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Ecm Change Feedback


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#661 ApolloKaras

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Posted 25 July 2015 - 06:11 AM

View PostMcgral18, on 15 July 2015 - 03:01 PM, said:

To be honest...it's barely a change. It's still the Magic Jesus Box that combines gECM, aECM, Null Sig and some fairy dust thrown in for good measure.


Either remove those magical properties, or give it proper consequences. Null Sig generates 1 Heat per second, which won't stop you from cooling entirely (unless you have 10 SHS) but will significantly hamper your ability to shoot while under the Magic Jesus Field.

To stop the 1H/s penalty, swap from Disrupt to Counter.



Changing the range really isn't significant, but I guess it's a start...I hope the next iterations have a tad more impact.

I was going to make a comment in response to the balancing.... but McGral couldn't have put it any better.

#662 RedEagle86

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Posted 25 July 2015 - 06:43 AM

In my opinion, and it's only an opinion, ECM should be limited to only the 'Mech it's carried on, not some sort of bubble-thing. Either that or make the bubble very, very small, like, 5-10 meters.

#663 Drunken Skull

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Posted 25 July 2015 - 11:18 PM

I have always been primarily a LRM Catapult Pilot, it's by far my favourite mech. I have struggled and persevered with ECM and for the main it hasn't been too much of a problem... in the past.

Recently I had to abandon my 3 Catapult 1 Raven CW drop deck and replace it with close range brawler builds, effectively mothballing my favourite mech, as countless times it just has no place in CW (I mean honestly, an ENTIRE clan team solely made up of ECM Hellbringers Shadowcats, and Cheetas, yeah sure... try landing a single LRM salvo on even one of them, meanwhile they are standing in the open blatantly puking laserfire at you with impunity...).

Many of you are complaining "dont nerf my favourite OP ECM God-mech", however you fail to realize that for many of us who like missiles, our favourite mechs, and our favourite weapons system, are already nerfed to the point of not even being viable weapons platforms to drop with in the current ECM Brawler-sniper-fest meta. We deserve to be part of the competition too!

As for AMS, it needs some serious work, firstly, it needs invisible projectiles, as it stands, having an AMS is like saying "here I am, come n get me" to the other team. I have often used an LRM luncher solely for spotting purposes, just firing it randomly to see what intercepts it and from where, almost as bad as the TAG for giving away your own position if you ask me.

I like the fact you are looking at making ECM balanced, but I think you are going the wrong way by simply giving it a range nerf, that will really change nothing, and at the same time just encourage more use of an already abused game mechanic which frankly breaks the game for not only 1/3 of the available weapons systems, but also a great number of mechs that use those weapons systems.

IMO you need to REMOVE ALL EFFECTS ECM HAS ON MISSILE HARD LOCKS (Honestly in canon they are Heat-guided, not radar guided anyways).

You need to fix AMS so that it is more effective at it's job, and less visible while it does it. AMS is supposed to be the counter for LRM, not ECM (I'm fairly certain I've made a post about this in the past, but alas it was ignored).

Edited by Drunken Skull, 25 July 2015 - 11:23 PM.


#664 Bloodweaver

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Posted 25 July 2015 - 11:53 PM

View PostDrunken Skull, on 25 July 2015 - 11:18 PM, said:

IMO you need to REMOVE ALL EFFECTS ECM HAS ON MISSILE HARD LOCKS (Honestly in canon they are Heat-guided, not radar guided anyways).

You need to fix AMS so that it is more effective at it's job, and less visible while it does it. AMS is supposed to be the counter for LRM, not ECM (I'm fairly certain I've made a post about this in the past, but alas it was ignored).


Honestly, if they want to keep ECM balanced while still being stealthy? Or, in other words, useful without being OP? There's an extremely simple solution for that... Just make it deny target sharing. You can target any ECM 'Mech you see, and you can even lock your LRMs and Streaks on it - you just can't let other teammates see it, so they can't lock on to the target (since they can't even detect it) unless they too have line of sight.

Although I'd prefer a more in-depth re-balancing of the sensor mechanics overall, removing both the always-available target sharing and the "continue to track the target after it disappears behind cover" features completely, I also understand that by this stage they are both inherent components in the game's overall architecture. I'd be happy with ECM simply denying all forms of target sharing when equipped on a 'Mech. You could even keep the bubble, maybe even at its current 180m radius, so long as all 'Mechs in the bubble were targetable and lockable by any enemies with line-of-sight.

