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The State Of Guardian Ecm - Feedback


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#861 Marcus Tanner

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Posted 16 April 2013 - 01:45 PM

View PostGrayseven, on 16 April 2013 - 12:51 PM, said:

ECM is a non-issue for anyone who doesn't boat one of the two weapon types it effects. For the rest of us, it's just a minor inconvenience.
If this were true, then you simply wouldn't see ECM in 8-man games where LRMs are rare as machine guns and teamwork is ubiquitous.

Even if there were no missiles in the game at all, and everyone were always on 8-man teams, I'd still use ECM every time. The seemingly minor costs to situational awareness can swing games and it costs pocket change.

#862 Ravenspyre

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Posted 16 April 2013 - 03:05 PM

View PostMarcus Tanner, on 16 April 2013 - 01:45 PM, said:

If this were true, then you simply wouldn't see ECM in 8-man games where LRMs are rare as machine guns and teamwork is ubiquitous.

Even if there were no missiles in the game at all, and everyone were always on 8-man teams, I'd still use ECM every time. The seemingly minor costs to situational awareness can swing games and it costs pocket change.

Pretty much. The fact people are trying to downplay ECM is rather hilarious. Go into a match with no ECM or stop using your ECM mechs first before start claiming how it's not all that powerful.

#863 Sudden Reversal

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Posted 16 April 2013 - 03:27 PM

My favourite way to play MWO is when there is no ECM on either side.

Oh man that is fun, pity it rarely happens. But when it does... ;)

#864 RJGatling

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Posted 17 April 2013 - 06:18 AM

View PostGrayseven, on 16 April 2013 - 12:51 PM, said:


Something I don't quite understand, maybe you can shed some light on it...

ECM affects two weapons systems: LRM's and SSRM's. Every other weapon system has a full and unmitigated effect on an ECM equipped mech. With Ballistic HSR in effect, light ECM mechs now have more dangers on the battlefield than they ever had before, especially with the proliferation of dual AC/20 Jagermechs that, when they hit, pretty much drop any light mech in its tracks.

How, then, is ECM "unbalanced"? If you are in an LRM boat, or a SSRM boat then you are screwed not by ECM but by your own short-sightedness for not taking into account the very real possibility that you will come into contact with an ECM equipped mech, be it 3L or D-DC. If you are PUGing and do not have TAG or a PPC to counter ECM you can't scream that ECM is unbalanced because your PUG-mates don't have a counter so you can use your weapons.

Whining about ECM is a crutch for bad load-out and pilot decisions. I can take my Jenner out with the exact same load out I put in my 3L and be just as effective, so it isn't the 3L or the ECM.

So you can't hit mechs with or in the cover of ECM with LRM's or SSRM's...that just means it is time to use lasers, ballistics or regular SRM's. And if you concentrate on the ECM mech through team coordination...even in a PUG...you remove that coverage.

Just like an Atlas' right torso is a "first target" because that is where the Gauss/AC20 is, so too will the location of ECM now be the primary target for anyone fighting against an ECM equipped mech once the fixed ECM hardpoint is introduced. This one change will make it possible to remove ECM coverage without fully destroying the mech and will change the balance of play.

ECM is a non-issue for anyone who doesn't boat one of the two weapon types it effects. For the rest of us, it's just a minor inconvenience.



Minor inconvenience? Professional nobodies base their entire strategy around this piece of equipment. It's unfortunate that unscrupulous players try to soft pedal the merits of ECM and its overall effectiveness in game play. I find this almost as despicable as those who passively promote ECM, by correcting anybody who has a flaw in their argument against ECM, but staying suspiciously quiet when a valid point is raised. It derails the overall objective of the game to become balanced. The tabletop game is incredibly balanced. I realize it may be annoying, but having such an easy to reach gold standard for what the developers should strive to achieve should be frequently referenced. Nowhere do you find ECM as powerful as it is in this game and you certainly find weaknesses to it, be it additional heat or what have you.

Please do not try to marginalize such an issue with reckless disregard for what should be a wonderful game. It reflects poorly on both the status of the game quality and yourself as a player.

Edited by Hammacher Schlemmer, 17 April 2013 - 06:20 AM.


