Paul, You being lead game designer (I think) makes this question most appropriate for you.
We have the Official CC Post regarding ECM stating
"Guardian ECM, like all features in the game, is very close to where we want it to be."
"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.
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)."
(Quoting the whole relevant piece.)
-----------------------------------------------------------------------------------------
The question is: What is the actual official logic behind that statement? The reason I ask that is that is that the logic doesn't seem sound (at least to me), at least in its current stated form, and I think myself and many others would like to know a little more in depth as to the why behind the why.
---Let's start with the biggie:
"...instead of flat plane, long range combat."
Arguably, that hasn't gone away; Gauss and PPC, especially ERPPCs are premier long range combat, and the definition of "flat plane."
(Missiles are support weapons in that they could support without necessarily having direct LoS, but requiring team work to do so.)
---Next:
"...a whole new level of strategy and skill to the battlefield"
Arguably half-true.
It did bring the necessity for focused teamwork to work against it.. but bringing and using ECM requires no skill and no teamwork, it is a passive protection/disruption and it has no drawback.
--Next: (Edited in one other)
"...its weaknesses (3 health and soon to be hardpoint limited, see below)."
It's weaker, but not a weakness. The low-health exploding Gauss rifle is a weakness, that's an actual risk. Losing ECM just makes you a regular mech 1.5 tons lighter, the same weakness as every other component on a mech.
---Last:
"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."
Undeniably true. (And GREAT job on HSR, game-changer of the year in my book.)
However, LRMs are still crippled, even moreso now where the engagement ranges have increased at least by double. TAG as a counter is no longer viable, PPCs were never a long range counter. (4 seconds isn't enough to get LRMs locked, and to a target more than 200 meters away, let alone farther- Currently it takes LRMS 10 seconds to get to a max range target after firing, coming down to about 8 seconds after patch: still an eternity compared to PPCs and Gauss) The new Changes to BAP will help Streak SRMs, but it still does very little for LRMs.
The protection from sensors/lock has all but eliminated LRMs, the only true support weapon, from the battlefield.
---------------------------------------------------------------------------------------------------------------
I'm not going to propose solutions, that's not what this is about:
I'd like to know the actual logic. (And I don't think I'm alone.)
Why, Paul, why?
-Live
Edited by Livewyr, 18 May 2013 - 05:05 AM.