As for AMS effectivity, the posts saying AMS is or isn't a useful balance against LRMS are (thankfully) relatively few. AMS can be rebalanced as needed, duh. Starting with removing the tracers, as you said... It's an automatically aimed system. Why does it have tracer rounds? O_o

Edited by Bloodweaver, 25 July 2015 - 11:59 PM.


#665 ChewBaka

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Posted 26 July 2015 - 12:36 AM

Just going to put it out there once more that any substantial nerf to ECM will see most PUG games degenerate into LRMageddon. There needs to be a counter to LRMs, and since you can't seem to fix AMS, how about a nerf to LRMs when you nerf ECM?

For starters, do something to discourage boating. I can understand it being a support weapon, but boats? Their dmg also needs to be more scattered. I can't think of any reason why LRM5 & 10 should home in on the torso area and still be considered fair as they didn't have to aim. Only mech this happens on is the Nova, where LRMs from above can somehow hit the legs due to stupid hitbox design.

Make LRM ammo more likely to explode with the chance increasing explonentially with each ton. Heck, make LRM racks explosive like Gauss cannons too. 3 LRM racks? 3 potetial explosions on your machine. Why not? This will make people think about overloading their mechs and at least carry other weapons too. Also, I believe the 'no shared targetting' without C3 makes sense.

You're not going to attract many new players, not especially on Steam, when the majority of the games that newbies participate in consists of big robots flinging LRMs at each other, but hey, whatever...listen to those who think LRMs so very important and need a role. Watch your player base stay stagnant if that's what you want.

Yes yes, LRMs have a role in Battletech. Unfortunately, this is an online game and we've already strayed far from lore.

My last 2 games had a HBK-4J doing 600+ dmg despite the prevalence of ECM on the team, and yet they whine about ECM being broken. Sheesh.

#666 Drunken Skull

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Posted 26 July 2015 - 01:04 AM

View PostCharlie Pohr, on 26 July 2015 - 12:36 AM, said:

Just going to put it out there once more that any substantial nerf to ECM will see most PUG games degenerate into LRMageddon. There needs to be a counter to LRMs, and since you can't seem to fix AMS, how about a nerf to LRMs when you nerf ECM?

For starters, do something to discourage boating. I can understand it being a support weapon, but boats? Their dmg also needs to be more scattered. I can't think of any reason why LRM5 & 10 should home in on the torso area and still be considered fair as they didn't have to aim. Only mech this happens on is the Nova, where LRMs from above can somehow hit the legs due to stupid hitbox design.

Make LRM ammo more likely to explode with the chance increasing explonentially with each ton. Heck, make LRM racks explosive like Gauss cannons too. 3 LRM racks? 3 potetial explosions on your machine. Why not? This will make people think about overloading their mechs and at least carry other weapons too. Also, I believe the 'no shared targetting' without C3 makes sense.

You're not going to attract many new players, not especially on Steam, when the majority of the games that newbies participate in consists of big robots flinging LRMs at each other, but hey, whatever...listen to those who think LRMs so very important and need a role. Watch your player base stay stagnant if that's what you want.

Yes yes, LRMs have a role in Battletech. Unfortunately, this is an online game and we've already strayed far from lore.

My last 2 games had a HBK-4J doing 600+ dmg despite the prevalence of ECM on the team, and yet they whine about ECM being broken. Sheesh.


Wow, you REALLY HATE LRM, don't you?
As for the Racks being explosive, I thought this was already the case. AFAIK It's the reason the Catapult has Doors on it's launchers, effectively, when the launcher has it's it's door open, it has it's internal structure directly exposed, bypassing any armour in that section of the mech.

As for the score of the Hbk, I think you will find that this is due to the QUIRKS Applied to that mech, and has nothing to do with the performance of LRM in general.

I find most of what you say to be simply scare-mongering and psychological warfare, using th catch-phraze "LURMAGEDDON!!! Nobody will play!!!" as your proverbial battle-axe.