#865 Joker Two

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Posted 17 April 2013 - 08:59 AM

I am glad that PGI has finally issued a major response to the ECM issue. However, I feel this response is far from thorough and glosses over some of the most serious issues of ECM.

Quote

...These aspects combined with the actual ECM counters (PPC/Advanced Sensor Range) implemented put ECM VERY close to where we want it to be; a very frightful piece of equipment that is powerful and versitle while at the same time has its weaknesses (3 health and soon to be hardpoint limited, see below)...

...Now that they are in, you will notice that ECM is not as big of an issue as it was before. Putting a PPC shot on an ECM equipped Mech makes them very vulnerable for 4 seconds... but not only that, you have also put a lot of damage into that Mech. The “Advanced Sensor Range” module allows you to get a lock on an ECM Mech at a longer distance and S-SRMs/LRMs can be fired in a larger window than before...


Firstly, "actual ECM counters (PPC/Advanced Sensor Range)". Yes, PPCs are a counter, and a moderately effective one at that, as well as being widely available. Yes, hit-state-rewind, fixed hitboxes, and various other coding changes have made 'Mechs easier to hit. However, even with these changes, PPCs much more easily counter the AS7-D-DC, because it is by far the easiest to hit already, while doing relatively little to counter the effects of lights and fast mediums carrying ECM, which have been more problematic. Particularly, although PPCs allow for short-term combat benefits, such as allowing sporadic LRM and SSRM fire against ECM-proteted 'Mechs, it does little to counter the tactical benefits of consistent target acquisition. As it stands, this statement skirts the issue that the best counter to an ECM Suite is still another ECM Suite, which only encourages the further proliferation of ECM.

Seconly, the Advanced Sensor Module as a counter to the ECM is, frankly, a joke. PGI have described Modules as "end-game features", and their prohibitively high cost (both in C-Bills and GXP) means they give no benefit to newer players, who are also those whose performance is most hurt by ECM. As for its in-game effects, both Advanced Sensor Range Modules combined provide a 25% sensor range increase. This is opposed to ECM's 75% sensor range decrease, so both module slots combined grant a paltry 50m of additional detection, which is maybe a second's movement before even a D-DC brings the player under its ECM umbrella.

Thirdly, both paragraphs in the quote above describe "weaknesses" and "vulnerabilities" to ECM, which I feel is a gross misrepresentation of its effects. The first example, the low critical health of ECM, only comes into play when the 'Mech carrying it suffers internal damage in the relevant location. Because ECM makes it harder to deal damage (hard-countering both LRMs and SSRMs) and harder to focus damage (hiding targeting data of enemy 'Mechs), this "weakness" has no effect on ECM before it's carrier is crippled. The only time I have ever seen a 'Mech's ECM disabled before it is destroyed is on AS7-D-DCs that have lost both side torsos, and even then most have CT or leg-mounted ECM, and so retain its protection.

The second example, a future ECM hardpoint, will have some small effect in making it easier to disable ECM, but I believe this will more seriously affect the D-DC than any other chassis. Only the D-DC is large enough that specific locations can be picked out easily. Furthermore, only it has the tonnage available to mount weapons that might fill of the critical slots of a particular location, and so depending on the location of the hardpoint may not be able to mount certain combinations of weapons in conjunction with an ECM Suite. Even then, however, only two configurations of D-DC will be invalidated: a RT ECM Hardpoint would invalidate double LB-X AC/10 and Gauss Rifle + AC/5 builds, while a LT ECM Hardpoint would invalidate triple LRM-20 and triple Artemis-IV-equipped LRM-15 builds.

The third example, how a ECM-equipped 'Mech struck by an ECM is "very vulnerable for 4 seconds", ignores the fact that non-ECM-equipped 'Mechs have been aparently "very vulnerable" the whole game. If the ECM effect is canceled, the 'Mech in question is no more or less vulnerable than any other 'Mech in the game, it has only temporarily lost its bonus protection.

