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The State Of Guardian Ecm - Feedback


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#621 Ramsess

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Posted 04 April 2013 - 09:07 PM

View PostDexter Herbivore, on 03 April 2013 - 09:29 PM, said:



...and THAT ladies and gentlemen, is the real solution to ECM. You can take it, but the variants that take it get gimped on the equipment they can carry. You lose firepower but gain a defensive bonus.

The assumption that most people seem to be making in this is that ECM means that you can't defeat a mech 1 vs 1 when in reality the dev team is likely balancing more around the 12 vs 12 or 8 vs 8 mechanic. You see an ECM, he'd better run because he SHOULD be getting focussed to take him out. You get caught in a duel with an ECM variant, it's your fault for getting out of range of your support.


My friend....

You have to undestand that in 12vs12 or 8vs8 you have scout lance... which usually is made up of light mechs... most specifically ONLY ******* RAVEN 3L's you know why? because it becomes an arm race as to who has most ECM.

After that its well who has most streaks to do the most 100% damage to a mech....

Currently the state of ECM is broken even for team play as you want us to believe.

No team out there will take commando's over Raven's or Jenner's or Spider's... you know why because it has ECM and it can mount more weapons then most of the others and has more armor or more speed.

#622 Jerot

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Posted 04 April 2013 - 09:18 PM

If the game isn't somewhat balanced 1v1, then there is no way it will ever be balanced 8v8 or 12v12 especially in a random environment like pugs. The solution shouldn't be "Don't PUG", because as a F2P game that what a majority of people will be doing, even if it wasn't, some people just play solo.

As its been stated 1,000,000 times, ECM are a game changing piece of equipment (And intended to be so) with virtually zero drawbacks. A single piece of equipment that the entire game is trying to be balanced around, thats main counter is another ECM or focusing. Focusing is NOT a good counter, you can use that excuse to put literally anything in the game.

Lets go ahead and throw the Fafnir in early, dual Heavy Gauss Rifles ripping everyone a new behind. Oh well, you could focus it down first as a team. BALANCED.

Beam weapon immune chassis, focus them down first, BALANCED

Infinite ammo module, focus them down first. BALANCED

It just doesn't work like that, having something that powerful limited to a handful of chassis is just asking for boring homogenized game play. And would you honestly argue anyone wouldn't equip one on every single loadout if it was available on any mech? If its that powerful, it needs to be looked at.

Edited by Jerot, 04 April 2013 - 09:19 PM.


#623 Teralitha

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Posted 04 April 2013 - 09:50 PM

I can see Jon Stewart doing an entire show taking the things the devs have said, and comparing it to the actual feedback they got. ITS A BIG JOKE.

#624 Silentium

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Posted 04 April 2013 - 09:54 PM

^somewhat this. I was under the impression that we were essentially doing this.

Is ECM the be-all end-all? I dunno, it certainly feels like a big deal, especially if i end up 1v1 with a 3L. I would really like to see some stats.of some kind though. I have been wrong before, and who knows, it might not be the advantage i think it is.

#625 Mr 144

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Posted 04 April 2013 - 10:03 PM

I've been pugging with a Jager (JM6-A) as an anti-QQ build....
280XL (76.8kph w/ tweak)
Endo
384 armor
11 DHS
BAP
2xMLs
2XUACs (5 tons ammo)
4xSSRM2s (2 tons ammo)
Adv Sensor
Target Decay

Strange...I do quite well with it...ECM...meh.
------------------------------------------------------------------------------------------------------

My other anti-QQ Pugging Build, a Cataphract (CTF-2X) has...
300XL (76.4kph w/tweak)
Endo
15 DHS
352 armor (TAG arm drastically lowered)
2xERPPCs
TAG
2xArtemis LRM15s (4 tons ammo)
Adv Sensor
Target Decay

Other than LRMs being wonky atm (due to an unrelated-to-ECM issue) I do quite well with it....ECM...meh.
------------------------------------------------------------------------------------------------------

If you believed all the QQing...neither of these builds should be viable in the poor 'ole pugger's queue...must be my 'skill'...Meh...Both of these builds were designed specifically to use the available soft counters...and they work just fine. They also represent a lose/lose scenario for the QQers...No one would call these Min/Maxed...No one would call these OP...They simply invested in the proper tools in order to use lock-on weapons....and yes, skill is needed...not an 'easy button' :P

Mr 144

Edit: refined editorial and detailed builds

Edited by Mr 144, 04 April 2013 - 11:30 PM.


