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.
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.
- 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)
- 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.
- 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
- 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.