As it stands now, there is no appreciable downside to taking an ECM Suite. Yes, 'Mechs that don't mount ECM are viable and widespread, but here is a true test of ECM's "weaknesses". If you were taking a 'Mech capable of mounting ECM, is there any situation where you would would not do so? Is there any other combination of 1.5 tons of systems you would rather mount on a COM-2D, SDR-5V, RVN-3L, CDA-3M, or AS7-D-DC instead? For that matter, if you could take ECM on any 'Mech, would you ever not?

Quote

The Guardian ECM was released at the same time as the Raven Light Mech. The Raven 3L required the ECM/BAP systems as they were the main functionality of the variant. As mentioned above, the ECM really only affects 2 weapon systems. We measured the gameplay consequences against the gameplay benefits and it became clear to us that the benefits that it brought to the table would help stagger the ranges in which combat takes place. It was at this time that we decided to go ahead with the Raven/ECM launch. During this time through Beta, we knew that this would become a hot topic, but at the same time, we wanted to make sure players got used to and adapted to ECM being used in the game.


In this section the release of the RVN-3L is cited as requiring ECM and BAP to provide functionality. However, the introduction of ECM has totally overshadowed the previously existing BAP by hard-countering it in the most absolute way. Even the Advanced Sensor Range Modules still apply their benefits, even though the effect is negligible. The BAP not only has its effects descreased, but countered altogether, even when the BAP itself is outside of the ECM field.

I believe that any truly balanced ECM Suite will require a BAP of equal effectiveness. Both systems could even compete for limited "Electronic Warfare" Hardpoints, and the RVN-3L would still remain the undisputed master of electronic warfare by being able to mount both. A powerful BAP does not necessarily need to hard-counter the effects of ECM, in fact that is the problem of ECM in the first place in hard-countering LRMs and S-SRMs. However, some function that allowed limited target detection and missile locks against ECM-protected targets at longer ranges (i.e., 300-400m for locks, 500-600 for detection) while still denying detailed target data (variant, loadout, armor status) would make BAP viable again. A strategic-level effect of BAP allowing BAP users to identify the approximate positions of ECM fields and other BAPs (it's called an "active" probe for a reason) on the map, would add whole new levels of strategic play, even encouraging players to turn off ECM in some circumstances to remain undetected by probes.

The idea that ECM "only affects two weapon systems" is technically true, but does no justice to either ECM or the intelligence of the community. By this logic, their are only 5 or 6 "weapon systems" in the game (depending how you count PPCs), and even then, this single piece of wargear affects a full third of them. "Affects" itself is a massive understatement, as ECM completely hard-counters both LRMs and S-SRMs. Furthermore, this statement gives the impression that ECM has no other effects beyond these two weapon systems, when in fact it drastically effects almost every aspect of the game. Strategically, it disrupts target sharing, making it hard for teams to coordinate, particularly individual players on randomly assigned teams. Tactically, it conceals target data, which affects the aim of players mounting ballistics and energy weapons, preventing them from focusing fire effectively.

We've played with and against ECM for months now, PGI. Please don't try to white-wash its abilities, be honest with us. ECM has dictated tactics and 'mech loadouts ever since it's inclusion to the game.

Ending on a good note, I really do appreciate how you are willing to respond to the community. Regardless of all of the issues going on, the fact that you have made this announcement at all speaks loudly for your commitment to the community.

In the future, if drastic game changes are planned that could controversy, I would appreciate some sort of statement a week or so the patch goes into effect. A warning of some sort, "Hey guys, we're planning on introducing/changing such and such major feature. We know this'll screw up the metagame/balance/your playstyle for a while, and possibly cause a controversy but we're doing this to make sure that such and such feature works right before we implement that." would mean a lot to me, and probably to many others.

Also, I highly recommend going out on public servers and running all different sorts of (non-optimized) builds especially in "PUG" games. Group drops with teamspeak are fun, and you guys have ready-made teammates in your co-workers, but a number of players are exclusively lone wolves, and even more go out "pugging" often, even if they have a team. Get a feel for the effect of ECM and other systems when your team doesn't have voice-comms. Plus, people who run into you will know the devs are actually playing the same game as the rest of us. For example, when LRM splash damage skyrocketed about a month ago, as frustrated as I was that such an obvious problem had made it past your own playtesting, it was nice to see some Devs out in games running missile builds to test the forum claims.