#626 Rawyn

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Posted 05 April 2013 - 12:26 AM

Personally, as I'm doing only PUGs at the moment, I've got these issues with ECM

- No lock-on even with direct line of sight (except for that small range band)
- no friendly IFF
- no drawback for carrying a ECM

The 2nd problem is currently being worked on, so that may go away soonTM , thanks for that.

Now you might say with LOS: "Bring a TAG !". And I'd reply "I do", but I'll have to sacrifice an energy slot for doing so, which I'd rather use for another ML for close quarter defense.

Keeping a TAG on the target is also not always easy, especially if a 3L is circle strafing and tickeling you with SSRMs. You need to stay in the open and reveal your position to the enemy ( Follow the bright light ! ).

So while I'm struggeling to get my main weapons to work at all, the opposition has to do.... nothing. Running around with a passive piece of equipment is not that hard. Only drawback being the minor tonnage required.

This (and the current state of LRMs in general) led me to pretty much abandon my LRM heavy 'Mechs or to use a non-LRM loadout on them. My Founders Catapult is crying right now in the 'Mech bay because it's not allowed to work in its primary configuration. Poor Cat.

I'm completely OK with ECM disabling Artemis or other missile enhancing equipment, and also that you'd need someone to TAG a target if you want to provide indirect fire support without line of sight.

But I'd really like to be able to get a lock on targets I can see ( optics still work, don't they ? ) at longer ranges than currently possible and without TAG, maybe with a 200% lock-on time instead.

Also equipping ECM ( or turning it on ? ) needs some kind of effect on the carrying 'Mech. E.g. x Heat per sec, prolonged lock-on times for missiles, reduced radar range. I'll leave the theorycrafting to others ;-)

#627 Asmudius Heng

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Posted 05 April 2013 - 12:48 AM

OK - where to start.

Quote


As I stated earlier, that I couldn't comment on the state of ECM in the game until I had 2 additional counter measures implemented into the game. This was to avoid frustration in the community without having all features in place before I discussed the situation.


OK, fair enough - but the sheer blackout of ECM talk in the meantime was just as detrimental Paul.

Quote

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. It brought the need to be aware of your surroundings and assist team mates in a way that previous MechWarrior titles didn't have. Teams will now have to work together to counter the effects of ECM and as of February 15th, the new counters allow for multiple attack vectors against the system.


New strategy? Which new strategy? Being able to not appear to the enemy radar? MW4 had this, it was called Passive Radar and it came with a disadvantage that you could not get the enemy on radar.

Teams need to work together to counter ECM. How? All fire at it? people focused fuire anyway. Using TAG? People do nto tage for each other - LRM boats carry thier own TAG to target. That is NOT teamwork Paul.

PPCs cutting out ECM - vs an Atlas, sure, Vs fast movers - even with hit detection increased its going to be hit an miss how useful that reall is (no pun intended)

This is a system that STOPS lock on HARD. All counters to it require a supreme amount of teamwork to happen. Also, most of them are only moderatly useful, or useful in select situations.

You wanted to stop things being snipewarrior online when you talk about long range, or was it the LRMs? LRMs were the chief offender so fix the causes not the symptoms.


Quote

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 improvments coming down the pipe very soon in terms of hit-detection. 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).


Good, hit detection was certainly one of the major factos in ECM effectivness - and also Raven hit boxes i think?

The health thing though ... ECM is useful for a loooooong time before there is ANY chance you are going to blow that bit off. By the time you have ripped out a torso the battle is probably nearly over anyway and that tiny tonnage cost for ECM has done its value 10 times over. Not a fix Paul - a tiny tweak that will never make anyone consider if they should, or should not take ECM.

Your weaknesses are not practical weaknesses. No one will ever come out of a match saying - well that ECM went down quick. No one will ever hover over ECM and thing - maybe i will not take it for an extra heat sink and some armour. No one will ever feel the location thier ECM is in is going to be targeted - except the Atlas - for fast movers who are not fools you just hope to hit the right place because it is nearly impossible to land the hot on the toro you desire.

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.


