Akulla1980, on 13 September 2014 - 07:22 AM, said:
Ecm is fine. It has counters.
Problem is that you dont wan't to over complicate the Information Warfare System as there is already enough to worry about in a match as it is.
Pugs and small stacked groups don't communicate by coms properly, so convoluoting the incoming information is just going to make things that much harder for casual players.
For counters -- ECM costs 400,000 c-bills and is a passive system that requires minimal input from the user. The counters either require much greater skill (for instance, PPCing at 850m/s or NARCing a Spider), or a much greater cost to use; unlocking UAV's for their greatest effects is a huge GXP sink, and after 10 rounds you're paying more to reload your UAV's then an ECM unit costs, and you'll continue to pay for it if you want to counter it.
Certain items in information warfare serve very little purpose beyond turning off ECM -- Beagle Active Probe has very little utility in a match if ECM isn't present. Both ECM and BAP weigh the same tonnage and have the same critical requirements.... why is BAP so anemic when compared to ECM? People are now complaining that NARC is too effective now that it cuts through ECM; one of the major functions of ECM in the source material and lore is protection from NARC.
Some small changes to making other systems more viable to where the Disrupt mode of ECM would be useful to debuff them would be a much better balance option than simply changing or nerfing ECM.
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There are ways to balance ECM while still allowing it to be an effective soft counter for sensors and LRM's and to provide some stealth ability but not absolute stealth;
break off some of ECM's features and place them into a third mode. The original source material has this third mode called Ghost; the fluff says that in Ghost mode ECM stops blocking normal electronics and focuses its energy into actively trying to confuse enemy sensors.
It is, however, important to note that ECM in any form does not equate to sensor stealth like we see in MWO -- that in fact is the job of Stealth Armor, which has several downsides to its use such as massive critical slot requirements and heat generation per each turn used.
In Ghost mode, ECM 'Mechs would no longer block Beagle (which should be buffed to be an actual information gathering piece), Artemis, NARC (which would no longer counter ECM), and spotting (or C3 if it is implemented) -- Ghost mode would decrease the sensor range detection of 'Mechs based on their weight class; heavier 'Mechs are more easily detected.
Base detection range: 800m
Assault detection range (ECM Ghost mode): 700m
Heavy detection range (ECM Ghost mode): 600m
Medium Detection range (ECM Ghost mode): 500m
Light Detection Range (ECM Ghost mode): 400m
ECM Detection Range (currently): 200-180m (without sensor modules)
This allows sniper type light 'Mechs to still maintain their ability to stay at extreme range undetected, but requires lights who are attempting flanking manuevers to utilize fundamentals of cover and concealment instead of relying on the complete sensor stealth of ECM to cover their movement. The better light pilots already do this, but many ECM pilots are so brazen from the lack of being able to be targeted they stand directly in front of enemies knowing that unless someone gets a PPC hit, they won't be able to be targeted by the enemy.
It still provides some counter to sensors, but requires players utilize fundamentals like cover and concealment better instead of relying on ECM to move through direct line of sight without consequence.
Ghost mode 'Mechs that are targeted will enjoy a longer lock on time against them. The lock on time is scaled as well --
the lock on penalty for 'mechs beyond visual sight (such as 'Mechs being spotted but not actually in the firing 'Mechs visual arc) should be greater than firing on a 'Mech in Ghost mode in the open that the missile boat has LOS on. This provides a soft counter against radar and missile locks, but not a complete radar defeating hard counter like ECM currently enjoys -- players will need to advance through open danger areas with haste, but will still enjoy longer lock on times against them, especially for enemy missile boats out of line of sight.
The biggest balance change would be buffing other Information Warfare pieces and splitting up ECM's function, so unlike currently where it enjoys all of its effects in one single mode, pilots using have to decide which mode is best suited for the combat situation.
Lastly, to give Ghost mode utility in close ranges and to illustrate the lore's fluff of massive blasts of static, when inside the bubble of an enemy in Ghost ECM mode, players will have static appear and obscure the minimap radar and the target information box, making it a useful tool for quick striking light ECM 'Mechs. The effect gets worse the closer in proximity a 'Mech is with an enemy in Ghost mode. This makes it more illustrated and dynamic than the current "Low Signal" warning.
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The easiest and most effective way for Pugs and small groups to communicate with each other (since we lack VOIP) is like Deathlike mentioned, the "red dorito" -- pressing R. The amount of havoc taking that ability away from solo players and small groups is one of the most devastating effects of ECM; the problem with ECM goes much beyond its interactions with LRM's.
Game demographics show solo and small group players to outnumber the amount of coordinated 12 man groups -- changes to balance at the top do not always equate to balance for casual players, who also may happen to be paying customers.
Edited by DocBach, 13 September 2014 - 08:58 AM.