The State Of Guardian Ecm - Feedback
#101
Posted 03 April 2013 - 02:26 PM
To end it all, I hate to break this to you PGI but just because you say "ECM brought a whole new level of strategy and skill to the battlefield" does not make that true. It did not, you lie through your teeth. It reduced all strategy and skill.
#102
Posted 03 April 2013 - 02:26 PM
Guess I'll give it a go after 3 or 4 months.
#103
Posted 03 April 2013 - 02:27 PM
#104
Posted 03 April 2013 - 02:28 PM
You seem to be wasting a ****-ton of time and effort on ECM alone, and achieving nothing of any real value.
Keep your focus on making sure every mech and weapon system has a place...or this game is ******* pointless.
Edited by WassonG, 03 April 2013 - 02:46 PM.
#105
Posted 03 April 2013 - 02:28 PM
Vassago Rain, on 03 April 2013 - 02:26 PM, said:
Because that atlas is the command atlas, so it should have the command gear. You all complain that it's not fluffy, but that's exactly how the game's designed.
But the Atlas that actually gets ECM is the K2 which is an updated version of the Atlas-K, a mech we actually have in game right now. Explain that one away oh great one.
#106
Posted 03 April 2013 - 02:28 PM
In my eyes this is currently what makes ECM way too powerful, especially in PUG matches where the team NEEDS to know the position of friendly mechs in order to coordinate themselves in the heat of the battle (chat is no option when being fired upon).
Hardpoint restriction however is kinda pointless unless it is the CT where ECM has to be located.
The most dangerous ECM mechs are the light ones. It is hard enough to hit those, no one will ever aim for anything else than the legs or the whole thing above them. They are simply too fast to aim at an arm or side torso.
And on an Atlas you can't afford to aim at the side torso (not speaking of arms) just to destroy the ECM. You shoot on the CT unless you think the Atlas is dumb enough to run an XL-Engine.
So personally if you remove the disruption of friendly signatures, i could be ok with ECM.
Still being able to hide the whole enemy team (which was just buffed by the new thermal view nerf) still is a bit over the top for ecm's small drawbacks, but i could at least live with it.
#107
Posted 03 April 2013 - 02:28 PM
Since it has been decided that it is now balanced, let's make it equip-able on every mech.
Edited by StalaggtIKE, 03 April 2013 - 02:28 PM.
#108
Posted 03 April 2013 - 02:28 PM
Edited by Prosperity Park, 03 April 2013 - 02:29 PM.
#109
Posted 03 April 2013 - 02:29 PM
Prosperity Park, on 03 April 2013 - 02:28 PM, said:
Then can we agree all mechs should get ECM too? I can dig that.
Because that is the logical conclusion of your argument there.
Edited by shintakie, 03 April 2013 - 02:30 PM.
#110
Posted 03 April 2013 - 02:29 PM
Vassago Rain, on 03 April 2013 - 02:11 PM, said:
Which has a lot more to do with the triple missile slot for rocketpunch than ECM, and before brawling and ECM were even a thing, you could artemis lurm farm in the ghetto.
So...
And since the SRM nerf most people are saying the D-DC is useless, and with every state rewind lights have been disappearing at an alarming pace.
#111
Posted 03 April 2013 - 02:30 PM
shintakie, on 03 April 2013 - 02:04 PM, said:
Seriously. I can't even delete more than 1 letter at a time in my chat window because holdin backspace does NOTHING. Zero. Zip. Nada. I have to hit backspace for every single letter if I mess up. somewhere. The only other option is CTRL+A.
I pug almost exclusively and it is still fairly easy to discuss tactics at the start of a match. Against other puggers, equally disorganized, it is usually easy enough to separate their ECM mechs from the herd to focus fire as well.
#112
Posted 03 April 2013 - 02:30 PM
Prosperity Park, on 03 April 2013 - 02:28 PM, said:
They don't care dude.
#113
Posted 03 April 2013 - 02:31 PM
#114
Posted 03 April 2013 - 02:32 PM
m2c
#115
Posted 03 April 2013 - 02:32 PM
Quote
- ECM should have a dedicated hardpoint (tonnage/space does not change). That way ECM will always be in a known location on a Mech and can be directly targeted by attackers.
- ECM should not cut out friendly signatures on the battlefield. Friendly Mechs should always be identifiable and not obscure team play.
Paul, I love you for your love for Battletech bud, but these are not good ideas from the perspective of building a deep and lasting metagame in MWO.
- ECM should not be a dedicated hardpoint so people can disable it. This defeats the purpose of having a mechlab in the first place. You might as well rename it the "Weapon Lab", because you're essentially taking away the ability to customize a robot to be as effective as possible. There is already a counter to ECM and it's called ECM on counter. Alternately, you could also make BAP counter ECM, and call it a day. Plus, PPCs can temp counter ECM now a well. PLEASE do not make lazy game design choices like this. You kill off the depth of metagaming robot builds with these kinds of decisions.
- ECM should continue to cut out friendly signatures. If your teammates are that far split off from you without some sort of ECM counter, there should be some sort of penalty when they come under an ECM umbrella. This is a perfectly valid game mechanic and should remain in the game.
Thanks,
#116
Posted 03 April 2013 - 02:32 PM
shintakie, on 03 April 2013 - 02:29 PM, said:
Then can we agree all mechs should get ECM too? I can dig that.
Because that is the logical conclusion of your argument there.
That would be fine. We don't need LRMs and Streaks in this game, apparently. They can go the way of the MG and Flamer if this trend continues!
#117
Posted 03 April 2013 - 02:33 PM
shintakie, on 03 April 2013 - 02:28 PM, said:
But the Atlas that actually gets ECM is the K2 which is an updated version of the Atlas-K, a mech we actually have in game right now. Explain that one away oh great one.
That's not. We don't have that one, and never will have it. So they consolidated the mechs into 'tech,' 'generalist,' and 'commander.'
#118
Posted 03 April 2013 - 02:33 PM
Stalkerr, on 03 April 2013 - 02:32 PM, said:
Paul, I love you for your love for Battletech bud, but these are not good ideas from the perspective of building a deep and lasting metagame in MWO.
- ECM should not be a dedicated hardpoint so people can disable it. This defeats the purpose of having a mechlab in the first place. You might as well rename it the "Weapon Lab", because you're essentially taking away the ability to customize a robot to be as effective as possible. There is already a counter to ECM and it's called ECM on counter. Alternately, you could also make BAP counter ECM, and call it a day. Plus, PPCs can temp counter ECM now a well. PLEASE do not make lazy game design choices like this. You kill off the depth of metagaming robot builds with these kinds of decisions.
- ECM should continue to cut out friendly signatures. If your teammates are that far split off from you without some sort of ECM counter, there should be some sort of penalty when they come under an ECM umbrella. This is a perfectly valid game mechanic and should remain in the game.
Thanks,
You're kidding right?
#119
Posted 03 April 2013 - 02:34 PM
#120
Posted 03 April 2013 - 02:34 PM
Prosperity Park, on 03 April 2013 - 02:28 PM, said:
In the sense that one variant gets ECM, the problem unfortunately is that if you considered the mech's variants as a whole, ECM is the cherry on top with the mechs that have them.
ECM is supposed to be "special" for the purposes of balance, but technically ECM is THE imbalance, and imbalances light mech diversity further.
Giving ECM to "all" light mechs only changes the problem, and doesn't address the fact that ECM itself needs to be nerfed a lot more.
Edited by Deathlike, 03 April 2013 - 02:35 PM.
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