Stagger ranges? LRMs were the only things causing major stand offs not other long range weapons. With ECM it ends up in a brawl MUCH more quickly on the original smaller maps. You went from LRM warrior to brawling overnight if people worked as a team as you say - or the side without ECM gets screwed by the ECM guys hiding thier own LRMs etc. The randomness of your teammates is glorious huh.

Why didnt you just implement passive radar instead? Seriously - I am baffled.

Also - only effects two weapons systems. This means it only does not effect one missile system out of three. How many missile hardpoints are there on mechs Paul? And why hammer those weapons systems .... hmmm i wonder, beause they were proving to be OP? Then why not work on THOSE to make them viable but not rediculous? Band aid solutions.

Quote

First, hit detection on all Mechs was off quite a bit. This was exasperated by high speed Mechs with ping related issues causing the visual targeting and hit results to be highly inconsistent. This has been reduced significantly and with an upcoming patch, you will notice an even more drastic fix to the problem (state rewinding as addressed by Bryan and Matt C. in another Command Chair post). What does this have to do with ECM? With state rewind going into the game, it is VERY possible to take down any high-speed Mech as long as you have the aim because where you aim is going to be where you hit. ECM or not, high-speed Mechs are in for a world of hurt that they are currently not used to.


Agreed that hit detection will help a heck of a lot and I hope it is enough. However conceptually ECM is still a very odd bird.

Quote

Second, ECM counters were needed to bring it in line with where we wanted it to be. It took us some time to get these systems online because 1) We had some higher priority pressure items to deal with first and 2) we needed to make sure that all counters (especially modules) work correctly across the network. 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.


I feel like a single peice of equipment will dictage module choices for many mechs and even then they are of limited benefit. Incremental benefits to try to make ECM less powerful seems liek you are stuck on the Idea that ECM is perfect the way it is and you are now revolving the entire meta game around it which seems like very poor game design to me - i am not an expert on game design but thats how it FEELs to me.

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.


So ECM atlases have a slight issue to deal with, 3L Raven is going to be running around with his Streaks as usual. The hit detection is far far far far FAR more important than this.

Quote

  • ECM should not cut out friendly signatures on the battlefield. Friendly Mechs should always be identifiable and not obscure team play.

Good, that is irritating. Competative teams can compensate but its just anti-fun for all involved.

---

In summary, the points you make do not resonate with me and I imagine with many people in the community. Your justifications are glib and hardly go into any detail. There are heaps of ways the e-war system could have been implemented in a better way. there are hundreds of ideas out there that are more interested and complex and less single item oriented.

The sensor warfare system should be soemthing that a team WITHOUT ECM should be able to undertake using cover, passive/active sensors, vision modes, etc. Why not tinker with the existing system then make ECM an awesome upgrade that would make certian aspects of the sensor warfare game stronger?

To place all your faith in a single chassis limted item to control staggering of ranges as you put it is mind boggling.

Why can I not be a scout in a Spider without ECM? Why must i glow like a beacon as soon as i leave cover? Why cannot appearing on radar be a delayed action depending on your chassis size? There is just a single way that you could have made stealth more viable for EVERYONE.

This is the feedback thread. My feedback has been given. This SAME FEEDBACK has been given many times over the last month from MANY people. You finally break silence and NONE of the real issues have been addressed that have been brought up time and time again.

This is why i post less. I still play when I can but when I see good strong feedback given in well meaning and logical tones (not by me by many others) then i see an official communication here that avoids the issue yet again - its just so disheartening Paul. I know it might feel like we are trying to tear you down and all the devs but we are not. We really care. I love the game mostly but your communications are always what bring on the wrath of the community,

The lack of empathy once again shown to those who have real greviances vs ECM have been ignored. This will mean that few will show you any empathy back.

#628 Fooooo

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Posted 05 April 2013 - 01:07 AM

Not losing friendly markers is a good start.

They can still use ecm for stealth just not for stopping which mechs are shown as friendly or dropping friendlys from minimap etc, which just causes confusion especially for newer players.

The changes stated are a good base point, do that and let it run for a month or so and see what everyone thinks etc etc...

Edited by Fooooo, 05 April 2013 - 01:08 AM.


