Posted 15 September 2014 - 10:34 AM
With regard to identifying the problems with ECM, you have some properties of ECM in your list, but I'm not sure that accurately lists the actual problems. I would define the actual problems more like this:
ECM
- Inability to target the mech past 200M radius makes sharing information with your team to counter ECM difficult, even with voice comms.
- Inability to target the mech past 200M without special equipment greatly decreases the effectiveness of LRM's against not only the target, but ususally other enemy team members as well. ECM doesn't make using LRM's slightly or moderately more difficult. It makes using them extremely difficult.
- The lack of a targetting triangle past 200M is an extremely powerful tool. Spotting an ECM mech at longer ranges is highly dependant on an individual's graphics settings and to some extent the size and capabilities of their monitor because there is no obvious red triangle indicating where the enemy is. This provides a significant advantage in the scouting and sniping roles that is very difficult to counter given the short range of most ECM counters.
- Two of the counters to ECM, BAP/CAP and friendly ECM require the user to close to less than 200M of the enemy and remain there to be effective. The typical engagement ranges in MWO are often greater than 200m. This makes it difficult to counter enemy ECM without committing to a brawl to do so. This limits tactics which would allow countering ECM.
- The best counter to ECM is friendly ECM, and that still requires closing to very close range to be effective. Essentially, ECM is stronger when used as a friendly shield than as a counter to other ECM due to its greater flexibility.
- TAG, as a counter, requires the user to maintina uninterrupted visual contact with the enemy, and only counteracts the effects on a single mech and only for the TAG user, while TAG its self requires 66% of the weight of ECM and consumes an energy hardpoint to mount. Plust it requires every mech that wants to use it to mount their own while ECM affects other players who paid no cost in tonnage or hardpoints to mount it.
- PPC's, as a counter, are only effective for a very short time, they require direct line-of-sight to the enemy ECM carrier to be effective, and they often rely on the attacker seeing and identifying which mech has ECM without the ECM being countered, so it is highly depenent on player skill and situational awareness. Also, the ECM user does not have to take any action to counter the effects of being hit with ECM. They just have to wait 10 seconds. So, the skill required to use the counter is much greater than the skill required to use ECM.
- the UAV, as a counter, requires CBills or MC to purchase, and can its self be countered by any enemy mech with direct fire weapons. It is much more difficult to disable ECM than it is to disable a UAV, plus UAV's require constant investment.
- Because ECM prevents targetting of firendly mechs within 200m, ECM provides a distinct advantage when making tactical manuvers. Such manuvers cannot be countered unless the opposing team happens to spot them visually in the first place, without the benefit of ECM being countered at the time. The only counters to this effect are player skill and visual accuity and to a lesser extent the seismic sensor module. However, seismeic sensor does not typically alert your team to an ecm-covered push until it is almost complete and right on top of you.
- In BattleTech, the function of ECM was to cancel the effects of BAP/CAP, Artemis, NARC, and C3 networks. It does NOT affect TAG or Targeting Computers. It does NOT prevent targeting the ECM carrier or other enemies in the bubble, and it does not affect the ability to lock missiles. ECM was, historically, a counter to missilve-targetting-imrpovement systems, and its scope in MWO has increased greatly beyond this to encompass some features of other systems like Angel ECM, the null-sig system and stealth armor, all of which had additional tonnage/crit or other penalties associated with them.
- Without a counter, ECM completely disables SSRM missile systems. This makes carrying SSRM's very risky unless a 1.5t BAP/CAP is carried by every mech that wishes to use them.
LRM's
- Compared to TT rules, LRM's are far more 'feast or famine'. Typically, if an LRM volley hits at all, we will land more missiles than the TT rules anticipate, and they will cluster into the mech torsos more. This makes it difficult to rely on balance achieved in TT rules when building MWO systems.
- Screen shake provides an advantage not contemplated in TT balancing. There is no 'canon' guidance on balancing this.
- Indirect fire is more effective in MWO, largely due to the lack of any sort of 'to-hit' penalty that would have existed in TT. Direct fire is actually LESS desirable in many instances in MWO.
- Any non-locked LRM fire against ECM-covered mechs is very difficult. due to the real-time, skill-based nature of dumb-fired missiles in MWO. It is likely not possible to balance LRM's
NARC
- Requires a significant tonnage/crit investment to use, and also can be ineffective if not dropping ina group with didcated LRM carriers.
- Limited to countering ECM only if the ECM mech its self is hit.
- Counter is time-limited and also limited by ammo. This makes it a very expensive counter to ECM, and also makes it skill-based whereas applying the ECM effect doesn't require the same level of skill in the first place.
If we are talking about the problems, I would word things more like that. I think the OP list focuses a little too much on what the properties of ECM are without trying to indicate why those properties are a problem, and a couple of items don't seem directly related to ECM in my mind.