Livewyr, on 15 April 2014 - 05:29 PM, said:
So the big issue with ECM versus the counters is:
ECM does nothing but exist and provide a mobile deadzone. (1.5 tons, ECM slot)
Counters:
Tag: Must remain on target. (1 ton, 1 energy weapon slot.)
NARC: Must be fired at target, lasts limited duration. (4+ tons, 1 missile weapon slot)
PPC: Must be fired at target, last for a very limited duration. (7 tons, 1 energy slot)
BAP: Must be kissing the ECM mech to counter. (1.5tons)
UAV: One time use, limited duration, static (and destroyable) consumable. (No weight, module slot)
-------------------------
Seems pretty unfair to me that ECM just sits passively and works for 1.5 tons without input from the pilot...
So I propose:
In order for an ECM mech to be un-targetable by an opposing mech, he must train his crosshairs on the opposing mech to achieve the effect! (Constantly, like TAG)
Makes perfect (Russpaulian) sense!
Who is with me?!
Anyone?
....
Bueller?
Welp let's compare this to lore.
Guardian ECM.
Delays target lock.
Does not give target information (Name, Mech, Weapons, Health. But it gives a SQUARE and something to lock on).
Delays LRMs.
Disables Artemis benefits.
Has Zero Effect on Streaks.
2 slots.
1.5 tons.
Counts as "one" ECM in ECM countering rules.
Is cheap to repair (R&R).
Angel ECM.
Delays target lock.
Does not give target information (Name, Mech, Weapons, Health. But it gives a SQUARE and something to lock on).
Delays LRMs.
Disables Artemis benefits.
Prevents Standard SRMs from tracking. (SRMs in lore are guided missiles that track and follow targets; MWO gave us glorified nerfed MRMs).
Turns Streaks into dumbfired rockets.
2 slots.
2 tons.
Counts as two ECMs in ECM countering rules.
Is obscenely expensive to repair (almost your entire earnings in R&R).
For Invisibility cloak on either, requires
Stealth Armor. Weighs as much as standard armor but consumes 12 slots. (Imagine this on an Atlas).
Counters: Hard.
PPC, gives temporary EMP effect.
Guardian ECM counter mode. (2 against Angel)
Angel ECM counter mode (counts as 2 against Guardian, Angel can counter Angel on its own).
Counters: Soft.
TAG, reduces lock on time. Points out ECM target under Stealth Armor.
NARC (not lore friendly but it makes some sense. NARC disabling ECM if it attaches to ECM user. But ECM can disable NARC on allied players).
Proximity -- overrides invisibility within certain ranges outside of 180 mm but within 220mm, allows all to see the Steatlh Armored ECM user.
Advanced Sensor Module, increases proximity override window against stealth armor invisibility by x amount, with a max at 250.
Notes: Guardian ECM + Stealth Armor = 14 slots.
Angel ECM + Stealth armor = 14 slots.
This will reduce the ammunition that light mechs with ECM can carry or reduce their speed, as well, to be able to fit this much more.
An Atlas would have to give up either DHS or an AC/20 and/or those twin LRM-20s to have its 'invisibility'.
Edited by Koniving, 16 April 2014 - 12:42 PM.