Minoxen, on 30 October 2014 - 12:38 PM, said:
My Main concern is the BAP change. 360m is a Dramatic shift to an already pretty decent device. The 160m vs 180m that ECM reached was an interesting dynamic that required entering into the ECM bubble to be able to cancel it. Granted BAP's bonuses might not be great for the 1.5tons, but it does have a purpose for LRM and Streak mechs. Enhancing its other things like powered down mech range and targeting range could be enough to get it on the battlefield more often.
Russ Bullock, on 30 October 2014 - 12:57 PM, said:
Well maybe you will be proven right - but remember a 1.5 ton ECM essentially has an infinite distance protection bubble. BAP for the IS weighs the same 1.5 tons -mech's choosing to equip it should be getting similar amount of value as the ECM user.
This to me meant they needed to be able negate the ECM mech in a reasonable brawling range rather than needing to be on top of the ECM mech.
The ECM mech will still fill an important role in moving it's heavies and Assaults through the map under ECM protection until the battle turns into a brawl.
I'm concerned by the Beagle change, too. I see the rationale, and I think it's a good one, but you seem to be primarily considering the D-DC and Clan slow Lights. It can already be a lot of... fun... to try and scout with ECM these days. People are often hiding behind cover to avoid long-range Clan weapons, and you tend to take fire a lot even with ECM. Then as soon as your ECM gets nullified, it's a missile free for all - and now I'm having this horrible vision of enemy scout 'mechs breaking my ECM without my being able to escape them to stop the
Macross Missile Massacre - and since they can do it from well outside seismic range, I might not even know which way I need to run.
Of course I can't speak inclusively, but I feel like scouting is becoming a dead skill in a lot of the games I play - it's something I'd like you to consider as you monitor the impact of this change.
Bront, on 30 October 2014 - 01:37 PM, said:
Yes, but why should it's counter range be reduced when being paired with ECM?
or maybe ECM counter range needs to be increased as well.
The problem is that we're trying to avoid two counter-systems for one 'Mech; I don't know myself, but separating the various functions of ECM and BAP from each other in such a way that ECM turns
off when you set it to cancel other ECMs in order to let the Beagle turn
on might be nontrivial to code. Increasing the ECM counter range would certainly be possible, but it would also further buff a very powerful piece of limited equipment. Currently, there's really not much point in bringing both unless you really, reeeally want that extra range and target lockon - maybe a warning triangle in the Mechlab a la the Heat Scale notification?
This conversation also brings up a longstanding problem with the game: we have
no official database of game rules, forcing players to play queston-and-answer on the forums, or just kind of remember things themselves - unless they want to sift through every patch note and likely announcement in the forum archives. I know you've only got so many resources, but I think the issue bears mentioning again at this point. It's not a Critical Thing That Must Be Done Now, but I do think it should be on someone's List of Things To Do.