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Can We Get And Ecm Temp Fix?

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#41 Clit Beastwood

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Posted 25 April 2014 - 09:24 AM

View PostCannydog, on 25 April 2014 - 09:11 AM, said:


Apparently! :P

Me? I just want my SRMs to work. They shouldn't need "lock". Just get in their face, aim carefully, and BAM! But that doesn't currently work reliably with, or without, the presence of ECM on the battlefield. WTF is up with that...? So since PGI is hopeless at getting systems like that to work. I'd say its hopeless trying to get them to do anything reasonable with regards to ECM.

You guys are wasting your time anyways. We all know that the few Devs who play are Spider pilots in love with their ECM. So why should they listen to you if you don't know their street address...? :D


ECM doesn't affect normal SRM's, HSR does.

#42 ArmandTulsen

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Posted 25 April 2014 - 09:35 AM

Can we all just flipping agree that ECM was doomed since its inception?

I'm still having a hard time believing that a 1.5 ton piece of equipment was such a colossal **** up for WELL over a year now.

FFS, PGI, why are you doing this with ECM? Just make it like it should be.

#43 poopenshire

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Posted 25 April 2014 - 09:50 AM

View PostArmandTulsen, on 25 April 2014 - 09:35 AM, said:

Can we all just flipping agree that ECM was doomed since its inception?

I'm still having a hard time believing that a 1.5 ton piece of equipment was such a colossal **** up for WELL over a year now.

FFS, PGI, why are you doing this with ECM? Just make it like it should be.



Do us all a favor and look up Electronic Counter Measures in Jane's or other publications on military assests and hardware.

It does that and so much more at way less than 1.5 tons and over greater distances.

Of course since this is TT its all good.... oh wait its not. This is not now, nor ever will be table top.

Edited by poopenshire, 25 April 2014 - 09:50 AM.


#44 Strum Wealh

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Posted 25 April 2014 - 12:27 PM

View PostBurning Chrome, on 25 April 2014 - 07:59 AM, said:

None of which prevent you from being able to target and hit ecm equipped or protected mechs with LRMs or Streaks.

View Postmogs01gt, on 25 April 2014 - 08:16 AM, said:

What has been PGI's reasoning on the current design of ECM?

However, the Tactical Operations rules did allow for ECM suites to assist in negating the ability for an opposing 'Mech to establish a sensor lock.
  • "The ranges of various electronic sensor systems appear in the Sensor Range Table. To make a Sensor Check, the player rolls 2D6. A result of 7 or 8 means the sensor detects any unit within its short range. A result of 5 or 6 means the sensor detects units out to its medium range. A result of 2 to 4 means the sensor detects units out to its long range. A roll of 9 to 12 means the sensor failed to detect any units. Remember that a spotting unit may use only one type of sensor per turn, which is declared to the gamemaster at the start of the turn." - TacOps, pg. 222
  • "In the double-blind game, all ECM and stealth systems modify the die roll results of spotting units attempting to detect an enemy unit equipped with such an ECM system. Because different ECM/stealth systems have different effects against different probes and sensors, the modifiers vary depending on the spotting unit’s probe/sensor and the enemy unit’s ECM system. These modifiers appear in the ECM/Stealth Modifier Table. Once the sensor detection dice roll has been made (including adding any bonus modifiers from the controlling player’s side), the player consults the ECM/Stealth Modifier Table and adds the applicable modifier to the roll result." - TacOps, pg. 224
PGI evidently made the intuitive leap from there to "the BattleMech's Targeting-Tracking System cannot achieve a weapons lock against something that its sensors cannot lock-onto; it cannot lock-onto what it cannot 'see'".

