Zyllos, on 16 September 2014 - 12:37 PM, said:
Here is the list of proposals that I read in your document (which is still living document, thus changing):
This change, which seems good on the surface, still leaves GECM in the state that it is a *must* for any mech that can bring it. At least to me, it seems that way.
The "equipped with GECM" is perfect to let those mechs that like to scout to be able to with GECM cover for itself.
No different than it works now other than only for itself now instead of within a range. Basically stating that GECM will block "targeting" of a GECM equipped mech. This is fine.
Seems perfectly fine and valid.
Good idea to me.
Good to me.
No difference than now, and seems good.
Just a question, does this mean if the target is 300m out and an GECM mech is within 180m, the player will have a 200% lock on penalty?
Either way, seems valid to me.
Nothing new here.
I would like to add that PPC should disable GECM for a bit longer, maybe 10.0s? Still good.
This is needed.
Nothing new.
Nothing new, I think?
Nothing new.
This I disagree with.
BAP should never counter ECM. Instead, BAP should allow for non-LOS detection of mechs within it's range. ECM will block this non-LOS detection for those protected by GECM. Seismic is used to counter GECM for non-LOS spotting, but it's only useful while standing still and getting to see were a mech is, not actually allowing for targeting and sharing.
The extended range allowing for detection is a good change and should be included.
As above, seems good.
Overall, these changes are almost perfectly aligned with what I would expect GECM to be changed to. Allowance of still firing LRMs at those protected by GECM but lock on times are longer. GECM would still facilitate the scouting role by reducing detection range for the mech equipped with it (or ambushing role for those other mechs that can equip it).
I would like to add a few additions that I think are needed along side with the above GECM changes to feel correct:
- LRMs would need to be less spammy (higher cooldowns).
- LRMs should fire at bones (just like SSRMs) in swarms of 5 LRMs each.
- LRMs speed increases to 250m/s. (AMS increases to match speed)
- LRMs take a low trajectory when dumb fired.
- LRMs need to be more accurate to reaching targets once a lock is achieved.
- LRMs need to lose the requirement for maintaining lock after firing the LRMs but spotted target (triangle indicator) still needs to be maintained for the firer of LRMs.
- Target sharing should only happen after having targeted a mech for 5.0s. (another tier in the IW part)
- BAP can detect a mech within it's range, regardless of LOS. (as above)
- SSRMs need a separate target scheme (so Artemis doesn't effect it).
- SSRMs only lock at their specified range (270m for IS/360m for Clan).
- SSRMs fire at bones in a pair of SRMs.
- SSRMs lock on speed is 0.5s, which produces a "tick".
- When SSRMs are fired, each launcher requires a "tick" and is fired in order of weapon groups (top to bottom).
- Use an "X" style lock on graphic and new sound for a "tick".
- All "ticks" are lost if lock is not regained after 1.0s.
- SSRMs only lock at their specified range (270m for IS/360m for Clan).
LRMs will become more accurate due to increased speeds and no need to retain locks (but the target still needs to be spotted, either by direct LOS or shared). Their damage will be more consistent in damage against targets of all sizes due to targeting bones in swarms of 5 LRMs each. This also makes small launchers and large launchers act in the same manner as larger launchers just shoot more swarms of 5 LRMs, which act no different than a LRM/5.
Sharing targets requires longer targets, which will help facilitate BAP for scouting by gaining target information (which sharing now becomes a part of) quicker. BAP itself is better by allowing for non-LOS spotting in a short distance.
SSRMs will be separated from LRM locks. Their locks are much faster for small bursts but require longer locks for high amount of SSRM launchers. Each grouping of SSRMs will be a bit more consistent in damage as they group in 2 SSRMs each (pair) per bone target. Larger launchers just fires more pairs per firing.
I understand this is MUCH more expanded, beyond GECM. But it is basically needed as all these weapons interact with each other in ways that make it hard to disconnect them and be able to change them one at a time without causing issues.
These changes proposed also leads the opening for C3 and AECM.
Just asking here, but you DO realize that hits with LRMs in TT past about ~600m were basically impossible. Sure, you could get lucky and try it, but you were wasting ammo, essentially. Hence, the increase to 250m/s is a bit overkill. I proposed they be bumped to ~180m/s with changes I posted in my ECM thread, which, admittedly, is a simpler overhaul of ECM. I think it does what people want though.