The Boz, on 06 September 2013 - 05:21 PM, said:
Yes, the ECM will tip the balance in EVERY encounter, and here's how:
1. Ambush potential. With an ECM, a mech can move around freely without showing up on anyone's radar. The counters are hilariously short-ranged to be effective against this kind of battlefield mobility.
2. It prevents targeting. This is HUGE, as you have no idea what area of the mech is already damaged, what weapons they're packing, and what you should be shooting at.
3. As mentioned before, it counters all lock-on missiles. And not just by decreasing accuracy or anything like that; it HARD-COUNTERS them. They just flat out stop being effective.
4. The importance of the ECM increases the importance of ECM, as one ECM can counter another. This is not only hilarious, but it shifts the balance of mech choice towards the ECM-compatible mechs.
Now please, once again, tell me how this one device is easily countered, has an irrelevant effect, takes up valuable slots and tons, costs a lot of money, and isn't all that good in the sack either.
P.S.
I've been recently ranting and raving about the ECM and UAC5, saying how badly they need to be looked at. Before you start saying how I'm a kid that is just crying about the things that kill me, guess what my Atlas D-DC is packing.
1. Actually the counters are eyes, communication, seismic sensor, and non-lock-on based weaponry.
2. Mostly true. When in doubt most players just aim for the CT or torsos with high weapon density which generally works out fine. Most shots land on one of the three torso sections. Sections with heavy damage are probably smoking.
3. Tag works perfectly fine against Heavy/Assault mechs which make up the most of the group compositions. Even without ECM LRMs are not effective against lights. They move too fast, allowing AMS to do work and can get to cover. If you watch LRMs tracking on fast moving lights a very small amount of missiles actually hit the light, even out in the open. Many simply impact the ground.
4. You don't need 12 ECM mechs. Having a few around is pretty useful though. If a lot of enemy mechs are in-range to jam your ECMs then teams are probably brawling and it's impact is usually minimal anyway.
It's not always easily countered but sometimes it is; though in general it is not supposed to be instantly countered. It's effects are relevant, as intended. It's not supposed to be difficult to fit into a build. It's cost is in-line with other pieces of equipment. Even if it cost 15million C-Bills everyone would eventually buy one and move it around their ECM capable mechs like they do with modules. I can't speak to whether or not it's good in the sack.
ECM will eventually be tweaked but for now the game is better off with it as-is. I read a post somewhere today that sourced a quote stating UAC5 was being looked at for a possible change. I don't care enough to find it again though.
Edited by semalferuzA, 06 September 2013 - 05:50 PM.