For MWO LRMs:
Being unable to achieve a sensor lock - and thus a weapon lock - does not prevent the weapon from being fired; when fired without a lock, MWO LRMs will go to wherever the reticle was pointed at the moment the weapon was fired (that is, the dumb-fired LRMs will not follow the reticle once they have left the launch tubes).
As such, MWO LRMs still have a decent chance of hitting a stationary or very slow-moving target (such as the classic poptart, or a team huddled against a hill/outcrop/etc - basically, the same situations against the artillery & air strike modules would be used) - or one whose movements are so predictable that the LRMs can be launched at the point where the target is expected to be - at range. Against a fast or evading target, however, LRMs at range are unlikely to be the most-effective or easy-to-use option.

For MWO SSRMs:
Since the entire point of the Streak missile system is efficiency & ammunition conservation, the weapon is designed to not fire unless & until a weapon lock has been achieved.
As the Guardian suite can prevent an opposing 'Mech from achieveng a sensor lock (an ability well within its purview, and arguably its primary function), it can also prevent the subsequent weapon lock (since "the opposing BattleMechs' TTSs cannot lock-onto what their sensors cannot 'see'").

Note that this is slightly different from what the more-insidious Angel suite does with SSRMs:
  • "The Angel ECM Suite works like standard ECM (see p. 134, TW), but can also block the Bloodhound Active Probe, Artemis V and C3 Booster Systems, and even negates the locking systems of Streak missiles." - TacOps, pg. 279
  • "Streak missiles fired into or through a hostile Angel ECM bubble will not fire if the to-hit roll fails, but on a successful Streak launcher attack, the attacker must roll on the Cluster table as though the launcher were a standard (non-Streak) model." - TacOps, pg. 279
While both Guardian and Angel can prevent an opposing 'Mech from achieving a sensor lock (with the latter being more effective against attempts to counter it (e.g. larger penalties applied to an opponent's Sensor Check) in addition to affecting the higher-grade EW equipment), Angel gains the added effect of ensuring that the guidance systems of any SSRMs that do manage to lock-on fail in-flight, thus removing the SSRMs' "guaranteed to hit" aspect and making said SSRMs act like regular SRMs (which is something that Guardian cannot do).

And on top of that, "the Angel ECM suite counts as two ECM or ECCM suites, or the player can choose to run the Angel at 1 ECM and 1 ECCM" (TacOps, pg. 100); the Angel suite is a "two-fer" system that can act like two stacked Guardian suites, where each "side" of the Angel can be set to either mode independently of the other (such that a single Angel suite can act like two adjacent disrupt-mode Guardians (and, yes, the two "sides" stack with each other in BT), two adjacent counter-mode Guardians (and, again, the two "sides" stack with each other in BT), or two adjacent Guardians with one in each mode (and no, the two "sides" of a single Angel suite don't interfere with or cancel each other when set in opposing modes in BT)).

View PostRoadkill, on 25 April 2014 - 08:22 AM, said:


Apparently so.
(Also note how the AGM-88 is over 75% heavier than even the BT Arrow IV missiles; the AGM-88 has a listed weight of 355 kg, while the BT Arrow IV missiles weigh 200 kg each (5 missiles per 1 metric ton ammo allotment, 1 metric ton = 1000 kg)... :P)

Though, the recent announcement that the Clan LB-X ACs are intended to receive the ability to switch munition types (source: Paul Inouye on NGNG's "'Mechs, Devs, & Beer #15"; see here and here) would hopefully trickle back to the standard (non-Streak) launchers of both tech bases, such that LRM & SRM launchers might eventually get access to alternate guidance systems like Heat-Seeking Warheads (implemented as locking onto the hottest target near the aim point if fired without a missile lock), Listen-Kill Missiles (implemented as an anti-radiation missile that locks onto Beagle & ECM carriers near the aim point if fired without a missile lock), and Follow-the-Leader Warheads (implemented as having weaker tracking strength but tighter spread than normal LRMs)... along with alternate damage effects, like AX Warheads (implemented as bonus damage vs FF Armor), Inferno missiles (implemented as adding heat to the target on impact), and Magnetic-Pulse Warheads (implemented as disrupting a target's sensors on impact, producing an ECM-like effect).