#629 Marcus Tanner

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Posted 05 April 2013 - 03:10 AM

I think this exchange matters, so I'll bring it here from the other thread:

View PostMarcus Tanner, on 04 April 2013 - 12:01 PM, said:

It sounds as if ECM really does affect you, and affects you in a big way. It means you need to be on comms to do your job, and if you're playing in a 4-man team or less than it makes the difference between scouting for your whole team and scouting for less than half your team.

View Posthammerreborn, on 04 April 2013 - 12:20 PM, said:

I've argued in the past that more communication tools are needed. With apparently lance commanders coming in the near future that might help a lot. I've mentioned we need the ability to quickly ping our positions as a way to alert teammates, though I could see that being abused quickly (DoTA2 ping spamming anyone?). In game voice comms (not this c4 ****) really need to be implemented for the PUG scene.

While this is tangentially related to ECM, it is not a sufficient reason to nerf ECM. Communication is just as hard without ECM as it is with, and is one of the biggest issues in PUG groups, especially when faced against premades (especially since one of the devs commented that nearly every match has at least a 2 man premade in it).

For now, learning to type quickly and use TAG I can pretty effectively mark where the other team is without too much issue. Not to mention that in nearly every map I have favored powered down hiding places I can give calls on all match without any fear of being spotted (I have yet to ever be detected in my two locations in forest colony).

I think it's important to note that they've put integrated voice comms on the backburner, because as they say, most players are already on comms. So according to PGI, PUG players can just go screw themselves. They don't think integrated comms is important any more.

That aside, your use of TAG as a scout shows that the best way of scouting right now is really just to press "R" and whow your team where the enemy is. You shouldn't *need* TAG to be effective in that way. In that way ECM detracts from the role.

Of course, two thumbs up for more ways of giving out information to your team quickly. That would be nice.

View PostMarcus Tanner, on 04 April 2013 - 12:01 PM, said:

If preventing an Atlas from scouting effectively is your goal, wouldn't it be better for scouting to be more challenging regardless of whether or not the enemy had specific anti-scout gear? Wouldn't it just be better if they reduced the standard sensor range from 800m down to 600m or 500m?

View Posthammerreborn, on 04 April 2013 - 12:20 PM, said:

Well this is why thermal was nerfed. Even with ECM the assaults could still detect mechs across the entire map using thermal vision, and I applaud them for finally reducing it.

Also, seeing we don't have active/passive radar as of yet I can't really comment on that last part, though I would love to have passive radar in my Jenner for scouting purposes (since I do everything pretty much visually anyways).

I agree that the thermal nerf was a step in the right direction as far as the need for scouting goes.

Still, if the sensor reduction range you get from ECM is a good thing and the part you're really after, then why not scrap it on ECM and and give it to everyone? Make standard sensors only go out to 600m or something. That way we get more of what you like about the system without making that piece of equipment too good for its tonnage. That's the more elegant solution, and it doesn't bork up other parts of the game.

If I understand correctly, you don't seem to care much about the 180m fuzzing range so you shouldn't have a problem with dropping that part.

#630 TOGSolid

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Posted 05 April 2013 - 04:12 AM

Quote

Make standard sensors only go out to 600m or something. That way we get more of what you like about the system without making that piece of equipment too good for its tonnage.

It'd also make BAP a hell of a lot more useful.

#631 Cromwill

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Posted 05 April 2013 - 04:47 AM

I was going to post a thoughtful response, but then I remembered you have 50 pages of that. Sir, this is what your ECM response warrants..



#632 Jakob Knight

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Posted 05 April 2013 - 05:01 AM

View PostMr 144, on 04 April 2013 - 10:03 PM, said:

I've been pugging with a Jager (JM6-A) as an anti-QQ build....
280XL (76.8kph w/ tweak)
Endo
384 armor
11 DHS
BAP
2xMLs
2XUACs (5 tons ammo)
4xSSRM2s (2 tons ammo)
Adv Sensor
Target Decay

Strange...I do quite well with it...ECM...meh.
------------------------------------------------------------------------------------------------------

My other anti-QQ Pugging Build, a Cataphract (CTF-2X) has...
300XL (76.4kph w/tweak)
Endo
15 DHS
352 armor (TAG arm drastically lowered)
2xERPPCs
TAG
2xArtemis LRM15s (4 tons ammo)
Adv Sensor
Target Decay

