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Ninety-Nine Problems, But Ecm Ain't One.


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#1 Ertur

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Posted 15 September 2014 - 12:32 PM

There is a lot of mis-information and exaggeration that is going on currently about ECM's. This is my take.

Here's the misinformation:

Quote

magic Jesus box

Childish and stupid argument, whoever came up with it should feel bad.
There is nothing magic or unexpected with ECM. It disrupts radar returns in an area around the ECM mech and within range it blocks tactical data sharing, or it counters enemy ECM within range.
More importantly it can be disabled in many ways:
BAP counterjams ECM within range
TAG negates ECM on any mech under ECM cover
NARC counterjams ECM on the ECM mech
UAV negates all ECM within its range
PPC disrupts ECM on the ECM mech.
ECM can counterjam ECM within range


Also, all of these things are valuable in other ways for LRM/streak mechs. BAP increases radar range and target info gathering while reducing the time to get a lock, TAG increases the effectiveness of the lock, NARC allows a mech to be targeted even when it is no longer in line-of-sight of any friendly mech, UAV can see over hills and cover to reveal all enemies in its range (still line of sight, just higher), PPC does direct damage, and ECM is well what this whole tempest in a teapot is all about. Some, if not all, of these things should be on any mech or with any group of mechs that wants to use LRMs or streaks.

An inability to deal with ECM reflects a failure of tactics, no teamwork, and/or a lack of skill. Period. This is such a non-issue that it isn't funny. And it is in no way 'magic Jesus box' with the number of ways it can be countered.

Quote

But tabletop rules...

...are for tabletop. We aren't rolling dice to see what happens in ten second intervals, this is a real-time sim. It is going to be different from tabletop by it's nature. That is unavoidable.

Quote

A 1.5 ton bit of gear shouldn't completely negate entire classes of weapons (LRMs and streaks).

Which would be why it doesn't. It negates radar locks within a certain range of the ECM mech. Outside of that bubble, LRMs and streaks work just peachy. Disrupt the ECM in any of the several ways listed above and LRMs and streaks work just peachy. The weapons aren't in any way negated, you just have to have some skill and understand the game to use them effectively. Which is true for every other weapon system in the game, you have to know how to use them in order to use them effectively. Also, it should be noted that the weapons systems that are affected are some of the lowest-skill-required systems available.

Quote

If ECM could be put on anything, wouldn't you always use it? Yes, you would. That means it is overpowered.

Actually, no I wouldn't. The mechs that can use ECM are typically pretty mediocre in terms of the rest of the variants for those chassis or for other mechs of that weight class. The Spider and Commando ECM mechs are the slowest with hard engine caps, the Raven has bland weapons loadouts (exceeded in all ways by the Jenner D and F) though that's true of the chassis as a whole, and the Cicada has only torso mounted weapons (which are limited in their vertical range). The DDC is the outlier in that it actually has decent hardpoints for its class and chassis (the RS has the same number, with more energy than missile, and the K has less weapons overall), but then that's the only ECM capable mech that I've ever seen in game without ECM more than once. Generally, ECM is something that gives an otherwise unremarkable mech some value. On a mech that is otherwise strong, I'm not going to gimp my build by taking away speed or damage just to get ECM on it. The only mech I have that I would consider it would be one of my Locusts, which is so gimped by its lack of armor and tonnage that trading in a medium pulse laser and two small pulse lasers for an ECM and one medium laster+two small lasers would be a no-brainer. But I can't do that, and I shouldn't be able to do that. It's entirely correct that only a few mechs can carry ECM. Not because ECM is so ungodly overpowered, but because it gives some mechs something to do for their team.
In any case the entire argument is silly, because the same thing can be said about anything. "Would you put endo-steel on anything if you could? Yes, you would. That means it is overpowered." Or DHS. Or energy weapons. Or max engines. Or whatever.

Quote

Jamming doesn't work by preventing radar from working in a particular area.

That's actually exactly how jamming works. To understand jamming you have to understand radar. There's three parts to radar, a transmitter, a receiver, and a calculator. The transmitter shoots out a frequency of invisible light, the receiver receives the echo, and the system calculates the range of the thing that reflected the echo by determining how long it took the light to go there and back. What jamming does is it sends out a higher power signal that drowns out the echo, so the range can't be determined. It's like radar is sweeping a flashlight around a room, and where you can see the light of the flashlight you could calculate the range. Now imagine looking for things that are between you and the sun using a flashlight. Are you going to see the light from the flashlight? No. So you can't figure out the range. Even though you may be able to see the reflection of those things from the sun's light, even things around or behind the sun, you can't figure out the range because you have no idea how long it took that light to get to you because it wasn't the light you sent out. Your light is drowned out by the sun's.