Edited for grammar and to clarify meaning.

Edited by Joker Two, 17 April 2013 - 10:10 AM.


#866 Mystere

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Posted 17 April 2013 - 10:40 AM

View PostSudden Reversal, on 16 April 2013 - 03:27 PM, said:

My favourite way to play MWO is when there is no ECM on either side.

Oh man that is fun, pity it rarely happens. But when it does... :ph34r:


Well, just as a counterexample, my favorite is hunting down the ECM carriers on the enemy team. And doing it behind enemy lines make it a whole lot more fun.

Mayhem is OP! :(

Edited by Mystere, 17 April 2013 - 10:41 AM.


#867 zztophat

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Posted 17 April 2013 - 12:57 PM

I like killing ECM carriers because I prefer them dead.

#868 Jestun

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Posted 17 April 2013 - 01:49 PM

Hmmm... Paul may have well posted "ECM is fine, L2P".

Disappointing.

#869 zztophat

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Posted 17 April 2013 - 06:35 PM

I really, really wish it was a case of L2P but I find that even when using a mech that does not even the use the weapons effected by ECM I really hate meeting an enemy using it.

Often running in to ECM is my last match of the day, after the end of that game I usually quit, at least for a few hours. Just kills my enjoyment of the game.

#870 Valaska

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Posted 17 April 2013 - 08:05 PM

View Postzztophat, on 17 April 2013 - 06:35 PM, said:

I really, really wish it was a case of L2P but I find that even when using a mech that does not even the use the weapons effected by ECM I really hate meeting an enemy using it.

Often running in to ECM is my last match of the day, after the end of that game I usually quit, at least for a few hours. Just kills my enjoyment of the game.


You may be a wolf, but you aren't dumb in the case of ECM. There's no L2P like Russ has stated over and over again, basically slapping the majority of players in the face and calling us stupid. Like you said, there is no counter to it, no effective counter, no fun counter, nothing. It is a piece of **** mechanic, and the game -would- be in the state it was before ECM had it not been brought in, IE active and looking up.

#871 Mynder

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Posted 18 April 2013 - 02:18 AM

Would splitting it up into two separate components (1.5 tons for "Disrupt ECM", 1.5 tons for "Counter ECM"/"ECCM") help? I mean it requires someone to use 3 tons instead of 1.5 tons...but they'd be able to run both at the same time, making them even more cheesy?

As far as counters to ECM go, maybe buff the BAP in a way that allows it to penetrate the ECM shield, not consistently, but with a few "sensor flickers"? Also, NARC might be much more viable if it worked on mechs inside an ECM screen, i.e. if it was possible to NARC an ECM protected target and thus allow LRM boats on your team to punch through.

#872 Kageru Ikazuchi

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Posted 18 April 2013 - 02:44 AM

There are only a few combinations of items that have the same drawbacks as ECM (except the "shoot me first" icon on the HUD) ... BAP, 1x Machine Gun and 1 ton of ammunition, 1x Small Laser and 1 Standard Heat Sink, and ECM all take 1.5 tons and 2 slots ... the only item of any of those that significantly changes the game is ECM.

Something is wrong with that.

#873 Aeolus Drift

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Posted 18 April 2013 - 08:11 AM

The question I'm wondering is why is this here in the hot topic heatsink, and not in the game balance forum, especially considering this is regarding one of the largest and longest running balance debates in the game?

#874 tenderloving

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Posted 18 April 2013 - 09:05 AM

View PostInterceptor12, on 18 April 2013 - 08:11 AM, said:

The question I'm wondering is why is this here in the hot topic heatsink, and not in the game balance forum, especially considering this is regarding one of the largest and longest running balance debates in the game?


It's here to hide it. I just had someone tell me in the general forum that nobody complains about ECM anymore, and that is an example of why current complaints are invalid.

#875 Peiper

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Posted 18 April 2013 - 09:44 AM

View Posttenderloving, on 18 April 2013 - 09:05 AM, said:


It's here to hide it. I just had someone tell me in the general forum that nobody complains about ECM anymore, and that is an example of why current complaints are invalid.


