ECM counters too many 'end game' modules. 360 degree radar, sensor boosting, target decay all suffer from ECM. Why would people be expected to pay real money to convert xp to gxp (or play thousands of games) and spend millions of cbills to get these modules that are supposed to be end game content when a basic piece of equipment can just nullify them? Will ECM counter artillery/air strikes too?
Equipping ECM should be an option, just like AMS or BAP. It shouldn't be so good that it is a must have. I can't think of a better way to spend 1.5 tons- certainly not a machine gun with a ton of ammo!
Honestly, all the really 'game breaking' features of ECM should be modules and not standard ECM. At least then they would have to decide between the different functions.
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Ecm Devalues Too Many Modules
Started by Davers, Mar 06 2013 04:53 PM
3 replies to this topic
#1
Posted 06 March 2013 - 04:53 PM
#2
Posted 07 June 2013 - 04:04 AM
I have to agree with you on that one. The basis ECM should be like the TT rule and to get the different effect like the Angel ECM there should be a (hack module) that modifies the equipped ECM on that mech, at the cost of removing the basic Gardien ECM features.
Right now the biggest Nerf they did to ECM is the seismic sensor, which reduce the stealth ninja aspect of the ecm at no cost except for those under-used module slots
Right now the biggest Nerf they did to ECM is the seismic sensor, which reduce the stealth ninja aspect of the ecm at no cost except for those under-used module slots
#3
Posted 07 June 2013 - 04:12 AM
i sure hope so. ECM is an actual piece of equip that you have to pay tonnage/crit space for
#4
Posted 07 June 2013 - 04:43 AM
after all that has been said and done... still ECM QQs?
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