However, like a broken clock twice each day this broken argument actually has some things that are right:

The area where ECM prevents radar from working isn't a circle. It's a parabola, with the point of the curve nearest the radar with the focal point of the curve being the jammer. You can't see behind jamming. You need a second radar at a distance away to do that. Now, a circle of coverage is simpler to program than a bunch of constantly changing parabolas (parabolae?), so that's a reasonable enough approximation. But understand, an accurate implementation of jamming's area of effect would make things 'worse,' not better.

Also, what is missing is the ability to know a bearing to the jammer and to home-on-jam. The first point is kind of useless in any case, it's just a bearing and you can't use indirect fire on just a bearing. Even triangulation would only provide a rough idea of where the jammer is, and couldn't be used to launch anything effective. The second point is easy to answer (wrongly, though): it's not in table top. But as I said before, that's not entirely applicable here. Arty and air strikes aren't in tabletop either, at least not in any form like what we have here. I would actually be ok if there was some kind of home-on-jam specific air strike that would target a random (or the nearest) ECM mech, and actually be guided to the mech. If they turn off the ECM after the strike is called but before it hits, then the strike would just go to where the ECM was turned off. Call it a HARM strike and it would work just like other strikes, only without smoke and it would home in on an active jammer. Any kind of mech-based home-on-jam system would have to be a direct-fire streak-like missile, and would be of limited use or effectiveness so I wouldn't call for anything like that.

Quote

So you just want the status quo because nothing needs to be done?

No, I suggested something above. Also, one thing that needs to get addressed and corrected ASAP is hit registration for Narc pods. I hate watching a Narc I shoot go through an enemy mech. It seems to happen almost half the time and it is infinitely annoying. Maybe the narc needs to be faster or something. Whatever the fix is, it needs to happen yesterday.
[edit to add: it was pointed out in comments that I may be seeing my Narcs getting AMS'ed]

Other things I'd kind of like to see would be a passive radar mode and an IR locking method.

Passive radar mode (anyone here play MW4?):
Tag, narc, ECM, and BAP wouldn't work (those are all explicitly active systems).
Can't have own locks, but can see UAV and other players' locks (so long as they aren't passive, too) -- including other players' tag and narc locks.
Can only be detected by BAP at the normal detection range (ie negates the BAP's extended range).
Can only be detected by normal radar at the range where BAP would detect a shut down mech.

IR locking for SSRM and LRM:
Must be in heat vision, but can work in passive radar mode. Range is limited by the range of heat vision. Normal radar locking would not be possible while in this mode, it's one or the other.
Hover reticle over target for a second or two and get a visual and auditory IR lock notification (this would not 'hook' or select the target in any way).
Once lock is achieved it is held for as long as the reticle is on the target (maybe an IR target decay would allow for a second or two).
Once the missiles are away, they no longer require the lock -- IR missiles are fire and forget. If the lock is lost by the player, they will still home in on the target.
One player's IR lock can't be used by anyone else, and it wouldn't provide any target info. It's not a radar lock.

But these would be nice to have, and lower priority than the Narc hit registration issue. The HARM strike idea might make people think and think again about maybe not bringing ECM, so it's a trade-off. "Do I take ECM and eat a couple of strikes I can't avoid or know that they are coming, or not?" So I would say, in order: absolutely fix narcs, maybe implement HARM strikes, then maybe do the IR locking and lastly maybe allow for passive radar. The last two are more significant programming changes and would take longer anyhow, even if they were something that anyone would want. Which is iffy.

But the bottom line is that ECM isn't as bad a problem as it is being described as being, and certainly not an instant-win gamebreaking magical Jesus box. Take away the hysteria, and there's not much to see. Sure, there's room for improvement or minor changes, but the way it has been set up is actually pretty sensible and a reasonable model despite its inherently unavoidable over-simplification of how jamming works.

As for the 99 actual problems I have, you'd have to get past the top 80 or so to get to where there's anything MWO related. Job, finances, relationships, whirled peas, that sort of thing make up most of them. But so far as MWO goes, I would say that desyncs and hit registration (including narcs, btw) could be in that list. But ECM ain't in it at all. Some people got no priorities is all I can think.

Edited by Ertur, 16 September 2014 - 07:29 AM.