All the ECM threads in general get moved or removed via the mods/pgi's policy to keep all ECM stuff in one thread: this one. And despite 46 pages (on top of 68 pages previous in the other big ECM thread), we're being deliberately kept in the dark over whether all of our effort is falling on deaf ears or not. Which brings up another issue, now that I think about it regarding the imbalances ECM creates.

ECM can be somewhat mitigated through verbal communication within a team. At least on voice chat, a warning can be shouted (6 D-DC's coming out of hiding from behind the rock on the right flank!) even when all the sensor information is blocked. However, a hearing-impaired player cannot gain the benefits of said warning and must rely upon his sensors/minimap for peripheral vision/information. This is similar to the experience of a pugger/lone wolf/new player who is not on voice coms. Another reason why ECM is not fair. (As in, FUBAR.)

Also, PPC's are everywhere now. Hmm.... is this another example of PGI creating another monster because they refuse to slay the monster's mommy? If they balanced the equipment to begin with, they wouldn't need to re-balance anything else in the first place...

Whatever. Who am I fooling? I love how Pink Floyd keeps coming into my head when I've been posting on the forums lately:

"I've got electric light, and I've got second sight! And that is how I know, when I pick up the phone; there's still nobody home."

#876 Ravenspyre

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Posted 18 April 2013 - 11:11 AM

I'd say the reason PPCs are everywhere has little to do with ECM. They require no ammo, like AC's and the most important fact of all... the stupid *** pinpoint accuracy that is currently in play. Because of pinpoint accuracy instead of variation at all, we got people able to destroy other mech pilots, and aimbots in particular, abusing this little fact and loading up on high damage weapons instead of putting spreads in. And since these people like to proclaim their personal skill usually say "adapt or die" in their general commentary (much like the ECM nubs) people did just that to compete.

Is it PGI's fault? I would say partly because they made pinpoint targeting instead of any variance at all and the fact guns repeatedly fire always hit the same spot as long as you don't move your mouse. But, it's also the fault of players who don't want to develop skills and instead think playing like a CoD player makes them good (especially the ******* using aimbots). And because of that fact, other players had to do the same just to stay competitive in order to survive.

Edited by Accalia, 18 April 2013 - 12:02 PM.


#877 zztophat

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Posted 18 April 2013 - 05:01 PM

I can't speak for anyone but myself but I vastly prefer large lasers over PPCs but I have switched most of my formally LL using mechs to PPCs just to slap ECM around. I don't consider it a counter and I really don't like PPCs all that much as a brawler weapon in particular but anything that puts a dent in the ECM menace...

#878 Mechwarrior Buddah

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Posted 18 April 2013 - 09:43 PM

View PostJestun, on 17 April 2013 - 01:49 PM, said:

Hmmm... Paul may have well posted "ECM is fine, L2P".

Disappointing.


Honestly, do the devs even play LRMs? Cause it may just be a case of where they dont play the affected weapon system so to them it looks ok

also; PPC counter. Ok, so long as they throw out the TT rules everywhere else too and stop caring about all that lore at all.

Edited by Mechwarrior Buddah, 18 April 2013 - 09:44 PM.


#879 Livewyr

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Posted 19 April 2013 - 03:57 AM

View PostMechwarrior Buddah, on 18 April 2013 - 09:43 PM, said:


Honestly, do the devs even play LRMs? Cause it may just be a case of where they dont play the affected weapon system so to them it looks ok

also; PPC counter. Ok, so long as they throw out the TT rules everywhere else too and stop caring about all that lore at all.


Actually- they don't. (I watched the twitch events, not one SSRM/LRM.. and that was before they put LRMs in the ground)

----------------------------------------
In other observations: Look at the 46 pages of people so very happy about PGI's stance regarding Guardian!

#880 ClaymoreReIIik

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Posted 19 April 2013 - 05:32 AM

In the beginning when I got invited (which was pretty early in closed beta I think) I was amazed.

The first MW title I played where all weapons were equally playable. When the founders program came out I convinced nearly all my "computer game consuming" friends to buy a founders package and one of the main selling points was "you can build basically any weapon configuration and they all kinda work".

