Spurowny, on 07 June 2014 - 10:57 PM, said:
you are seriously still complaining about ECM?
every mech in the game can carry at least 3 hard counters to ECM
BAP
UAV
TAG and/or NARC
and getting hit by a PPC also disrupts ECM for a few seconds.
the PPC method of disruption is rather effective against an atlas as its slow speed makes it an easy target.
Have you not played the game in the last 4 months or something?
ECM ain't no thang.
Let's evaluate these claims.
ECM is a 1.5 ton 2 slot component that requires no user input to function. Its benefits are immense, making you invisible to sensors at medium-long range. It prevents or slows down locks from LRM boats while it is functioning, and basically nullifies the effects of most LRM assist equipment and upgrades. It requires absolutely no user input to use and is almost entirely passive in its usage. As an added bonus, it completely disables locks within 180m, protecting the mech against streaks and wreaking merry hell on any LRM boats that happen to be nearby.
Now let's evaluate it's counters:
BAP: Only a hard counter within 150 meters. This means that it only really works as a hard counter if you're a streakboat or if you're an LRM boat and your spotter is carrying BAP and is near your target, which is extremely dangerous for your spotter. It does provide soft counters against ECM by extending your sensor range and allowing you to target ECM mechs farther than you otherwise could. It also prevents a single ECM mech from neutralizing an LRM boat by just standing next to it, though that ECM mech could easily fix this by just standing 150-180m away. It's totally passive though, so it requires no input and no thought to really use, so it's on par with ECM in that respect.
TAG: This merely allows a single mech under an ECM bubble to be targetable by LRMs. It doesn't eliminate the effect of ECM and any other mechs under the bubble will still be protected. This also requires LOS to the target, requires the user aim the laser at the target and maintain facing (and thus prevent torso twisting and use of cover to maintain effectiveness), and produces a visible red laser beam that leads back to him, inviting retribution from anyone paying attention. This mandatory for LRM carriers to use, as it is the bare minimum level of tech you need in order to ensure your weapons are not rendered useless by a single mech. It also takes up an energy hardpoint, which reduces your ability to protect yourself up close.
UAV: This is a useful thing to have overall, but I don't consider it a particularly great ECM counter. Sure it reveals enemy units and cuts through the ECM bubble, but it only lasts 1 minute (upgraded) and only has a radius of 300m. It requires the UAV carrier to be positioned near the enemy to deploy the UAV, and the UAV can be shot down very easily by anyone with arm weapons who is paying attention. It might work in a brawl, but you'll probably have other ECM counters in play by then. It also costs 40k a pop to use, has to be re-purchased after a round, and takes up a module slot. ECM costs 400k but is yours until you sell it.
PPC: Not a hard counter, as it requires LOS, aiming at the target, and only disables ECM for a few seconds. You also have to use it on the ECM carrier for it to have its anti-ECM effect. This is really only useful against D-DCs, as you're probably not going to land PPC shots to ECM lights with any real consistency
NARC: Now this is actually a pretty effective ECM counter now, but like with most of the other counters it takes far more effort and brainpower to use than ECM. It also weighs a minimum of 4 tons, takes up a missile hardpoint, and occupies 3 slots on your mech, with 2 slots for the launcher and one for the ammo. It requires you to get within 450m of your target and requires you to lead with a relatively slow projectile. It also requires you to hit the ECM carrier(s) in order to completely remove ECM's benefits from the enemy team, though whoever you hit is going to have a pretty rough 30 seconds if he can't find adequate cover. Still, 4 tons is a huge investment for a light mech, which is about the only thing that will bother to carry these.
ECM isn't nearly the broken overpowered god-machine it was on its debut, but it's still a no-brainer on any mech that can carry one. It also tends to be carried by the mech variants that absolutely didn't need the help. The D-DC was already one of the better Atlases. With ECM, it became THE Atlas. The SDR-5D already had a superior hardpoint layout compared to the other Spiders. The RVN-3L already had the best hardpoints, most modules, and fastest speed of the Ravens, though that's more a matter of PGI giving the other Raven's really crappy hardpoints and quirks, since the 3L was supposed to have ECM.
ECM is still problematic because it provides massive benefits to mech variants that reaaaaally don't need them, requires little thought to use, and provides benefits that are way out of proportion to its cost. Its counters require much more effort from the user to use effectively, and tend to cost more to carry. If you could fit ECM in every one of your mechs, you would probably put it in most of them, would you not? Don't tell me you wouldn't, because you'd be lying.