For me, the biggest thing the current ECM implementation has going for it is its
simplicity.
It's a binary system. ECM is either on or off. Ironically, this simplicity is the very thing that turns off a lot of hardcore BT veterans who like the idea of a rock-paper-scissors-lizard-Spock-slingshot setup where multiple things overlap and cancel and such. But there's a lot to be said for simplicity when you're designing a video game. Right now, ECM is a hard counter, without degrees or gradients; you have a range of counters to use, depending on your loadout or playstyle; and you have to get through it to grasp the enemy's location and makeup, and you have to breach it to use LRMs. That's it. Learn the counters and you've got it made. Go to town.
This may offend sim purists with its simplicity, but in the category of learning curves, it leaves
one anomaly - sensor/LRM blindness - to explain to newbies. Contrast most of the "soft counter" suggestions that are offered up, which involve bringing different roles for ECM, TAG, BAP, Artemis, and potentially stealth armor, C3, command computer. They read like the dream game of the most hardcore tabletop afficionado, but to the new player it manifests itself as
a whole buffet of sensor anomalies right from their first game - sensor gradients, varying lock-on times, wonky information gathering, blasts of static, multiple modes of operation, blind spots, dozens of permutations of things stacking or cancelling...
I mean, holy ****, Batman. Am I the only person who sees the potential frustration factor for new players? This game is hard enough to explain NOW without tutorials. I pity Koniving for the magnum opus he'd have to write up to get all this across to the newbie.
The last ECM alternative I saw required four pages' worth of graphs to explain the concept. And I thought Ghost Heat was inscrutable!
These are the lines along with PGI is thinking. That's what I'd bet, if I were a gambler. MWO needs the MC of the casual player as much as that of the BT vet. (BT vets are the worst judges of that fact, but that's true of all fan bases.) And you know the struggles PGI has already been having because of player retention. Yes, a lot of it is because they quietly "outsourced" the tutorials to the community by not doing them. But if you need five tutorials just to explain the crazy sensor ghosts going on in their very first game, you've got a problem. How do you avoid that without a simple system? Like the one we have now?
Additionally, most of the means used to judge ECM are abstract and belong to armchair designers rather than actual ones. Yes, ECM is light for its influence. Yes, it's less costly than its counters. Yes, it automatically makes a variant king amongst its kinds.
I don't care. I don't care about any of these things. These are totally, utterly abstract yardsticks. I'm much more concerned with the nitty-gritty, practical realities of the battlefield, such as preventing LRM spam. And doing so
simply, so that new players can see the overall shape of things without the latest in graphic organizers.
Also, in the category of taking things for granted, there is a drawback to ECM many have not considered: you can put it on only one of five mechs, all of which are vulnerable. This is no small thing. Four of them are light mechs and lack both armor and weaponry. The fifth is a ponderous assault with the most instantly recognizable gait and silhouette in the game. Just carrying ECM makes you a target. Believe me, I know. I have both a 3L and a DDC in my arsenal, and sometimes the harassment and preferential treatment I get from the enemy makes me wonder whether any of you ECM critics have ever played those mechs

. Those matches can be a feast-or-famine nightmare.
Edited by Rebas Kradd, 13 September 2014 - 08:32 PM.