#667 PlzDie

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Posted 26 July 2015 - 01:25 AM

ECM should do what it is suppose to do, block BAP, NARC, cutting off C3 units and have the abilty to counter other ECM as well as create ghost targets on enemy radar.

LRM's should not get to lock on targets outside of LOS without a C3 network, which in this timeline only extends to a single lance, 1 C3 master and 3 slaves. This would basicaly stop LRM boating in Pub Q's, LOS targeting will kill any idea of boating LRM's without decent backup weapons cause no LRM boat will stand long against a direct fire mech.


#668 Drunken Skull

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Posted 26 July 2015 - 01:37 AM

View PostDuppie, on 26 July 2015 - 01:25 AM, said:

LRM's should not get to lock on targets outside of LOS without a C3 network, which in this timeline only extends to a single lance, 1 C3 master and 3 slaves.


This would just be misuse of another piece of technology not quite yet implemented, as it has already been explained earlier, C3 Network is a Targeting Buff system, it is not in fact responsible for indirect locks at all.

I think a more feasible solution would be to drastically increase the spread of indirect fire LRM so that fewer missiles have a direct hit, essentially turning it into a low-damage Area-Of-Effect weapon when used on an indirect target.

A C3 Network could then be used to re-buff indirect fire to be more accurate, as well as honing long range fire, perhapse by providing the slaves with a target lead for ppc and AC, etc...

Edited by Drunken Skull, 26 July 2015 - 01:48 AM.


#669 TarkaTarquol

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Posted 26 July 2015 - 01:45 AM

Oh wow. I was unaware that the ECM 180m distance was a Radius. I thought the bubble was 180m Diameter. I guess with the new numbers that'd be true, and I am very much okay with that.

#670 PlzDie

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Posted 26 July 2015 - 01:49 AM

I stand corrected regarding C3.

#671 Nyuuu

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Posted 26 July 2015 - 05:33 AM

View PostDrunken Skull, on 26 July 2015 - 01:04 AM, said:


Wow, you REALLY HATE LRM, don't you?
As for the Racks being explosive, I thought this was already the case. AFAIK It's the reason the Catapult has Doors on it's launchers, effectively, when the launcher has it's it's door open, it has it's internal structure directly exposed, bypassing any armour in that section of the mech.

You don't have the slightest idea how the game mechanics mechanics work but are still here whining about how your no skill auto aimbot doesn't get excellent results while even getting likes.

God it takes me 5 minutes each week to remind me why I am avoiding the forum....

Edited by Nyuuu, 26 July 2015 - 05:42 AM.


#672 Gorgo7

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Posted 26 July 2015 - 05:51 AM

View PostNyuuu, on 26 July 2015 - 05:33 AM, said:

You don't have the slightest idea how the game mechanics mechanics work but are still here whining about how your no skill auto aimbot doesn't get excellent results while even getting likes.

God it takes me 5 minutes each week to remind me why I am avoiding the forum....

It seems that you have no idea how to avoid the forum at all...and I wish you would.

#673 Gremlich Johns

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Posted 26 July 2015 - 07:03 AM

View PostDivine Decoy, on 21 July 2015 - 05:20 PM, said:

As much as I dislike Hawken, they got their ECM/Decoy stuff right. ECM/decoys in that game make multiple blimps on the radar confusing enemies. If you implement a Seismic/passive radar system (like the old games/lore) good old Halo/Aliens Motion sensor style, you could then allow ECM to make false blimps.

BAP would eliminate those blimps, and a Command Module could finally be used to relay that info to other mechs in your lance...

There really shouldn't be any reason a mech can sneak up behind another mech in this game with out sensors picking it up. Scary Atlas is great fun and all (U rock B33F) but too much of it can ruin game

This is a form of ECCM, which PGI's version does not have.

What PGI's system reflects is a form of command, control communications, intelligence and interoperability. C4I2 and it does it poorly. The interoperability bit is the sharing of an individual platforms data, allowing others to see its targets.

Edited by Gremlich Johns, 26 July 2015 - 07:06 AM.


#674 Sovery_Simple

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Posted 26 July 2015 - 09:29 AM

Eh, as long as players can still loadout to support their team with coverage. (looking at kitfox and cicada especially) Either from quirks, or from angel availability (if that gets added.) It would be annoying to lose the "group benefit" aspect of the system, just because others want to abuse it as a personal "upgraded ams system." Which actually is exactly what is happening, isn't it?

