Jump to content

Please, Make It Possible To Turn Ecm Off


24 replies to this topic

#1 bad arcade kitty

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 5,100 posts

Posted 12 April 2015 - 07:57 PM

i was told that right now, if you have an ecm and an active probe at the same time, your ecm in its both modes, when it disrupts and when it counters, overrides the active probe

afaik the range of an active probe to counter a ecm is larger than the range of a ecm to counter another ecm, so it would be nice to be able to turn your ecm off completely to use the probe instead

also i was told that even if your ecm was destroyed, your active probe still wouldn't counter other ecms, which seems as a serious bug imo

#2 TKSax

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,057 posts
  • LocationNorth Carolina

Posted 12 April 2015 - 09:34 PM

I believe you were told Wrong, if you have both equipped, ECM is only in disrupt mode only the Active Probe does the countering and will work until destroyed.

#3 bad arcade kitty

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 5,100 posts

Posted 12 April 2015 - 09:36 PM

View PostTKSax, on 12 April 2015 - 09:34 PM, said:

I believe you were told Wrong, if you have both equipped, ECM is only in disrupt mode only the Active Probe does the countering and will work until destroyed.


it makes the most sense, it is nice if it's so

it's pretty hard to test in a game -_-

#4 martian

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 8,900 posts

Posted 12 April 2015 - 09:41 PM

View Postbad arcade kitty, on 12 April 2015 - 07:57 PM, said:

i was told that right now, if you have an ecm and an active probe at the same time, your ecm in its both modes, when it disrupts and when it counters, overrides the active probe

afaik the range of an active probe to counter a ecm is larger than the range of a ecm to counter another ecm, so it would be nice to be able to turn your ecm off completely to use the probe instead

also i was told that even if your ecm was destroyed, your active probe still wouldn't counter other ecms, which seems as a serious bug imo

Move with arrow keys on the line with ECM in your weapons table. Click Ctrl. Your ECM will switch from Active to Inactive.

As for the interaction of friendly and enemy BAP, ECM, two ECMs against BAP+ECM , etc., it's really hard to advise, as PGI provides us with no details.

#5 bad arcade kitty

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 5,100 posts

Posted 12 April 2015 - 09:44 PM

View Postmartian, on 12 April 2015 - 09:41 PM, said:


Move with arrow keys on the line with ECM in your weapons table. Click Ctrl. Your ECM will switch from Active to Inactive.


oh, nice
at the very end it allows to test if a ghost of an inactive ecm still prevents bap to counter enemy ecm as i was told or not

#6 Dirus Nigh

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,382 posts

Posted 12 April 2015 - 10:06 PM

View PostTKSax, on 12 April 2015 - 09:34 PM, said:

I believe you were told Wrong, if you have both equipped, ECM is only in disrupt mode only the Active Probe does the countering and will work until destroyed.


When PGI changed BAP to counter ECM they stated that BAP's counter effect would be ineffective when equipped on a mech with ECM. You still have to change the ECM between counter and disrupt.

This was in the patch notes that made that change.

Edit.
Just dropped in a match with my Myst Lynx to make sure. I was correct. BAP does not counter with ECM equipped.

Edited by Dirus Nigh, 12 April 2015 - 10:23 PM.


#7 bad arcade kitty

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 5,100 posts

Posted 12 April 2015 - 10:12 PM

since the range of bap was buffed to be larger than ecm's... it used to be smaller, they could make that ecm would turn off with j if you have a bap or they could introduce a separate key binding/

#8 xengk

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 2,502 posts
  • LocationKuala Lumpur, Malaysia

Posted 12 April 2015 - 10:42 PM

I believe the default key to toggle ECM is J(amming).
I haven't pilot an ECM mech in a long time nor have access to the game to check right now.

#9 bad arcade kitty

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 5,100 posts

Posted 12 April 2015 - 10:44 PM

View Postxengk, on 12 April 2015 - 10:42 PM, said:

I believe the default key to toggle ECM is J(amming).
I haven't pilot an ECM mech in a long time nor have access to the game to check right now.


we are talking about turning it off to make bap work instead, not about simple toggling

#10 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 12 April 2015 - 11:06 PM

View PostDirus Nigh, on 12 April 2015 - 10:06 PM, said:


When PGI changed BAP to counter ECM they stated that BAP's counter effect would be ineffective when equipped on a mech with ECM. You still have to change the ECM between counter and disrupt.

This was in the patch notes that made that change.

Edit.
Just dropped in a match with my Myst Lynx to make sure. I was correct. BAP does not counter with ECM equipped.


This was enabled ages ago when BAP was made to be ECM's direct counter...

http://mwomercs.com/...23-21-may-2013/

Quote

Beagle Active Probe
- Now counters ECM within 150m.
- BAP will only counter 1 enemy ECM 'Mech within its range
- A Mech that equips both ECM and BAP will only receive the sensor range bonus and the ability to detect powered down Mechs from BAP. Other BAP features gets overridden by the active ECM.


Note that BAP counters @ 240m some patches ago... near the Hellbringer's release date.