Edited by Strum Wealh, 25 April 2014 - 12:46 PM.


#45 mogs01gt

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Posted 25 April 2014 - 12:33 PM

So PGI wanted a counter for Ssrm's and LRMs? That is bit odd....

#46 Clit Beastwood

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Posted 25 April 2014 - 01:04 PM

View Postmogs01gt, on 25 April 2014 - 12:33 PM, said:

So PGI wanted a counter for Ssrm's and LRMs? That is bit odd....


I still don't get how people find ECM to be such a problem. It's not ECM, it's people who can't adapt to it. I don't always run ECM, and it doesn't make a huge impact in the effectiveness of my mechs. If I run something with lots of streaks I take BAP and a UAV, or TAG and a UAV. If I take something with LRMS, I take TAG or NARC. This stuff isn't hard. Pretend we're *actually* fighting in a war. Is someone going to adjust the equipment so the battle is more fair? Unlikely. If you can't adapt, you will not be successful. What I see most frequently when people complain (people I've dropped with, either pugging or randoms on comstar/ngng) it's simply putting too many eggs in one basket. Diversify your loadout, so LRMS are 30% of your loadout instead of 90% - then if your lrms are mitigated you're still 70% combat effective.

#47 Aresye

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Posted 25 April 2014 - 01:10 PM

ECM isn't OP. Just thank the random matchmaker that puts you on the team with no ECM against an enemy team full of ECM, missile boats, and Victor tornados.

#48 poopenshire

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Posted 25 April 2014 - 01:50 PM

View PostAresye, on 25 April 2014 - 01:10 PM, said:

ECM isn't OP. Just thank the random matchmaker that puts you on the team with no ECM against an enemy team full of ECM, missile boats, and Victor tornados.



This is why I cannot take anyone serious about something being OP, not your comment but what your eluding at. Not a one of them ever presents any data or anything resembling real correlation that something is a problem.

Examples:
  • Does only a team with ECM win >75% of the time?
  • Does a team with >40% ECM mechs win >75% of the time?
  • Does an ECM mech get more kills than a non-ECM mech?
  • How is the "balance" of the ENTIRE GAME (not your little world) changed by ECM?
  • Does a team with no ECM lose >75% of the time?
Just because you were killed by ECM or could not get a kill due to ECM DOES NOT MAKE SOMETHING OP.
There are so many reasons and excuses for everything that honestly you need something concrete to say something is OP.
You need to have hard data and facts, you data. You need PROOF that something is wrong.

#49 Thejuggla

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Posted 25 April 2014 - 02:19 PM

I dislike ECM and after hearing from other players how it is actually wrong think it should be changed to be correct. I remember in MW4 it was just a slower lock time for enemy missiles which seemed fair.

The one problem I really have about countering it is, correct me if I'm wrong about this; if you run Counter Mode ECM + Bap then run into 2 ECM enemy mechs the one mech with ECM+ Bap won't cancel out the 2 ECM mechs. Why does 1 Bap Counter 1 ECM 1 to 1 situation, but not grouped up with another ECM vs 2 others.

Edited by Thejuggla, 25 April 2014 - 02:19 PM.


#50 Daekar

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Posted 25 April 2014 - 02:31 PM

View Postpoopenshire, on 25 April 2014 - 01:50 PM, said:



This is why I cannot take anyone serious about something being OP, not your comment but what your eluding at. Not a one of them ever presents any data or anything resembling real correlation that something is a problem.

Examples:
  • Does only a team with ECM win >75% of the time?
  • Does a team with >40% ECM mechs win >75% of the time?
  • Does an ECM mech get more kills than a non-ECM mech?
  • How is the "balance" of the ENTIRE GAME (not your little world) changed by ECM?
  • Does a team with no ECM lose >75% of the time?
Just because you were killed by ECM or could not get a kill due to ECM DOES NOT MAKE SOMETHING OP.
There are so many reasons and excuses for everything that honestly you need something concrete to say something is OP.
You need to have hard data and facts, you data. You need PROOF that something is wrong.


