up a hard point OR a module slot, much like the command throne on the D-DC. If that mech is under the influence of the ECM, the TAG should allow the attacker to acquire a normal missile lock. Outside of the ECM, tags should speed up both missile lock time and accuracy.
NARCs should be the end all be all missile support. If you're narc'd, that beacon should be a target in and of itself for LRMs. Once hit by missiles, it's destroyed at the damage thresh hold. Because the target is the beacon, and not the mech its stuck on, ECM coverage should do nothing about it until the beacon is destroyed. At that point, the mech returns to standard ECM coverage.
Scout modules or equipment should allow for better target sharing by these machines. They should only be on light and certain qualifying mediums
Remove the ECM off the Atlas if you intend to do NOTHING else. I own the D-DC variant, and yes I run an ECM on him. I also own the D variant, and I've played both. I now understand what a HUGE boon the ECM is to an assault mech. This should be a scout variant piece of equipment that helps players play support roles in their team.
TLDR
1. ECMs counter LRMs. And everything and everyone else. A must have item is always bad for balance.
2. ECMs should not create a "Low Signal" field. They should reduce detection range to 200 m, and that should be that. Allies should still see friendly targets on their maps while within the 180 m range.
3. Counter mode on the ECM was a bad idea. Implement a new item for target sharing that allows for sharing of tagged mechs(instead of being automatic) and target acquisition to overcome ECM capabilities. Missile locks on ECMs should take a long time, and suffer from poor accuracy as target computers spread the missiles maximize potential damage, UNLESS TAGGED OR NARC'd. ECM and data sharing items, BAP, and other sensor support equipment should have a hardpoint or module slot in the mech.
4. Narcs, being an ammo based item that must be landed to be useful, should always ensure that a target appears on the map, and that all missiles attempt to travel to the location of the beacon on the target mech. ECMs should be completely overpowered by this item.
5. ECMs belong to scouts. A D-DC Atlas(A mech I truly and dearly love driving.) will not now, nor ever be in this class. Design variants around scouting support that will effectively assist their team and allow for maximum utilization of potential from each mech in the game.
Edited by Azrienov, 06 March 2013 - 10:50 AM.