Other than LRMs being wonky atm (due to an unrelated-to-ECM issue) I do quite well with it....ECM...meh.
------------------------------------------------------------------------------------------------------

If you believed all the QQing...neither of these builds should be viable in the poor 'ole pugger's queue...must be my 'skill'...Meh...Both of these builds were designed specifically to use the available soft counters...and they work just fine. They also represent a lose/lose scenario for the QQers...No one would call these Min/Maxed...No one would call these OP...They simply invested in the proper tools in order to use lock-on weapons....and yes, skill is needed...not an 'easy button' :D

Mr 144

Edit: refined editorial and detailed builds


Why don't you take a stock CPLT-A1 against a stock COM-2D or AS7-D-DC and let me know how that goes? Or how about -any- build using an LRM CPLT-A1 (the -A1 is supposed to be a pure LRM unit, so please demonstrate how you would get this unit to perform as intended in the current ECM environment, please)?

The fact is that you used two builds to justify your claim as to how not much of a problem ECM is, but cannot make those same claims on all mechs. Further, you had to build an -entire- configuration on specific models of mechs to counter a single 1.5 ton piece of equipment. That puts the nail in the coffin of just how ballanced ECM is.


Sorry, but posting 'look how great I am' posts (which is what you did) to what is supposed to be constructive criticism threads aren't constructive. Especially when they rely on a very specific mech to work.

Edited by Jakob Knight, 05 April 2013 - 05:08 AM.


#633 Thorqemada

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Posted 05 April 2013 - 05:27 AM

I feel changes to IFF and ECM-Hardpoint requirement be right steps.

I miss a solution for weapon exclusivity! You say ECM prevents from MWO become Missile Warrior Online but allow the side with more ECM exclusive use of guided Missiles.

I still feel that ECM is way to rewarding for the next to none drawbacks (weight, Slot requirement, heat)


I feel it would be justified to also take away "Guided Missile Weapon Exclusivity" (counter it per TAG and BAP), make the use of ECM generate significant heat and double the Weight and Slot Requirments (Or split Counter ECM off the ECM module and put it into the BAP Module and keep the weight of both at 1,5 tons)!

Nothing of this will make ECM less successfull to prevent LRM warfare but much more enjoyable to tinker around in the Mechlab and its use for short range combat.

Edited by Thorqemada, 05 April 2013 - 05:28 AM.


#634 Dasein

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Posted 05 April 2013 - 06:32 AM

They should just remove ECM for one week and check the performance, then implemented it again but with opportunity to mount on any variant. Even better if they have test server where ppl could test changes like this and new patches.

PS Check my idea for new mode http://mwomercs.com/...-working-title/

#635 Inertiamon

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Posted 05 April 2013 - 06:55 AM

I'm so past listing negatives but found myself thinking about the problems with the positives that ECM screws over.

If I was a creative or developer for this game and I'd spent months making missiles that fly around the map seeking moving targets, had made a UI that features a sexy lock animation and sounds that cleanly denote each state of targetting I'd be really gutted if I was then asked to introduce a feature that made all that work pointless. It's great content and is far more "future war" than lobbing an AC20 at someone.

With that realisation I think the root of all my issues with ECM is that it removes all that good sauce from a game by virtue of placing the Skill/Cost/Damage tollbooth too far up the road.

There should be inherent and balanced skill required to use LRM's effectively in MWO at all but the lowest grade of play.

You should need to position yourself well good and early to ensure that whilst you have a good field of view and an angle on the likeliest approaches. Equally you should not be out of reach of your support/lights in case you get flanked by theirs. You should have to cycle targets looking for the best option to deliver some damage. Nothing too fast, nothing likely to have 1/2 AMS (bap should help me collect this information faster). Nothing that can move behind the building that even with just the hud info and no LOS I know is there. I should be able to pick targets during a game and decide when to fire my LRMS.

Performing the above using the various hud elements is fun.