#2 Verdic Mckenna

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Posted 15 September 2014 - 12:35 PM

Counter arguement is well spoken and thought out. +1 to you Sir.

#3 DONTOR

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Posted 15 September 2014 - 12:38 PM

The more we change ECM, the more we may have to change other systems. I just want it left alone so other things dont get nerfed afterwards. The people that complain the most about need to adapt better if you ask me. This coming from someone who RARELY uses ECM equipped mechs.

Edited by DONTOR, 15 September 2014 - 12:59 PM.


#4 MischiefSC

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Posted 15 September 2014 - 12:40 PM

So let's make this clear. Again and again as need be because a lot of people may have missed it.

Changes to ECM was Russ (PGIs) decision.

The offer to make a player elected group or even individual was how PGI said they wanted it done.

This is being done as a 'test case' for possible future player-driven changes to game mechanics.

This is PGIs idea and it is being done to give the community a chance to put forward changes to game mechanics in a format that works for PGI and has us doing the leg-work so they can focus on the game. They picked ECM as a starting point.

If we fail to assemble a task force of players, then the opportunity is lost and game changes will be done as they've always been done and we will have absolutely no room to ever complain about PGI not listening to the community, because they gave us a chance and we slapped it away.

If we fail to work out a change to ECM that we can get ~80% of players to agree is something we'd like, then again. We've blown it and have shown that the reason PGI doesn't 'listen to the community' is that we don't know what we're talking about.

So, to sum up.

If we fail to assemble some sort of task force/council/whatever you want to call it.

If we fail to then collect ECM suggestions from the community and refine it down to mechanics PGI can implement and get ~80% of players willing/interested in voting to vote for it.

Then we've made it clear we don't want or deserve nice things. I wouldn't expect this opportunity to then be presented again.

So, if we want any player input on changes made to MWO then we need to get on the stick and make this happen. Not say why it' can't and won't and shouldn't. This is the test case. Even if you don't care about ECM but do care about something else, this is your chance to get from point A to point B.

Let's not bugger this up.

#5 Gerhardt Jorgensson

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Posted 15 September 2014 - 12:42 PM

You say everything is fine but then post suggestions on how to change the system.

Also, you are aware that MechWarrior is "A Battletech Game," and as is such 'Mechs and equipment behave as they do in that science fiction board game, they adhere to different sets of rules that you are obviously unfamiliar with? While I appreciate the efforts you make to try to explain how radar jamming works in real life, we are discussing a game based on a fictional reality about giant bipedal robots, which follows very few real life laws.

Almost everything in MechWarrior Online is a direct translation of the board game into real time, be it missile spread simulating a missile to-hit roll, to construction rules, or a PPC being a hot energy weapon that hits hard -- some values may be changed slightly, but overall the entire game is based on tenants you suggest be dismissed.

Edited by Gerhardt Jorgensson, 15 September 2014 - 12:46 PM.


#6 Verdic Mckenna

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Posted 15 September 2014 - 12:44 PM

Did you even read his post?

View PostMischiefSC, on 15 September 2014 - 12:40 PM, said:

So let's make this clear. Again and again as need be because a lot of people may have missed it.

Changes to ECM was Russ (PGIs) decision.

The offer to make a player elected group or even individual was how PGI said they wanted it done.

This is being done as a 'test case' for possible future player-driven changes to game mechanics.

This is PGIs idea and it is being done to give the community a chance to put forward changes to game mechanics in a format that works for PGI and has us doing the leg-work so they can focus on the game. They picked ECM as a starting point.

If we fail to assemble a task force of players, then the opportunity is lost and game changes will be done as they've always been done and we will have absolutely no room to ever complain about PGI not listening to the community, because they gave us a chance and we slapped it away.

If we fail to work out a change to ECM that we can get ~80% of players to agree is something we'd like, then again. We've blown it and have shown that the reason PGI doesn't 'listen to the community' is that we don't know what we're talking about.

So, to sum up.

If we fail to assemble some sort of task force/council/whatever you want to call it.

If we fail to then collect ECM suggestions from the community and refine it down to mechanics PGI can implement and get ~80% of players willing/interested in voting to vote for it.

Then we've made it clear we don't want or deserve nice things. I wouldn't expect this opportunity to then be presented again.

So, if we want any player input on changes made to MWO then we need to get on the stick and make this happen. Not say why it' can't and won't and shouldn't. This is the test case. Even if you don't care about ECM but do care about something else, this is your chance to get from point A to point B.

Let's not bugger this up.


