some of the following is edited for space I couldn't quote directly for some reason so Italics are the original my responses in non- italics.
The State of Guardian ECM:
. . .I couldn't comment on the state of ECM in the game until I had 2 additional counter measures implemented into the game.
Even if the countermeasures implemented are benign and have been shown to have a negligible effect on Guardian ECM ?
This was to avoid frustration in the community without having all features in place before I discussed the situation.
From the volume and tone of many responses, it does not appear this goal was accomplished.
Guardian ECM... is very close to where we want it to be.
This statement needs to be reconsidered for the same reasons as the last point. Although saying it is close does suggest you are willing to tweak in the future. which is quite promising.
ECM brought a whole new level of strategy and skill to the battlefield and is something that we've been striving to achieve instead of flat plane, long range combat.
True, it does prevent stand off arty-type lrm bombing and necessitates closing to visual range.
. . .as of February 15th, the new counters allow for multiple attack vectors against the system.
I Disagree. I do not understand how a continuously on passive all round area effect system, who shares its effects with up to 7 other mechs, (ECM) can be effectively countered by an active, direct line of sight, must hit to have effect, limitied time only and affects only one target systems. One of which generates heat and has ballistic trajectory properties.
I fail to see how this provides multiple attack vectors. LOS must be established, that is the only vector of attack. Even with NARC, TAG, and PPCs, you need to maintain LOS, you must hit the target, and manage heat generation. 3 things ECM mechs do not need to do.
With the increase of projectile speeds and reduction in hit-detection issues, you will notice that a lot more ballistic/laser shots are on target. There are even more and bigger improvements coming down the pipe very soon in terms of hit-detection.
We Thank you for this fix
These aspects . . . put ECM VERY close to where we want it to be; a very frightful piece of equipment that is powerful and versitile while at the same time has its weaknesses (3 health and soon to be hardpoint limited, see below).
As it stands now, ecm is the most powerful item in the mechbay. Nothing comes close to how it can single handedly change the outcome of a battle. It also costs considerably less than any of the modules. not to mention, the need to farm up and unlock the module slots, and buy them.
It remains to be seen if the weaknesses will balance out its benefits.
As mentioned above, the ECM really only affects 2 weapon systems.
It also effects the sensors of every enemy mech on the battlefield preventing lock on with any weapon system, missiles or not.
. . .the benefits that it brought to the table would help stagger the ranges in which combat takes place.
This is true, but you cannot deny the blowback that has occurred. A large group in the community disagree with many of the points that have been made in this response.
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.
4 seconds is not a lot of time to put a lot of damage into any mech, therefore i dispute your assertion they are very vulnerable.
The “Advanced Sensor Range” module allows you to get a lock on an ECM Mech at a longer distance
I disagree. If both mechs are moving even @ 60% speed, the extended range can be closed before ECM takes effect. This point is true in select situations only, not in all matches and engagements.
That said, there are two things suggested by the community that struck a chord and we will be looking into implementing soon:
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.
Thank you for taking our feedback into consideration while moving forward. I hope you will continue to do so with all further patches.
Thanks for your time.
Edited by TipsyMcSwaggart, 03 April 2013 - 06:02 PM.