Pater Mors, on 07 March 2013 - 06:27 PM, said:
I haven't had a single issue that other people seem to be having with ECM mechs, it just takes different tactics against them than it does a standard Mech. Maybe you need to adjust your tactics to suite the situation instead of raging about how unfair it is that someone is using a piece of equipment that puts you at a disadvantage in a war.
Soon we're going to be drafting the Geneva convention of MWO.

My issues with ECM have effected you just you were not aware of it.
One big issue is,you may have noticed,that ECM has soaked up inordinate amounts of developer attention for what should be a peripheral piece of support equipment.
We have had numberous adjustments made to the game to suit ECM as it functions now instead of simply addressing ECM directly.
We had mechlab functionality changed to make ECM chassis specific because (in the dev's own words) "some builds become to potent with ECM".The stupid thing about this excuse is standing next to an ECM is just as good as having one on your mech.Instead of altering ECM the Devsalter mechlab.
Apparently the Devs thought ECM was still to potent because TAG was altered to mitigate ECM effects.Again ECM is not altered but some other aspect of the game this time an unrelated missile guidance augmentation is co-opted into the ECM mess.
Next we have TAG enhanced to better perform it's newly added role as an ECM countermeasure that frankly is stupid on a basic design level because ECM actually hard counters TAG.Once again some other feature is altered to try to jam ECM into the game as is rather than alter ECM.
Next we have the module system dragged into the ECM mess by adding in sensor enhancments to help reign in ECM.
Yet again something other than ECM gets developer time in an attempt to make ECM fit.
But wait there's more.PPCs get pulled into the ECM issue by making them yet another countermeasure against ECM.
Why change ECM to fit the game when they can alter yet another totaly unrelated feature to suit ECM.
Next up we have an actual alteration to ECM as a truely idiotic attempt to curb ECM dominance.The Devs who apparently still feel ECM needs more counters set ECM health values to 3 per critical instead of 10.Yet of course all other features and effects of ECM remain unchanged thus the core issues of ECM still exist meaning that this alteration was a total waste of time.
So now we have numberous alterations to the game most of them being to systems that are not ECM.The Devs keep hammering away the rest of the game structure to fit the over powered ECM feature into the game instead of directly addressing ECM.
As a result of spending development resources in this way other features are back burnered like the maps we were suppose to have already or the mechs that are no longer coming at two per month as originally planned.Streak missiles are still not scaled to other weapons in performance or any of the dozens of other additions bug fixes or adjustments that are not specificly designed to cram the giant square peg of ECM into the round hole of everything else.
How many times should developers alter features other than ECM to try to make ECM function before it gets to where we start to take notice? Obviously it's more than 7 times because you feel uneffected.
Edited by Lykaon, 08 March 2013 - 01:27 AM.