#7 Dracol

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Posted 15 September 2014 - 12:50 PM

Op, narcs are affected by AMS. Took me awhile to realize... just making sure you have that info. Was wondering for awhile why it seemed like my narcs weren't sticking.

View PostMischiefSC, on 15 September 2014 - 12:40 PM, said:

-snip-
If we fail to work out a change to ECM that we can get ~80% of players to agree is something we'd like, then again. We've blown it and have shown that the reason PGI doesn't 'listen to the community' is that we don't know what we're talking about.

So, to sum up.

If we fail to assemble some sort of task force/council/whatever you want to call it.

If we fail to then collect ECM suggestions from the community and refine it down to mechanics PGI can implement and get ~80% of players willing/interested in voting to vote for it.

Then we've made it clear we don't want or deserve nice things. I wouldn't expect this opportunity to then be presented again.

So, if we want any player input on changes made to MWO then we need to get on the stick and make this happen. Not say why it' can't and won't and shouldn't. This is the test case. Even if you don't care about ECM but do care about something else, this is your chance to get from point A to point B.

Let's not bugger this up.

I totally support the council idea. I do not support a change on ECM just so players feel like they are listened too. 80% of the proposed solutions I do not agree with. But, if we get the council, they do their work, and a majority is not reached, I feel we'd at least establish that we can do it and other items would be put up for player debate down the road.

#8 Verdic Mckenna

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Posted 15 September 2014 - 12:54 PM

Part of OP's point exactly Dracol. There's a problem, but it isn't ECM. If we have to change it just to change it it isn't a good deal and I think once these proposals come up for a vote we'll find out what real interest is behind all this. Or if its just 30/40 people vieing for some kind of popularity contest and a sweet spot on the Developer's short list.

View PostDracol, on 15 September 2014 - 12:50 PM, said:

Op, narcs are affected by AMS. Took me awhile to realize... just making sure you have that info. Was wondering for awhile why it seemed like my narcs weren't sticking.


I totally support the council idea. I do not support a change on ECM just so players feel like they are listened too. 80% of the proposed solutions I do not agree with. But, if we get the council, they do their work, and a majority is not reached, I feel we'd at least establish that we can do it and other items would be put up for player debate down the road.


#9 nehebkau

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Posted 15 September 2014 - 12:59 PM

BEST ECM POST EVER!

Now, If we could just get people to realize that this ISN'T battletech and can NEVER be battletech we might make some inroads to making a fair and fun game for everyone. What the heck is so hard about accepting that this is something other than battletech -- an evolution (for the better) of an antiquated board game.

Should people still be forced to act and live like monkeys simply because we evolved from them?

Edited by nehebkau, 15 September 2014 - 01:03 PM.


#10 stjobe

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Posted 15 September 2014 - 01:01 PM

View PostErtur, on 15 September 2014 - 12:32 PM, said:

[ECM] negates radar locks within a certain range of the ECM mech. Outside of that bubble, LRMs and streaks work just peachy

I got this far and then I had to stop. The fact that LRMs and Streaks work fine against 'mechs not under the cover of ECM isn't really a point in ECM's favour; it's still a hard block for LRMs and Streaks for any 'mech under cover of ECM.

And it shouldn't be.

It should be a hard counter for the bonuses Artemis and Narc (and BAP) gives, and that's it. It's a T2 counter to two (three) T2 improvements to LRM clustering, not a hard counter for LRMs and Streaks in general.

Posted Image
(Total Warfare, p. 134)


Now does LRMs need adjusting as well? Sure, they could use a widening of the missile clustering on indirect fire, making direct-fire more attractive than indirect fire. But indirect fire is a core BattleTech rule:

Posted Image
(Total Warfare, p. 111)

PGI messed up when they made ECM a hard block for LRMs and Streaks. They then had to make all sorts of counters to ECM, instead of ECM being the counter to Artemis, Narc, BAP, and C3. This also made it nigh-on impossible to balance LRMs, since they were either overpowered (enemy had no ECM), or useless (enemy had ECM).

Russ gave us a chance to come together and change ECM to a better implementation, I'm of the opinion we should take that chance.

Edited by stjobe, 15 September 2014 - 01:05 PM.


#11 xhrit

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Posted 15 September 2014 - 01:07 PM

View Poststjobe, on 15 September 2014 - 01:01 PM, said:

I got this far and then I had to stop. The fact that LRMs and Streaks work fine against 'mechs not under the cover of ECM isn't really a point in ECM's favour; it's still a hard block for LRMs and Streaks for any 'mech under cover of ECM.