At long range you had a choice between Missiles (LRMs), Ballistics (Gauss, AC2/5) or Energy (Lasers/PPC/ER-PPC).
Sure LRMs would kick your ***, but get within 180meters and they are worthless. Sure PPCs pack a lot of punch but they are hot as hell, so get in close where DPS matters and they are screwed. Sure Gauss are overpowered but the tonnage requirement kinda means you have to make ALL of your shots count.

At that point Gausscats were strong as hell. The miserable netcode made a fast light with LRM-Support a very viable counter to that though. In 8vs8 at that time the easiest and best strategy was a brawl-rush though. Nearly no long-range fitting could deliver the bang to take out a brawling team with overlapping AMS before they could close in to kick your ***.
ER-PPCs were too hot to use close up (without time to sit there and cool down), with PPCs and LRMS having min range, the brawlers got in and you were toast unless you played a world-class "withdrawing under fire".

A lot of things have changed since then. LRM flight path was made less "unavoidable". Gauss got a drawback in their low health and harsh explosion damage.

If you look at those things alone you would think that the same rules apply as before. Brawl-rush will be hard to counter.

To even that out PPCs and Large Lasers were made very playable heat-wise and ER-PPCs (without the min-range drawback) maybe a bit too good.
LRMs got Artemis and Tag. So long range fighting got easier and long range setups got a lot better.

The devs probably saw that coming and decided to buff brawling. I even get that.

The buff to brawling was so out of proportion though, that it basically totally killed the only really viable long range counter to snipers. The buff to brawling even made the snipers better, because they could suddenly fight from radar cover too.
The buff to brawling on top of that not only enabled the brawlers to get into range...it also made them much better close up then the other team who did not have ECM. The ECM monopolized easy target calling, use of SSRMs and even the usage of LRM as fire support and some things more. So everyone had to have it. Even worse...the only thing to turn ECM effects off was to bring ECM yourself and switch it to counter. Welcome to the arms-race ladies and gentlemen.

If your honest right now the ER-PPC and Gauss combo is too strong. The ER-PPC runs so cool now that you can easily run 2 of them with double heat-sinks on your mech. You even have space left to throw in a gauss rifle (in heavies and up) which is in general a great compromise between heat, damage and vulnerability. What would happen if ECM would mean you can only shoot ER-PPCs and Gauss with a 6 second firing delay and only at ranges above 180m?

I understood that PGI brought ECM in this implementation to get a bigger variance in fighting distances. The goal to get a much bigger variance in engagement distances was totally missed though, IMHO. By more then a mile.

Brawling was a good and incredibly hard to counter strategy in the 8vs8 environment. With ECM you did not change that. ECM did not make medium range more playable. You did not make long range fighting more playable.

The weaponry changes made long range fighting more playable (heat changes on PPCs, bullet speeds on ballistics).

The only thing that ECM ever brought to the table is that the side that has more of it has advantages both in long range fights, in medium range fights and in close range fights.

It has removed weapon systems that a lot of players enjoyed using from the game in competitive environments.

For me it was always thrilling to scout for LRM-boats because it was challenging to stay alive with the target in your line of sight and incredibly fun to see the LRM-swarm, that I "guided in", rip an opponent to pieces.

Thats gone now. I play a poptard or an ECM-mech....just like everybody else.

To me it was challenging to set the team up in a place that was hard to rush and try to win a fight from a distance. That is gone now. You can fight anywhere because snipers no longer suck close in.

The tactical depth that this game had in closed beta when everything had disadvantages and advantages is gone. It only matters that you bring whatever weapon is good (and with good I mean "high dmg per hit and can not simply be turned off by opponents equipment") and tons of ECM.

I know of another team that is pretty much on par with my team when it comes to skill, coordination and teamwork. Our matches pretty much end 50:50. With one exception: the team bringing more ECM usually wins. Thats the sad thing if you look at our match statistic. Throughout all of the drops we made against them so far... The team that had more ECM won the drop.

And THAT is not working like designed. THAT needs to change. And with THAT I mean ECM.

Just try your own ******** game without ECM. You will notice that you have an even greater variance in fighting distances without it then with it....

Edited by ClaymoreReIIik, 19 April 2013 - 05:42 AM.






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