-Making an entire team invisible to sensors within 180 meters
-Immunity to missiles unless TAGGED (outside of 180 meters)
-Anti-ECM mode
etc...
Then came the PPC with it's EMP effect to take it out.
Now we have BAP that nullifies it within 150 meters.
I'm all for a system with effects and counters but once again I feel that PGI ignores the core problem and swings a heavy handed nerf bat that has very far reaching effects.
We now have 3 things that cancel out ECM from May 21.
-ECM in "Counter Mode"
-PPC effect
-BAP
ECM will now be quite marginalized due to their rather limited effect due to how often people equip BAP or PPC's or using ECM to cancel out ECM.
And why even KEEP disrupt mode on the ECM when the BAP does it as an area effect with 30 meters less range. Unless you are TRULY strapped for tonnage and cannot find the 1,5 tonnes for the BAP.
EDIT
In a way, as another bandaid the ECM mechs became marginally better now since they can BOTH disrupt enemy ECM AND use their own ECM as long as the enemy is NOT BAP equipped.
In Conclusion
I truly wish that PGI went back to the drawing board and simply used the basic design from the boardgame in regards to Electronic Warfare and THEN added cool quirks instead of using rather hamfisted ways of putting things into the game.
Too much Rock,Paper, Scissor and far too little actual electronic warfare tactics.
To PGI
PGI, I love you guys, spent 250 USD so far on the game and you are doing good work considering the size of your team - but you really need to look a bit deeper into long term effects on the gear and changes you make and revisit the drawing board once and again.
The silver lining
Scouts can still benefit on larger maps by sneaking on the edge and flanking to get behind lone snipers since their ECM would still JAM them as long as they are within 180 meters but outside the 150 meter BAP bubble.
Edited by Terror Teddy, 15 May 2013 - 08:56 AM.