I'm partially inclined to agree with this, except that all that data is meaningless in the context of a player's experience. If a system like ECM renders the only two viable options for missile hardpoints impotent (don't talk to me about counters until ECM requires action to use) and unreliable and the weapon mechanics are such that LRMs are totally absent from unrestricted high-tier play, then the system is broken.

The point of the game is fun, and ECM is not fun - hard counters are never fun. It requires almost no sacrifices, and if a chassis is capable mounting it, then it is completely foolish not to. That is the definition of unbalanced.

The only way to consistently play against ECM is to simply not take any weapons affected by it, because the counters provided require sacrifices in loadout and positioning that are suicidal against competent opponents.

#51 poopenshire

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Posted 25 April 2014 - 02:44 PM

View PostDaekar, on 25 April 2014 - 02:31 PM, said:

I'm partially inclined to agree with this, except that all that data is meaningless in the context of a player's experience. If a system like ECM renders the only two viable options for missile hardpoints impotent (don't talk to me about counters until ECM requires action to use) and unreliable and the weapon mechanics are such that LRMs are totally absent from unrestricted high-tier play, then the system is broken.

The point of the game is fun, and ECM is not fun - hard counters are never fun. It requires almost no sacrifices, and if a chassis is capable mounting it, then it is completely foolish not to. That is the definition of unbalanced.

The only way to consistently play against ECM is to simply not take any weapons affected by it, because the counters provided require sacrifices in loadout and positioning that are suicidal against competent opponents.



Sir I will give you credit for a very well thought out response. While it is not hard data, it does pose an interesting argument.
I am not saying it determine OP vs not OP, but fun vs not fun. That is a very different and important question to be answered.

Well Done.

#52 mogs01gt

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Posted 25 April 2014 - 05:23 PM

View PostFierostetz, on 25 April 2014 - 01:04 PM, said:


I still don't get how people find ECM to be such a problem. It's not ECM, it's people who can't adapt to it. I don't always run ECM, and it doesn't make a huge impact in the effectiveness of my mechs. If I run something with lots of streaks I take BAP and a UAV, or TAG and a UAV. If I take something with LRMS, I take TAG or NARC. This stuff isn't hard. Pretend we're *actually* fighting in a war. Is someone going to adjust the equipment so the battle is more fair? Unlikely. If you can't adapt, you will not be successful. What I see most frequently when people complain (people I've dropped with, either pugging or randoms on comstar/ngng) it's simply putting too many eggs in one basket. Diversify your loadout, so LRMS are 30% of your loadout instead of 90% - then if your lrms are mitigated you're still 70% combat effective.

I think you are totally missing the point. If the strongest weapons in the game do not have a direct counter other than cover and speed, why does 1 weapon set have a direct counter and also effects teammates? BAP is 1v1, ECM covers the entire team. Also having equipment that directly counters missles, can make certain mechs perform poorly. Example would be Mediums who excel at missling boating but can be completely nullified by one piece of equipment. Most lighter mechs cannot afford BAP unless they skimp in something that is more important.

Diversifying loads means higher tonnage...That is a luxury only for heavier mechs. Your whole concept regarding adapting lacks thought. Mechs cannot adapt without tonnage or giving up important crit slots.

#53 SausageParty

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Posted 25 April 2014 - 05:27 PM

Perhaps making one variant of every mech be able to use it. Not every mech.

#54 Fang01

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Posted 25 April 2014 - 06:33 PM

Unless it wipes out your night vision I really dont wanna hear it. A cannon interpretation would generate PLENTY to cry about.

#55 DocBach

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Posted 25 April 2014 - 06:37 PM

View Postpoopenshire, on 25 April 2014 - 09:50 AM, said:



Do us all a favor and look up Electronic Counter Measures in Jane's or other publications on military assests and hardware.

