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Split Ecm Disrupt Effects Into Two Ranges/modes


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Poll: Split ECM disrupt effects into two ranges/modes (3 member(s) have cast votes)

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#1 Phaesphoros

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Posted 06 March 2013 - 10:21 AM

Though I guess this has been proposed before somewhere, I'll suggest a change to ECM that is a compromise between "what I want" and "smallest change". I don't consider my suggestion to be the best possible, but a starting point from which tweaks can be reasonably applied.



Suggested change:
Split up ECM effects into jamming mode (< 200 m) and null-sig mode (> 200 m). Effects on me when an enemy mech has ECM:
  • Null-sig mode = all effects current disrupt ECM has on me if I'm > 180 m away (including cloaking of enemy mechs other than the ECM mech). No effects when I'm < 180 m away.
  • Jamming mode = all effects current disrupt ECM has on me if I'm < 200 m away, but range of effects enhanced to 300 m (see below). No effects when I'm > 300 m away.
For the sake of balance, null-sig and jamming cancel each other like and disrupt and counter BUT they also counter each other on friendly mechs. So it's NOT possible to combine jamming ECM + null-sig ECM to get the same effects as now.
No distinct/independant counter mode.

You have just read the whole suggestion. The rest are some scenarios, reasoning and a quick ECM reference.








Explanation / reasons:


Counter to LRMs/SSRMs.
  • ECM currently counters LRMs, especially on lights. Lights have to cross some open terrain to gather information and backstab isolated mechs (stick together!). They cannot use cover all the time, and are much more effective as scouts and spotters when "invisible". -> Null-sig mode does this.
  • Scouts can block enemy LRM support by jamming them. -> Jamming mode does this, though the jammer will be targetable + on minimap.
Resolved issues:
  • A scout can be used as a spotter when < 180 m from enemy null-sig ECM. With HSR, lights running around heavies should become extinct soon (hopefully).
  • A friendly LRM boat which is jammed does appear on minimap as well as the jammer (LOS rules still apply). Team mates can see this and come to help. No text/voice comm necessary.
  • Lights are only protected against SSRMs when in jamming mode (raised range to 300 m as SSRMs have 270 m range). But while in jamming mode, they become vulnerable to LRMs and are visible on minimap.


Sneak attack / ambush.
  • To allow some more tactics, (LOS targeting and) ECM-cloaking have been introduced. -> Null-sig mode does this (with a more suitable name)
Resolved issues:
  • Ambushers which are spotted by nearby scouts like in the cave on Forest Colony will be shown on minimap. No need for text/voice comm. (they can still switch to jamming mode, becoming vulnerable to LRMs)


Confusion.
  • Especially for the D-DC brawler (with splat support), disrupting minimap / enemy and friendly mech positions creates some confusion. -> Jamming mode does this.
Resolved issues:
  • Scouts / spotters can move OUTSIDE the jamming range to gather locks for LRM support. Still, the brawlers inside the bubble will be somewhat confused (no minimap).
  • As you cannot combine null-sig with jamming (they counter each other even when they're on the same team), you cannot do an ambush AND create confusion. So no suddenly Atlas any more. When they've closed in, they will become targetable for either nearby mechs (null-sig mode) or LRMs (jamming mode).


Comments:
IMHO, some tweaks should be done regarding Artemis, BAP, NARC and TAG (e.g. cannot jam a laser pointer) but those tweaks need more balance and some discussion. I want to reduce the suggestion to the absolute minimum.



ECM quick reference:


disrupt mode, new null-sig mode:
me > 200 m away from enemy ECM. Effects on my mech:
  • no HUD reticle/minimap arrow
  • no target lock
  • no missile lock (on cloaked mechs)
  • no Artemis IV bonus
  • no BAP bonuses
me < 180 m away from friendly ECM. Effects on my mech:
  • 2* lock on time for missiles

disrupt mode, new null-sig AND disrupt mode:
me 180-200 m away from enemy ECM
  • low signal mode (any effects at all?)

disrupt mode, new jamming mode:
me < 180 m away from ECM enemy
  • no team mates position (and vice versa)
  • no sharing targeting data
  • no BAP
  • no missile locks at all
  • no TAG
  • cancels 1 friendly (of MY team mates within ECM range) counter ECM; 2 enemy disrupt vs 1 friendly counter => 1 enemy disrupt


counter mode:
me < 180 m away from enemy ECM
  • cancels 1 friendly (of MY team mates within ECM range) disrupt ECM; 1 enemy counter vs 1 friendly counter => no total effect

Edited by Phaesphoros, 06 March 2013 - 06:23 PM.


#2 DocBach

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Posted 06 March 2013 - 10:38 AM

Not big on the missile lock being completely defeated. What I'd like to see ECM be broken down into one more mode like it has in Tactical Operations:

Disrupt:
Blocks Beagle, Artemis, Narc, Target sharing through the bubble
ECM 'Mechs can be targeted, but not identified
If the spotting 'Mech is inside the ECM bubble, there is a chance that lock can be disrupted

Ghost Targets:
Randomly generates targets on enemies radar to confuse them
Creates longer lock on time against targets inside an ECM bubble
Beagle can detect the false targets as being Ghosts

Counter:
Counters both Disrupt and Ghost Targets mode

Now ECM works as either a deterrent to LRM's in Ghost Target mode by the enemy having to distinguish the real target they want to fire on out of several false targets, and makes it longer to lock on, or ECM works to hide movement from Beagle Active Probe and defeats Artemis' new super home into the CT powers -- but it doesn't get to do it all in one neat package, you have to sacrifice one effect for the other.





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