As the title says.
I've noticed that turrets ignore ECM, which is quite annoying. Is that a bug or are they supposed to work that way?
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Turrets Ignore Ecm. Bug Or Feature?
Started by Chrithu, Mar 19 2014 05:14 AM
6 replies to this topic
#1
Posted 19 March 2014 - 05:14 AM
#2
Posted 19 March 2014 - 06:35 AM
Either it's a bug or a serious balancing oversight. It's been there since they introduced turrets, though.
#3
Posted 19 March 2014 - 10:56 AM
Feb 18th patch was supposed to allow ECM against LRM turrets (as one would expect), but I'm not so sure that's actually working. Difficult to test during matches (UAVs, TAG, etc.)
However, laser turrets do ignore ECM... pew pew.
However, laser turrets do ignore ECM... pew pew.
#4
Posted 19 March 2014 - 12:07 PM
draiocht, on 19 March 2014 - 10:56 AM, said:
Feb 18th patch was supposed to allow ECM against LRM turrets (as one would expect), but I'm not so sure that's actually working. Difficult to test during matches (UAVs, TAG, etc.)
However, laser turrets do ignore ECM... pew pew.
However, laser turrets do ignore ECM... pew pew.
There is nothing about that in the patch notes, do you have a source?
#5
Posted 19 March 2014 - 12:42 PM
It's in there... February 18th...
Though, there's language ambiguity there. If "they" means the turrets, then its usefulness seems negligible.
miSs, on 18 February 2014 - 09:10 AM, said:
- Missile Turrets will now be prohibited from firing LRMs at any targets if they within a enemy ECM field
Though, there's language ambiguity there. If "they" means the turrets, then its usefulness seems negligible.
#6
Posted 19 March 2014 - 01:32 PM
But that's a whole other thing, basically. If you come within 180meters of any LRM-turret you pretty much deactivate them with your ECM (and does that even work like it's supposed to?).
Why not just apply the same targeting rules players have to the turrets? ECM shilded = can't be locked on with LRM = no firing. That would make them a whole lot less annoying/OP while at the same time encouraging teamplay (covering your team with ECM on approach to the base).
Why not just apply the same targeting rules players have to the turrets? ECM shilded = can't be locked on with LRM = no firing. That would make them a whole lot less annoying/OP while at the same time encouraging teamplay (covering your team with ECM on approach to the base).
#7
Posted 25 March 2014 - 09:00 PM
Ironwithin, on 19 March 2014 - 01:32 PM, said:
But that's a whole other thing, basically. If you come within 180meters of any LRM-turret you pretty much deactivate them with your ECM (and does that even work like it's supposed to?).
Why not just apply the same targeting rules players have to the turrets? ECM shilded = can't be locked on with LRM = no firing. That would make them a whole lot less annoying/OP while at the same time encouraging teamplay (covering your team with ECM on approach to the base).
Why not just apply the same targeting rules players have to the turrets? ECM shilded = can't be locked on with LRM = no firing. That would make them a whole lot less annoying/OP while at the same time encouraging teamplay (covering your team with ECM on approach to the base).
THIS!!
I have missed the info about how ECM is designed to affect turrets in the patchnotes. And I have to say as with many other things this inconsitency between player and AI functionality by design just is another example of the stupid ideas PGI has at times.
But we should be careful what we wish for. I rather keep it that way as getting PGI to the idea that it would be fun to force 3L's and 3M's into the 180m range of enemy misile boats in order to protect their team.
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