However I should only do decent and consistent damage with LRM's if I meet the above criteria well. There are, or have been at various points, several issues that make the game less about that choice and more about missile tonnage and spam which I more than agree is not the game I want to play as a fan of indirect fire mechs.
  • Missile Damage Values - There is a sweet spot to be found here where you don't want to be receiving LRM fire as a rule but you can make the decision to tolerate some in order to deliver damage to something else.We're not there yet.
  • Splash performance - informs the above.
  • ECM - let's not fixate on it within this context but there's no denying it reduces potential targets and leads most LRM players to fire at anything not entirely obscured they can lock for long enough. Tonnage and zero-skill repeat actions are all you have left.
  • AMS - Anti Missile System. It is a system that is anti missiles. I really cannot understand why this has not seen more love throughout the months of balance adjustments that have occurred around missiles. A team should be aware of their AMS coverage and be able to calculate the risk of LRM exposure reasonably precisely.
I am not oblivious to the pain of LRM's as a frontline mech.

In my cata, hunchie (or whatever) I should be able to make myself aware of what missile boats are out there and adjust my exposure to LRM fire accordingly. A scout with BAP should be feeding my HUD detail on the enemy backfield and I should know within a few minutes that there's 2xLRM20, 4xLRM15's and an ***** with an LRM5 out there somewhere. I can then compare that against my group's AMS coverage and be confident that even if I get locked and fired on by everyone, that I am only going to take X damage. X sits on a scale somewhere between "I will be a pile of molten metal" and "we've got all the AMS, do your worst". This only works if AMS is tuned correctly or if other missile mitigation is added in other forms.

I know it's very hard all this development business and I couldn't do it. But still, I can't understand why the tail continues to wag the dog as regards missiles/ECM. It's beyond explanation at this point. Or if there is an explanation I haven't heard it. All I've heard is "it adds extra dimensions of combat" when all the evidence I see in game points to the contrary.


TL:DR Give LRM fans a game back whilst not removing the enjoyment from frontline mechs.

Edited by Inertiamon, 05 April 2013 - 06:56 AM.


#636 Squid von Torgar

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Posted 05 April 2013 - 07:02 AM

Its funny, I am a fan of ECM and even I was dissapointed by the command chair post.

Weve had ecm for some time now, tbh in pug matches it doesnt have a big impact (due to a general lack of coordination in pugs). In team games its a different ball game. I like extra stuff it brings, but it totally dominates IW and on its own is just boring.

What I am saying is that as it stands right now ECM is fine, its the other modules and tech that needs to be improved so that ECM isnt a requirement.

Please make BAP be able to lock onto ECM mechs regardless of range. Have narc last until the location its planted on is destroyed. Make TAG able to be toggled on/off.

Make the command module be able to penetrate ECM as well (able to counter up to 2 ecms it weighs twice as much anyway).

Just give us more options to counter ECM than ECM itself. Variety is what it should be about.

#637 Inertiamon

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Posted 05 April 2013 - 07:05 AM

View PostSquid von Torgar, on 05 April 2013 - 07:02 AM, said:

Variety is what it should be about.


Indeed x100. It's for this reason that I've played through Borderlands 2 three times and probably have another couple in me.

#638 hammerreborn

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Posted 05 April 2013 - 07:39 AM

Since we seemed to have jumped to this thread...

View PostMarcus Tanner, on 05 April 2013 - 03:10 AM, said:

I think this exchange matters, so I'll bring it here from the other thread:


I think it's important to note that they've put integrated voice comms on the backburner, because as they say, most players are already on comms. So according to PGI, PUG players can just go screw themselves. They don't think integrated comms is important any more.

That aside, your use of TAG as a scout shows that the best way of scouting right now is really just to press "R" and whow your team where the enemy is. You shouldn't *need* TAG to be effective in that way. In that way ECM detracts from the role.

Of course, two thumbs up for more ways of giving out information to your team quickly. That would be nice.


The first one does make me upset, to be honest. PUGging is awful, there's no getting around that unless better communication tools are implemented. I find the better PUG matches (though I guess no one really "pugs" when nearly every game has a premade somewhere) to be the one where at least someone attempts the commander role, or at the very least starts with "tunnel rush". If PGI can figure out how to give better tools without integrated voice comms, the more power to them, but I'm skeptical. This is still not an ECM problem, ECM just kinda makes the issue more glaring.