#11 Widowmaker1981

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Widow Maker
  • The Widow Maker
  • 5,032 posts
  • LocationAt the other end of the pretty lights.

Posted 12 April 2015 - 11:52 PM

To the best of my knowledge it is basically pointless to equip both ECM and BAP/CAP, due to BAP doing nothing unless you switch ECM off.

Poor, Poor Mist Lynx. Only 6.5 tons of space while wasting an entire ton on a bit of equipment that does nothing.

#12 Lord Perversor

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 1,815 posts
  • LocationSomewhere in New Aragon

Posted 12 April 2015 - 11:57 PM

View PostWidowmaker1981, on 12 April 2015 - 11:52 PM, said:

To the best of my knowledge it is basically pointless to equip both ECM and BAP/CAP, due to BAP doing nothing unless you switch ECM off.

Poor, Poor Mist Lynx. Only 6.5 tons of space while wasting an entire ton on a bit of equipment that does nothing.


The BAP still increase the sensor range and target info gathering as far as i know so you can spot at 1000+ meters with modules if wish.. also allow you to detect any shutdown mechs withint 150m..

It only affect the Counter ECM feature.

#13 Widowmaker1981

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Widow Maker
  • The Widow Maker
  • 5,032 posts
  • LocationAt the other end of the pretty lights.

Posted 12 April 2015 - 11:59 PM

View PostLord Perversor, on 12 April 2015 - 11:57 PM, said:


The BAP still increase the sensor range and target info gathering as far as i know so you can spot at 1000+ meters with modules if wish.. also allow you to detect any shutdown mechs withint 150m..

It only affect the Counter ECM feature.


Ah yeah, fair point.

Id guess though that 99.72% of people who equip BAP/CAP do it for the ECM counter though, and not for sensor range/info gathering, since those can be extended by weightless modules.

#14 bad arcade kitty

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 5,100 posts

Posted 13 April 2015 - 12:09 AM

View PostWidowmaker1981, on 12 April 2015 - 11:59 PM, said:


Ah yeah, fair point.

Id guess though that 99.72% of people who equip BAP/CAP do it for the ECM counter though, and not for sensor range/info gathering, since those can be extended by weightless modules.


but with bap it can be improved even further (and you can use other modules) can't it?
it also accelerates the target info gathering

#15 Lord Perversor

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 1,815 posts
  • LocationSomewhere in New Aragon

Posted 13 April 2015 - 12:14 AM

View Postbad arcade kitty, on 13 April 2015 - 12:09 AM, said:


but with bap it can be improved even further (and you can use other modules) can't it?
it also accelerates the target info gathering

if i recall properly up to 1200m detecting.

#16 Lily from animove

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 13,891 posts
  • LocationOn a dropship to Terra

Posted 13 April 2015 - 12:22 AM

View PostDirus Nigh, on 12 April 2015 - 10:06 PM, said:


When PGI changed BAP to counter ECM they stated that BAP's counter effect would be ineffective when equipped on a mech with ECM. You still have to change the ECM between counter and disrupt.

This was in the patch notes that made that change.

Edit.
Just dropped in a match with my Myst Lynx to make sure. I was correct. BAP does not counter with ECM equipped.



but why?

my bap counters opponent ecm.
my bap does not counter friendly ecm.
my bap does not run when I have ecm as well.

Much logic, such sense:
my own ecm is opponent ecm, and because of that my bap does not run when using ecm in stealth mode!

#17 bad arcade kitty

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 5,100 posts

Posted 13 April 2015 - 03:19 AM

View Postmartian, on 12 April 2015 - 09:41 PM, said:

Move with arrow keys on the line with ECM in your weapons table. Click Ctrl. Your ECM will switch from Active to Inactive.


btw i tried, it's not true
ctrl simply switches disrupt to counter, like 'j' button, it's asm which can be made inactive that way, but we have a special button to turn off asm as well, it's `

a button to turn off ecm when ;_;

#18 TKSax

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,057 posts
  • LocationNorth Carolina

Posted 13 April 2015 - 05:20 AM

View Postbad arcade kitty, on 12 April 2015 - 09:36 PM, said:

it makes the most sense, it is nice if it's so

it's pretty hard to test in a game -_-


Looks like I had it backwards :), but yeah at least BAP the same range as ECM.

Edited by TKSax, 13 April 2015 - 05:20 AM.


#19 bad arcade kitty

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 5,100 posts

Posted 13 April 2015 - 02:10 PM

View PostTKSax, on 13 April 2015 - 05:20 AM, said:


Looks like I had it backwards :), but yeah at least BAP the same range as ECM.


afaik bap is 240 currently while ecm is 180...

#20 Mcgral18

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • CS 2019 Top 8 Qualifier
  • CS 2019 Top 8 Qualifier
  • 17,987 posts
  • LocationSnow

Posted 13 April 2015 - 02:46 PM

View Postbad arcade kitty, on 13 April 2015 - 02:10 PM, said:


afaik bap is 240 currently while ecm is 180...


Down to 200M for the AP.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users