It does that and so much more at way less than 1.5 tons and over greater distances.

Of course since this is TT its all good.... oh wait its not. This is not now, nor ever will be table top.


so wait, what does Janes have anything to do with Mechwarrior? This might not be table top, but its way closer to it than real life.

#56 Clit Beastwood

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Posted 25 April 2014 - 06:53 PM

View Postmogs01gt, on 25 April 2014 - 05:23 PM, said:

I think you are totally missing the point. If the strongest weapons in the game do not have a direct counter other than cover and speed, why does 1 weapon set have a direct counter and also effects teammates? BAP is 1v1, ECM covers the entire team. Also having equipment that directly counters missles, can make certain mechs perform poorly. Example would be Mediums who excel at missling boating but can be completely nullified by one piece of equipment. Most lighter mechs cannot afford BAP unless they skimp in something that is more important.

Diversifying loads means higher tonnage...That is a luxury only for heavier mechs. Your whole concept regarding adapting lacks thought. Mechs cannot adapt without tonnage or giving up important crit slots.


Oh, thought went into the reply all right. I do fine in this game, WLR looks great, I pug about half the time. I think it's general puggish selfishness that causes a lot of people problems. I'll pug, in a mech with NARC/TAG/UAV, and go out to counter ECM. It's to benefit the team. Do you ever take a weapon that doesn't directly benefit you? Even when pugging, I remember I am a member of a team, and as such it's in my best interest to facilitate their success. If everyone did such (for example, if every single mech that had an extra energy slot took a TAG) ecm would be, not totally mitigated, but rendered less effective. ECM is not an automatic win. ECM is one of the many scapegoats people point at when they refuse to admit their personal performance was below what they want it to be.

#57 Daekar

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Posted 25 April 2014 - 07:25 PM

Sure! You could sacrifice 12 team-wide energy hardpoints so you could use a spread-damage non-FLD easily dodgable weapon if you were dropping in a 12 man. Or you could leave the missiles at home and just have everyone mount real weapons and forget about it. Of course, pugging doesn't really give this option, and doesn't make TAGging any less suicidal in anything other than an ECM mech. Ironic, no?

Reply to all posts about ECM counters: ECM stacking.
Your move.

#58 Strum Wealh

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Posted 25 April 2014 - 07:36 PM

View PostSausageParty, on 25 April 2014 - 05:27 PM, said:

Perhaps making one variant of every mech be able to use it. Not every mech.

Personally, I would have preferred this option - more specifically, it would be limited to each chassis' "LosTech/3050-era" variant (e.g. the AS7-K instead of the DDC, The ON1-M would gain ECM capability, the CN9-D would gain ECM capability, the CDA-3M would retain its ECM capability, the COM-2D would lose its ECM capability in favor of the COM-5S being introduced as the ECM-capable variant, and so on).

#59 poopenshire

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Posted 25 April 2014 - 10:40 PM

View PostDocBach, on 25 April 2014 - 06:37 PM, said:


so wait, what does Janes have anything to do with Mechwarrior? This might not be table top, but its way closer to it than real life.


and what does TT have to do with MWO?

NOTHING

so get over it...

let PGI do what they want.

If you can do better then make your own MW game.

Edited by poopenshire, 25 April 2014 - 10:42 PM.


#60 Remarius

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Posted 25 April 2014 - 10:43 PM

View PostCharons Little Helper, on 24 April 2014 - 12:34 PM, said:


Because ECM is OP - and the only thing keeping it from totally breaking the game is the chasis limitation putting ECM on what would otherwise be mediocre mechs.


Serious question - why is it overpowered as I kill ECM carrying lights and DDC's every night?

(Not arguing that every mech should carry it just curious why you think the DDC, Raven 3L, Commando 2D etc are overpowered currently.)

Edited by Remarius, 25 April 2014 - 10:44 PM.






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