For the second point, I use it when I'm being heavily mobile, you can't really "r" it with how quickly I "sweep" the team. I just make it long enough that people can see the pings on the map. Much easier than trying to guess the grid and number size then typing. This goes back to the communication tools though as well. A pinging ability on the battlegrid (or even setting a ping off at target location, that would be really nice) followed by 5 in teamchat would be far more useful than even the current TAG method. I also TAG mainly to give LRMs their flightpaths, and constantly cycle through targets to look for the missile incoming icon. Free damage for them, free xp for me.

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Still, if the sensor reduction range you get from ECM is a good thing and the part you're really after, then why not scrap it on ECM and and give it to everyone? Make standard sensors only go out to 600m or something. That way we get more of what you like about the system without making that piece of equipment too good for its tonnage. That's the more elegant solution, and it doesn't bork up other parts of the game.

If I understand correctly, you don't seem to care much about the 180m fuzzing range so you shouldn't have a problem with dropping that part.


I don't care much about the 180m fuzzing range because I've never had an issue distinguishing friend from foe like some people have. IFF working within the "bubble" kinda negates the entire benefits of the fuzz range, leaving only the huge downside to ECM, giving away your position if someone runs near.


View PostJakob Knight, on 05 April 2013 - 05:01 AM, said:


Why don't you take a stock CPLT-A1 against a stock COM-2D or AS7-D-DC and let me know how that goes? Or how about -any- build using an LRM CPLT-A1 (the -A1 is supposed to be a pure LRM unit, so please demonstrate how you would get this unit to perform as intended in the current ECM environment, please)?

The fact is that you used two builds to justify your claim as to how not much of a problem ECM is, but cannot make those same claims on all mechs. Further, you had to build an -entire- configuration on specific models of mechs to counter a single 1.5 ton piece of equipment. That puts the nail in the coffin of just how ballanced ECM is.


Sorry, but posting 'look how great I am' posts (which is what you did) to what is supposed to be constructive criticism threads aren't constructive. Especially when they rely on a very specific mech to work.


Is this the new argument? A stock A1 would lose to a tricked out D-DC because ECM is OP!

I'd put money on that stock A1 against a stock D-DC if the A1 pilot knew what he was doing anyday.

And as always:

THIS IS A TEAM GAME. STOP GOING DERPDEDERP RAVENS KILL ME 1 ON 1, LRMS USELESS. YOU HAVE 7 FRIENDS, USE THEM!

EDIT: Also, how is his jagermech build build around to counter a single 1.5 ton piece of equipment? It has no ECM or TAG, and still uses streaks...

Edited by hammerreborn, 05 April 2013 - 08:15 AM.


#639 Ketzktl

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Posted 05 April 2013 - 07:40 AM

View PostSquid von Torgar, on 05 April 2013 - 07:02 AM, said:

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Weve had ecm for some time now, tbh in pug matches it doesnt have a big impact (due to a general lack of coordination in pugs). In team games its a different ball game. I like extra stuff it brings, but it totally dominates IW and on its own is just boring.
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I just wanted to post my experience about this (and yes, I know this is just my personal observation).

Without ECM, PUGs scatter around for a bit, then someone contacts the enemy and a red dot shows up on the map then the PUGs tend to gravitate towards the red dot. Even if the guy who made the contact is dead, the rest of the team tends to generally start moving towards the enemy at that point.

With ECM, the PUG scatters, at some point a message pops up that somebody has been killed and the PUGS keep wandering aimlessly.

I'm not saying that this is any huge improvement in coordination, but at least without ECM you can get guys moving in the right direction instead of just getting silently picked off one by one.

#640 Inertiamon

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Posted 05 April 2013 - 07:52 AM

It's precisely that kind of inherent gameplay signposting that has made the moba genre such a success. Much of it translates to FPS games. NS2 is a terrific example. I brought a lot of players up to speed on NS1 originally (we ran some servers) and it was pretty painful. Doing the same on NS2 is about a tenth of the job. Items are clearly described, minimap makes sense. HUD is informative but uncluttered. Objectives and hotpoints around the map are immediately obvious.

TF2 did the same. Starcraft2 makes fantastic use of visual and audio clues to indicate ranges/highlights/paths etc. Existing examples mean there's no wheel invention required here. Just an honest top down assessment of where the UX is lacking and some good honest work to get it straightened out.

I hope we don't something similar to the voicecomm response prior to launch: "people mostly sort that out themselves so we don't need to".

Edited by Inertiamon, 05 April 2013 - 07:53 AM.






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