Merchant, on 27 May 2014 - 01:29 AM, said:
Congratulations on wasting so much space with nothing but personal attacks that muddled whatever point you had in the first place.
Merchant, on 27 May 2014 - 01:39 AM, said:
If that is 3-7AM your time zone, it is either mostly Russians or Europeans you are playing with. I believe there is a difference in play between continents. A few times I have been up late for EST, I wind up playing with the Asians, Australians or Russians, it is a different experience than playing North American time.
I do end up playing with aussies every now and then as well.
Grimmrog, on 27 May 2014 - 04:38 AM, said:
when you think ECM is only vs LRM, then you are doing it wrong. ECM prevents the opponent from seeing your health status, ECM also prevents your oponent teammates to spot the mech instantly on the map. Some very important things except from LRM preventing locks.
So knowing where to dakka your opponent becaue his left shoulder is ornage and his right is yellow can make a difference in taking down an XL Engine opponent.
That actually proves my point, rather than dispute it. If that ECM mech had been spotted and hit by any of your teammates, and they were in communication or coordinated with you, you'd know that information without needing to lock onto your opponent.
Prawfut Bludskin, on 27 May 2014 - 08:30 AM, said:
Also one major advantage ecm gives over EVERY weapon system in competitive matches is Designation and Focus fire disruptor. It is much easier for a team to focus a target with a big red "A-L" designation on the mech. untill the ecm is removed each pilot must decide for himself if the description of the focus target is actually what you are supposed to be shooting at.
That is one advantage I can already tell you, ECM doesn't actually give that well. In competitive matches we use grid locations, and we designate the type of mech as well. Plus, since everyone is packing PPCs, no mech actually remains hidden, we all get to lock on to whichever one got shot by PPCs immediately. In fact, in those settings, it can make you stand out, when you're the only one the enemy team locks on to. It makes calling which target to hit, much easier.
Zakius, on 27 May 2014 - 07:59 AM, said:
There is a very simple truth about how OP ECM is right now. PGI have not released one single new mech that can mount ECM, PGI's way to nerf ECM rather than to actually fix it. is just to restrict what mechs can use it. I'm pretty sure if they could remove it from the pre exsisting mechs, they would. The trouble is they can't without creating a crapola storm within the player base.
Interesting point, but flawed. ECM's implementation was always supposed to be part of role warfare, that's why you don't see mediums or heavies with it. Just lights, and the Atlas D-DC (DC here is for "Direct Command" I believe). Clan mechs aren't going to get ECM right off the bat simply because they released the models that don't do scouting, and instead use long range fire support. The Kit Fox C can mount ECM in it's right arm, and we don't know if that arm is going to be available in the mechlab from the get-go or later.
ECM was not given to clan lights because it doesn't fit their role, and because of the big punch they have.
Mizeur, on 27 May 2014 - 08:31 AM, said:
ECM would be fine if they expanded the low signal radius, improved the radius for BAP and Adv. Sensor Range as a counter, and removed the stealth feature.
Or kept the stealth and made BAP a hard counter out to 750m. ECM mechs should have to make themselves a lot more vulnerable to counter LRMS or stick to being a lot farther from their team as ERLL/ERPPC snipers.
That would actually render TAG (TAG is a hard counter at 750M), and ECM useless for the most part. THe game is not meant to be easy, but challenging.
Tesunie, on 27 May 2014 - 12:34 PM, said:
- (All your references to TT, and yet they all seem to forget that you could still shoot LRMs at a target. It ONLY disabled NARC, BAP, Artemis and other "bonuses" to LRM to hit charts in TT. Not completely shutting down LRM systems and
The difference being that TT (which is completely flawed, because mechs apparently stand still for 10 second turns there. Like a demented version of red light green light) you can dumb fire LRMs and still hit, simply because of how the turn mechanics worked. It was emulating your pilot dumb firing LRMs into the opponent's path. LRM speed increase helps with that now, to the point where dumb firing is pretty good.