Though it's imperative that if a mech invests the tons in that "potential" new system, it shouldn't get cancelled out by a single bap mech waddling by on the other side of 250m+ of solid cover. So, yes, please reduce bap range with this change, or introduce the change that bap mechs, within their effective range, can ignore ecm, but only for themselves, and not cancel out the entire package of the ecm carrier (and thus reveal it to their allies.)

Also: going to hilarious hearing people cry for the ecm coverage, then cry if the ecm mech happens to bump them (especially if it's down to 60m, so you really have to hump to try and cover an ally), then cry even more when they waddle outside of the 60m radius again. Downside is going to be having their mech do a death-roll down a hillside when they get themselves killed from lrms.

Going to be interesting to see if we can get an actual role warfare system going around information gathering or not, since that was my intended role (and why I used ECM to shield my team as best I could), or if they just want to kill people from behind cover at 800m+ with lrms and a generous helping of impunity. Time will tell~

(Give us a whole system, Russ!)



-----2nd post

View PostGryphorim, on 15 July 2015 - 05:51 PM, said:

Personally I'd have liked an ACTIVE/PASSIVE Sensors toggle, with ECM and BAP applying buffs/debuffs to that mechanic. This way, mechs without ECM have options to reduce their visibility also.

That being said, a reduction in ECM radius is a good first step.

Also completely agree with Tennex.


Only problem I could see with an active/passive, is that passive would have to be either a tiny buff, or have some serious downsides to using it. Such as: no target lockon info, no shared target feeds, etc. Otherwise it'll be a null-choice and people will almost always use passive because active has no real benefit compared to "hey, free ecm for everyone :D" (probably not -that- strong, but a step towards it none-the-less.)

Could be interesting if they put in a whole infomation system like we were promised, though! (also should probably make UAV's into an item carried on the mech, with a hard limit, if this system comes into play.)

Edited by Whoops, 26 July 2015 - 10:08 AM.


#675 Thrudvangar

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Posted 26 July 2015 - 11:14 AM

oops.. this change is already live?

doesn't changes anything... i just even didn't recognized it..-.

#676 Lupin

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Posted 26 July 2015 - 11:25 AM

Bloody hell changes to ECM only a few years late guy's.

But look forward to it.

#677 Boaz Roshak

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Posted 26 July 2015 - 11:44 AM

We need a way to SEE that a leg is missing much like how we can see the arms are gone.

#678 Vlad Striker

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Posted 26 July 2015 - 12:42 PM

ECM bubble delenda est.

#679 Oplix

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Posted 26 July 2015 - 12:54 PM

Now I am speaking from a purely CW standpoint here but I don't think this ECM change means much and might even hurt IS more then Clans.

Clans now have a very good light mech which is on par with the IS firestarter 5 tons lighter and has ECM to boot.

In CW clan 12 mans are now bringing 3 waves of ECM mechs (2x HBR, 1 ACH) with the last 12 mechs being Timber Wolfs (basically 8 ECM mechs per wave)

with this many ECM mechs the effective ECM range tweak really does nothing because they have so much ECM on their side and hurts IS more because all their ECM mechs are tier 1 where our ECM mechs are far worse.

You say well IS could bring more ECM but

D-DC - Too Heavy for CW decks and short range
2N - Our only high end ECM mech but its to short range
0XP - Low slung arms too short range
3L - No Jump Jets

All the clan ECM mechs are long range mechs so our ECM mechs are basically useless because they are all short range mechs which kinda kills ECM in its own way. IS ECM mechs are all "tier 2" or much lower where all clan ECM mechs are tier 1.

When this happens there is no way to effectively target the other team and it just makes the already better clan mechs even harder to fight.

The clans have way to many and far superior ECM mechs.

#680 Bloodweaver

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Posted 26 July 2015 - 04:32 PM

View PostDrunken Skull, on 26 July 2015 - 01:04 AM, said:

As for the Racks being explosive, I thought this was already the case. AFAIK It's the reason the Catapult has Doors on it's launchers, effectively, when the launcher has it's it's door open, it has it's internal structure directly exposed, bypassing any armour in that section of the mech.

