When The Ecm Goes Down....
#1
Posted 07 July 2014 - 07:51 AM
#2
Posted 07 July 2014 - 08:04 AM
SeccaBravo9, on 07 July 2014 - 07:51 AM, said:
No ECM = LRM rain,
Sherlock this is quite the astute observation.
#3
Posted 07 July 2014 - 08:05 AM
#4
Posted 07 July 2014 - 08:08 AM
#5
Posted 07 July 2014 - 08:10 AM
#7
Posted 07 July 2014 - 08:24 AM
First off, if you're running a Clan mech and don't have the Clan Active Probe, there's something wrong with you. 1 slot, 1 ton and it shuts down all those pesky little ecm lights swarming your legs.
I bet you didn't know that on HPG, you can walk two Clan mechs with active probes into the cellar and just hang out down there.....it shuts down two ecm units on top. The range is a bubble, not a horizontal shield.
Kinda nice to light 'em up on top for the rest of the team. And when the ecm lights on top come down to kill what they think are also ecm lights, they run into a couple of Timberwolves. Heh.
#8
Posted 07 July 2014 - 08:57 AM
#9
Posted 07 July 2014 - 09:09 AM
It seems like it should help to counter the enemy ECM while not having to switch to counter mode on yours?
#10
Posted 07 July 2014 - 09:30 AM
Willard Phule, on 07 July 2014 - 08:24 AM, said:
First off, if you're running a Clan mech and don't have the Clan Active Probe, there's something wrong with you. 1 slot, 1 ton and it shuts down all those pesky little ecm lights swarming your legs.
I bet you didn't know that on HPG, you can walk two Clan mechs with active probes into the cellar and just hang out down there.....it shuts down two ecm units on top. The range is a bubble, not a horizontal shield.
Kinda nice to light 'em up on top for the rest of the team. And when the ecm lights on top come down to kill what they think are also ecm lights, they run into a couple of Timberwolves. Heh.
BAP does the same thing... but I tend to only carry those if I am using missles myself... both for the ECM counter and range increase.
IMO 2 of your 3 heavies out in the main fight is a better use then sitting under disrupting.... get those 2 Timberwolves to the front lines and they will be dealing damage and countering ECM...
#11
Posted 07 July 2014 - 09:37 AM
Foxwalker, on 07 July 2014 - 09:09 AM, said:
It seems like it should help to counter the enemy ECM while not having to switch to counter mode on yours?
The BAP ECM counter ability doesn't apply if you also have ECM on the mech. You still get the other benefits from BAP though. (not sure why, but the thought may be that the BAP would counter your own ECM or something so it's disabled?? )
#12
Posted 07 July 2014 - 09:41 AM
#13
Posted 07 July 2014 - 09:52 AM
#14
Posted 07 July 2014 - 09:56 AM
MAX909, on 07 July 2014 - 09:52 AM, said:
Here: http://mwomercs.com/...23-21-may-2013/
Around the middle of the Patch Notes.
#15
Posted 07 July 2014 - 09:56 AM
MAX909, on 07 July 2014 - 09:52 AM, said:
Yes, I can confirm this. If you bring both an ECM and a BAP, the BAP will not cancel enemy ECM. You have to switch your ECM to counter mode still. You do still get the other buffs (faster targeting data, longer sensor range, ability to target shut-down mechs...) from the BAP, but that's all.
Edited by DEMAX51, 07 July 2014 - 09:57 AM.
#16
Posted 07 July 2014 - 09:59 AM
Solahma, on 07 July 2014 - 08:10 AM, said:
That's what I am talking about. In the bottom thread I kept telling them to equip AMS, but noobs are too busy crying about LRMs.
http://mwomercs.com/...ix-narc-or-lrm/
Edited by El Bandito, 07 July 2014 - 09:59 AM.
#17
Posted 07 July 2014 - 10:03 AM
Solahma, on 07 July 2014 - 08:10 AM, said:
When a specific module/weapon/equipment becomes mandatory, there's a balance issue to be addressed.
#18
Posted 07 July 2014 - 10:09 AM
Harathan, on 07 July 2014 - 10:03 AM, said:
1. Then PGI should rework ECM and Strikes, first and foremost. ECM is game changer, strikes are still #1 module by far.
2. AMS is not mandatory. I do just fine without it. In fact most veterans never use AMS. It is the newbies who are losing their head without it.
Edited by El Bandito, 07 July 2014 - 10:12 AM.
#19
Posted 07 July 2014 - 10:21 AM
Harathan, on 07 July 2014 - 10:03 AM, said:
I do not agree. AMS (and modules) can be taken by ANY mech as a counter to LRMs. Some would argue the complete opposite of your statement, that being able to equip a weapon countermeasure as a CHOICE (not mandatory) actually ruins the balance. It gives the players control over the balance of a weapon system such as LRMs, but this is designed correctly and is working-as-intended. I rarely equip AMS anymore after the last LRM fiasco died off. I'm doing just fine without it. Sure, I might get caught a couple times, but why should a weapon system like LRMs be noneffective? Someone equipped it, used the tonnage and the slots for a specific application.
It sure is NICE to have AMS on Caustic for protection against an average amount of LRMs, and yes, LRMs can be very deadly on that map, I completely agree. LRMs can and will be effective on that map. AMS, Radar dep., and ECM can and will be effective against LRMs on that map. It's all a gamble. Should Terra Therma be removed because so many people run hot mechs and want to fire as fast as possible? Is it bad that you should make a mech heat efficient enough to be effective on any map? Sometimes you might gamble and make a hot mech build then land on Terra Therma, that's how random drops work. If you drop without AMS, there is a chance you will be on caustic valley against LRMs. The luck of the draw.
#20
Posted 07 July 2014 - 10:23 AM
It's also not a 100% counter to LRMs, but when you stack it, it starts to become more effective.
So if your having problems with LRMs, or ya even just want to help your team, it's a nice thing to add to your builds.
FYI there is at least 1 mech that can not bring AMS... The X5... not sure if there are others as well as I never looked into it
Edited by Jeb, 07 July 2014 - 10:24 AM.
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