And it shouldn't be.


You can fire LRMS just fine at mechs under ECM cover.

#12 Ertur

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Posted 15 September 2014 - 01:08 PM

1. This was buggered the second it was proposed. There's no way 80% of people are going to agree on anything. Especially not on the internet.

I also don't think that we need to change something just for the sake of changing it, which is what this amounts to.

That said, I did make some proposals for changes, but aside from fixing narc hit registration (which is broken) I don't see any of them as being especially needed. Though I am proud of the ECM homing airstrike thing. I think I came up with it, and I think it'd annoy the gardenias out of people running ECM.

But not as single thing I suggested changes ECM itself or how it currently works.

2. I've only ever played MW, MW2 (and all expansions), MW4 (mercs and vengeance league), and only have about 30 battletech novels on my bookshelf (with a few others scattered around the house), so absolutely I know nothing about the inner sphere.

Some aspects of table top play have not ever been accurately represented in any version of MechWarrior. They are different products with different rules. By and large MWO is better than most about keeping to the rules, but is it possible to take a Jenner and put endo-steel and ferro-fibrous on it with an XL 300 engine in table top as easily as we do it here? I'm pretty sure it isn't. I know for a fact that omni-pods don't work the way here as they do in table top.

#13 Ertur

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Posted 15 September 2014 - 01:29 PM

View Poststjobe, on 15 September 2014 - 01:01 PM, said:

I got this far and then I had to stop. The fact that LRMs and Streaks work fine against 'mechs not under the cover of ECM isn't really a point in ECM's favour; it's still a hard block for LRMs and Streaks for any 'mech under cover of ECM.

And it shouldn't be.

It should be a hard counter for the bonuses Artemis and Narc (and BAP) gives, and that's it. It's a T2 counter to two (three) T2 improvements to LRM clustering, not a hard counter for LRMs and Streaks in general.

Posted Image
(Total Warfare, p. 134)


Now does LRMs need adjusting as well? Sure, they could use a widening of the missile clustering on indirect fire, making direct-fire more attractive than indirect fire. But indirect fire is a core BattleTech rule:

Posted Image
(Total Warfare, p. 111)

PGI messed up when they made ECM a hard block for LRMs and Streaks. They then had to make all sorts of counters to ECM, instead of ECM being the counter to Artemis, Narc, BAP, and C3. This also made it nigh-on impossible to balance LRMs, since they were either overpowered (enemy had no ECM), or useless (enemy had ECM).

Russ gave us a chance to come together and change ECM to a better implementation, I'm of the opinion we should take that chance.

Show me hexes in MWO. Show me cluster damage tables in MWO. Show me Gunnery skill in MWO. Show me base to-hit numbers in MWO. You are trying to apply tabletop rules where they don't belong and can't possibly work.
In any case your own post shows exactly why we can't do anything to ECM without also completely changing how indirect fire works. Without ECM as an imperfect block to LRM's, what stops them? You yourself said a team without ECM gets wiped by LRM's as everything stands now (I'm just taking that as a given for the moment, not agreeing with it). So instead of only teams that drop with no ECM getting wiped, all teams get wiped by LRM's? How is that an improvement?
IF and only IF there is a significant change to how indirect fire works would it be worthwhile to revisit how ECM works. Given the current implementation of indirect fire, however, it is not going to be worthwhile.

#14 Gerhardt Jorgensson

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Posted 15 September 2014 - 01:36 PM

View PostErtur, on 15 September 2014 - 01:29 PM, said:

Show me hexes in MWO. Show me cluster damage tables in MWO. Show me Gunnery skill in MWO. Show me base to-hit numbers in MWO. You are trying to apply tabletop rules where they don't belong and can't possibly work.
In any case your own post shows exactly why we can't do anything to ECM without also completely changing how indirect fire works. Without ECM as an imperfect block to LRM's, what stops them? You yourself said a team without ECM gets wiped by LRM's as everything stands now (I'm just taking that as a given for the moment, not agreeing with it). So instead of only teams that drop with no ECM getting wiped, all teams get wiped by LRM's? How is that an improvement?
IF and only IF there is a significant change to how indirect fire works would it be worthwhile to revisit how ECM works. Given the current implementation of indirect fire, however, it is not going to be worthwhile.


Hexes are simply the range between yourself and the target -- cluster hit tables is literally translated into the random missile spread we see, and modifiers to that cluster hit tables are implemented with tracking strength modifiers in MechWarrior Online. Base to hit numbers in Battletech are calculated by battlefield conditions such as range and movement -- in MechWarrior, its harder to hit a moving target at longer ranges.