As for the score of the Hbk, I think you will find that this is due to the QUIRKS Applied to that mech, and has nothing to do with the performance of LRM in general.

You are wrong about the weapon door mechanics, and right about the Hunchback performance. Open doors have no negative effect. When closed, however, that section of the 'Mech only 90% of any incoming damage gets applied. It's why I miss the Centurion's old missile racks. Well, that and because they looked much cooler as well.


View PostDrunken Skull, on 26 July 2015 - 01:37 AM, said:

I think a more feasible solution would be to drastically increase the spread of indirect fire LRM so that fewer missiles have a direct hit, essentially turning it into a low-damage Area-Of-Effect weapon when used on an indirect target.

Wha-a-a-a-aaaaat? No. No no no noNOOO. The only reason people feel a need to boat LRMs is because of how INefficient they already are. Using one or two launchers is almost universally considered to be a poor build decision(not that I agree). That's why they get boated - you have to take forty or more LRMs for them to be worth anything as a primary weapon system.

Making them even more inefficient than they already are will just increase the amount of LRMs needed to be effective. And that will make single- or dual-LRM launcher 'Mechs even more of a rarity. Literally the only 'Mechs you'll see with LRMs will be boats. Have you read this thread? Or seen this picture(from a different thread)?

View PostCatalina Steiner, on 29 April 2015 - 09:12 AM, said:

Posted Image

Notice the spread on the LRM-20 quadrant. It covers more area than the Awesome's entire body, and the Awesome has one of the largest frontal profiles of any 'Mech in the entire game. AND, that's WITH Artemis. That's an LRM-20 after being modified to cluster more tightly, and with a line-of-sight to the target for the duration of the missiles' flight(Artemis does not do anything to missiles fired indirectly)

The LRM-15 with Artemis is already pretty bad, and the LRM-20 looks like it gets even fewer hits than the -15 does. I don't mean fewer hits per launch, I mean fewer hits overall. That's insane. It means there is literally no reason at all to take an LRM-20, even with Artemis. You will cause less damage with the bigger launcher!

And that's why we have LRM boats. Not because the LRM is so good, but because it is so bad that you have to boat it in order to get any real, consistently reliable use out of it. Making the spread worse will only make non-boated LRMs virtually extinct. The boats will still be around, though, because the basic cause for their existence will not only still be present, but will have actually become amplified.

If you want to make LRMs a good weapon choice, but remove their boating appeal, you have to make them better weapons individually, but give them drawbacks that directly affect boating itself. Make them more effective for engaging a single enemy. Make them capable of being used even without a target lock. Give them drastically higher velocity, somewhat better clustering OR slightly higher damage. This would allow you to shoot targets 400-600 meters away, even without a lock, somewhat reliably.

This, IMO, is something critically missing from MWO's implementation of LRMs. They're not really "long-range" at all. Not only do the majority of larger weapons out-range LRMs due to having double-range values, they do so more accurately and efficiently. An LRM 'Mech can only lock on to faraway targets rarely himself, whether due to ECM or them taking cover - and trying to dumb-fire LRMs at an enemy beyond 300m is completely pointless due to how slowly they fly, unless said enemy is completely oblivious. This toon makes boating worse, because LRM users have learned to rely on teammates to do their spotting for them. If the teammates are up front spotting, you can afford to devote less of your build to defense, and instead just load up on LRMs until you're little more than a walking missile turret.

To offset their newfound effectiveness due to velocity and damage buffs, you just lower LRM reloading speeds. DRASTICALLY. Say, three times what it is currently. So now the LRM-10 fires far less often, but when it does fire, it actually hits fast and hard. Which is the way it should be; the AC/10, PPC, and LRM-10 were supposed to be roughly analogous in TT. Each weapon had its advantages and disadvantages; AC/10 was low heat but high weight, PPC was high heat but good range and moderate weight(due to no ammo required), and LRM-10 was kind of in the middle - moderate weight, low heat, great range, but with a massive minimum range penalty as well as damage being spread over the target.

Anyone can see that this is not the case in MWO - the LRM-10 is significantly inferior to both of those weapons. That's just bad balancing. The LRM-10 should be more powerful compared to the AC/10 and PPC, but it should also have its boatability reduced. Increasing reload time is the most obvious way to reduce their boating appeal.

