Merchant, on 22 May 2014 - 08:36 PM, said:
Complicated - ECM-Stealth thus requiring, what, 3-6 counters? (Now)
Simple - No ECM-Stealth, thus no need for all those counters and some systems can be restored to what they were.
please read this
6 hexes is the radius of interference of ECM. As for removing stealth, fine. However, lock on take longer than 10 seconds. That would be a balanced modification, you'd have the ability to lock on to mechs under ECM cover, however it takes a long time to do so.
Merchant, on 22 May 2014 - 08:36 PM, said:
CC gives an extra slot, let it be the ONLY slot for Strikes, if need be it can have a second so it carries one of each but no more.
That should be worth 3 tons and 1 mil C-Bills.
Commanders have used light mechs for command before. It wouldn't make sense to put the CC in only heavies and assaults, when even Commandos were used as command mechs on the field.
Tesunie, on 22 May 2014 - 08:42 PM, said:
You are correct, BAP doesn't increase lock on speed, just TGI, and Sensor range (25% stacks with Adv. Sensor Range modules)
As far as using 2 weapon groups, I use a similar set up. I still manage to hit the "3" key when I need to use TAG. Though to be honest 90% of my LRM boats don't have TAG on them.
As for ECM's role against LRMs, that is literally it's only purpose and job. It was built to counter Guided missiles. I keep using guided missiles, instead of LRMs, because the LRMs we have in MW:O aren't BT LRMs, these LRMs can get locks and work like Streaks, they are in fact Streak LRMs, not regular LRMs. Which means that unless your entire team is made up of BAP-free, TAG-free LRM-only boats with no back up weapons, you should always be able to shut down an ECM mech, and negate it's presence with little effort.
EDIT: Most of what Tesunie suggested for ECM re-design is reasonable btw.
Edited by IraqiWalker, 22 May 2014 - 08:55 PM.