However, ECM in MechWarrior Online is so far reaching that you are correct that any change to the balance ecosystem will likely require the interactions ECM has with weapons and equipment it currently interacts with to be revised and changed accordingly, but ECM can be changed and balance maintained without it remaining a binary system of hard counters as it currently is.

#15 nehebkau

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Posted 15 September 2014 - 01:37 PM

View Poststjobe, on 15 September 2014 - 01:01 PM, said:

A bunch of battletech rules


Lets drop the battletech crap...It is antiquated and can't be applied well to MWO except as a guide and that means choosing to ignore it when it's not going to work. This is called progression and evolution. Things change guys, adapt or go back to the table top.

We have no dice so things that rely on them are useless to us.

#16 Gerhardt Jorgensson

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Posted 15 September 2014 - 01:40 PM

View Postnehebkau, on 15 September 2014 - 12:59 PM, said:

BEST ECM POST EVER!

Now, If we could just get people to realize that this ISN'T battletech and can NEVER be battletech we might make some inroads to making a fair and fun game for everyone. What the heck is so hard about accepting that this is something other than battletech -- an evolution (for the better) of an antiquated board game.

Should people still be forced to act and live like monkeys simply because we evolved from them?

Posted Image



#17 3rdworld

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Posted 15 September 2014 - 01:45 PM

View PostGerhardt Jorgensson, on 15 September 2014 - 01:40 PM, said:

Posted Image








Posted Image

#18 stjobe

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Posted 15 September 2014 - 01:47 PM

View PostErtur, on 15 September 2014 - 01:29 PM, said:

Show me hexes in MWO. Show me cluster damage tables in MWO. Show me Gunnery skill in MWO. Show me base to-hit numbers in MWO. You are trying to apply tabletop rules where they don't belong and can't possibly work.
In any case your own post shows exactly why we can't do anything to ECM without also completely changing how indirect fire works. Without ECM as an imperfect block to LRM's, what stops them? You yourself said a team without ECM gets wiped by LRM's as everything stands now (I'm just taking that as a given for the moment, not agreeing with it). So instead of only teams that drop with no ECM getting wiped, all teams get wiped by LRM's? How is that an improvement?
IF and only IF there is a significant change to how indirect fire works would it be worthwhile to revisit how ECM works. Given the current implementation of indirect fire, however, it is not going to be worthwhile.

I think you missed the middle part where I said LRMs need adjusting too, and gave an example as well.

View Postnehebkau, on 15 September 2014 - 01:37 PM, said:


Lets drop the battletech crap...It is antiquated and can't be applied well to MWO except as a guide and that means choosing to ignore it when it's not going to work. This is called progression and evolution. Things change guys, adapt or go back to the table top.

We have no dice so things that rely on them are useless to us.

You do know that "the battletech crap" is the very foundation of this game, right? And yes, where it's not possible to follow the BattleTech lore or rules they of course have to make something else instead, but that doesn't mean throwing lore and rules to the wind; a lot of the issues with MWO comes directly from the fact that PGI implemented some of the BT rules but not others in a rather haphazard manner.

Edit: Just a few examples of the way PGI screwed up MWO by implementing some BT rules but not others:
The heat problems are a direct effect of tripling rate of fire (and thereby heat generation) but leaving dissipation at TT rates. The necessity of doubling armour is a direct effect of keeping TT values for damage but tripling rate of fire. Pin-point instant convergence alpha strikes are a direct effect of leaving out the pseudo-random spread from multiple weapons that TT had. The low TTK is a direct effect of all these things combined.

Edited by stjobe, 15 September 2014 - 01:52 PM.


#19 Mcgral18

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Posted 15 September 2014 - 01:53 PM

You put a lot of effort into that, I see.

Shame I have to do this.

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Posted 15 September 2014 - 01:57 PM

View Postnehebkau, on 15 September 2014 - 12:59 PM, said:

Now, If we could just get people to realize that this ISN'T battletech and can NEVER be battletech we might make some inroads to making a fair and fun game for everyone. What the heck is so hard about accepting that this is something other than battletech -- an evolution (for the better) of an antiquated board game.

Should people still be forced to act and live like monkeys simply because we evolved from them?


We already have games that "ISN'T battletech and can NEVER be battletech" - Titanfall and Hawken for example. Why are you so against having a game that "IS battletech" (or at least fairly close to that) in addition to those?





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