You could even give all LRM launcher sizes a single reload time value, if you implemented a progressive lock system. Lock on the target for one second, five of your LRMs per launcher will track. Keep the lock for two seconds, ten of your LRMs per launcher will track. Etc. So there'd still be an inherent advantage to using four LRM-5s instead of a single LRM-20 - you get to lock all twenty of your missiles (four launchers at five missiles each) four times faster. Of course, if you take the -20, you still have three more hardpoints in which to mount SRMs, Streaks, or a Narc. So each configuration has natural, inherent advantages and disadvantages, without having to mess with DPS or heat values or anything of the sort.

If tripling the reload time still isn't enough to keep LRM launchers from being OP, resort to exaggerating the ghost heat mechanics. I'm not fond of this solution in most cases, which is why I mention it at the end. It really should be a last resort. Implementing weapon mechanics that balance each out naturally and inherently is a much more elegant solution.


View PostGorgo7, on 26 July 2015 - 05:51 AM, said:

It seems that you have no idea how to avoid the forum at all...and I wish you would.

You tell 'im, Gorgo!


View PostWhoops, on 26 July 2015 - 09:29 AM, said:

Only problem I could see with an active/passive, is that passive would have to be either a tiny buff, or have some serious downsides to using it. Such as: no target lockon info, no shared target feeds, etc. Otherwise it'll be a null-choice and people will almost always use passive because active has no real benefit compared to "hey, free ecm for everyone :D" (probably not -that- strong, but a step towards it none-the-less.)

Could be interesting if they put in a whole infomation system like we were promised, though! (also should probably make UAV's into an item carried on the mech, with a hard limit, if this system comes into play.)

I don't see that as a problem at all. Guess it's just me, but I see it as an opportunity... .and I wish/hope PGI could see it the same way. The most basic, commonly-used method is to have Passive only detect 'Mechs that have their sensors on Active, while Active shows all 'Mechs within sensor range. That seems like it might make Active sensors a bit too powerful in MWO, though.

So maybe instead, you could have "Narrow-band vs. Broad-band" sensors instead of Passive vs. Active. A quick thought exercise, just off the top of my head here...

"Narrow-band" only lets your sensors pick up one target at a time. Point your reticle over an enemy, press R, your sensors are now tracking him. Other enemies do not show up on your sensors at all, unless you target them instead.. You can only track one enemy at a time. Allies can see and track your target as well. So, target sharing remains the way we have it now, but target DETECTION is drastically reduced - you don't detect anything automatically, you have to do a visual lock and selection.

Also, you could implement a narrowed sensor cone for this mode. Instead of being able to target anything within the 90º arc in front of you, make it a much smaller arc, displayed by a thinly-outlined circle on your HUD - something like 20º or 30º. You can only track targets within this arc. Maybe increase the range of your sensors within the arc to compensate for how little wiggle room you get for tracking your target. Also, give a boost to target info gathering since you are devoting your sensor suite entirely to that one target within a very small cone of effect.

"Broad-band," on the other hand, would detect and share targets similar to the way the UAV currently does in MWO - it shows you where the 'Mechs are, what the 'Mechs are, and what percentage of health they have left, but you get no paper doll info. Position, direction, identification, and (maybe) overall health of all 'Mechs within "Broad-band" sensor range are displayed, and shared with all teammates. But you don't see what weapons the targets are carrying or what specific components are damaged. You could also increase the sensor arc to a full 180º, or even more, if needed.

So how do these two modes interact? Well, "Broad-band" will not detect 'Mechs running "Narrow-band" unless [insert caveat of choice here]. This is where it gets fun. You can put in all sorts of interactions to make them work against each other. Some possibilities:

-"Broad-band" automatically detects "Narrow-band" only within a certain range - 300 meters, maybe. This is my least favorite solution because it's so basic and obvious, and it doesn't feel like it would add a whole lot to the game experience because it's entirely passive in nature. However, you could combine it with the two following mechanics as well.

-"Broad-band" automatically detects "Narrow-band" 'Mechs out to full sensor range, but only when the "Narrow-band" enemy has his 'Mech's torso facing the "Broad-band" user. I REALLY like this mechanic, as it forces players wanting to be stealthy to actually take care with their movements. And you can't fire upon the "Broad-band" user without him knowing where you were.

-"Narrow-band" targeting remains active while "Broad-band" is used, so the "Broad-band"-using 'Mech can only target "Narrow-band" 'Mechs manually. Again, not a great mechanic on its own, but can be combined with the previous two to make something more unique.

Personally, I think a combination of the three would be fantastic. All "Narrow-band" 'Mechs within 300 meters show up on your "Broad-band" sensors. Outside of 300 meters, they don't automatically show up unless their torso is pointed in your direction. If they have their torsos turned away from you and are beyond 300 meters, you can still target them manually and share that targeting info with your teammates, but you can only do it to one such target at a time. All targets within 300 meters and all "Narrow-band" targets that have their torsos pointed in your direction still show up on your "Broad-band," even while you track the one target beyond 300 meters that is pointed away.

So now you have two very different uses for the sensors. You run "Narrow" when you want some stealth, and "Broad" when you want your teammates to know where the enemies are. One is used by hunters, the other by guardians.

And what's even cooler, in order to ease the transition to this new sensor overhaul you can even implement a more basic "Mid-band" option! This would be virtually identical to the way sensors work in MWO right now. So the players who don't want to learn a new system don't have to - they get to keep using the current system. All "Mid-band" and "Broad-band" enemies within a 90º arc are detected, and show up on your HUD and minimap, but you can only track one at a time, and you can only share the info of the target you're tracking. The only difference is that "Narrow-band" 'Mechs wouldn't show up automatically unless they were facing you, or within 300 meters. So, not unlike ECM currently, but also not as powerful. Speaking of which - now, with this "Narrow" vs. "Broad" system? You can address the various EW systems in whole new ways.

-BAP would open up the option for a "Perimeter Sweep." This would function similar to "Broad-band," but increase the sensor arc to 360º and show all paper-doll info. While active, however, you become highly visible to all enemies within 600m that aren't blocked by terrain, even if you are not within their own sensor cones. They will also see that you are running a "Perimeter Sweep" via a little symbol next to your dorito on their HUD, or a sound alert. So prepare to become the center of attention.

-ECM could simply deny target sharing to enemies. Anyone can target and lock on to you, but you will not show up on their allies' HUDs or minimaps. You could also target an enemy running "Broad-band" or BAP, and press J to have that enemy receive ghost targets. Hee hee. And you can keep the protective bubble, maybe even with a 90 meter radius, since all your allies within the bubble can still be tracked by individual enemies.

-UAV could do what it does now, but also have the option for movement. Either let it hover in a specific spot, as it does currently, or aim it in a specific direction to have it travel over a short (400m?) distance. The real advantage is it gives you "Broad-band" sharing without making you so visible as if you were using it yourself.

-new consumable: Dropship Sweep. The Dropship that carried your team to the combat zone returns to do a sensor sweep. Starts from your position and shows all enemies within a 400-meter wide zone in the direction you indicate. Targets remain visible for 10 or 15 or whatever seconds.

So there you go. All of that, off the top of my head. And for free :P PGI should be able to come up with just as much, and more. I urge them to.


View PostThrudvangar, on 26 July 2015 - 11:14 AM, said:

oops.. this change is already live? doesn't changes anything... i just even didn't recognized it..-.

No, not yet. Probably sometime in July, though.


View PostBoaz Roshak, on 26 July 2015 - 11:44 AM, said:

We need a way to SEE that a leg is missing much like how we can see the arms are gone.

That, and torsos :( No Mechwarrior game to date has shown side-torso loss. A real shame...


View PostOplix, on 26 July 2015 - 12:54 PM, said:

with this many ECM mechs the effective ECM range tweak really does nothing because they have so much ECM on their side and hurts IS more because all their ECM mechs are tier 1 where our ECM mechs are far worse.

D-DC - Too Heavy for CW decks and short range
2N - Our only high end ECM mech but its to short range
0XP - Low slung arms too short range
3L - No Jump Jets

The clans have way to many and far superior ECM mechs.

You are right about one thing. A range reduction for ECM won't really affect Community Warfare very much. But you're wrong about the reasons for that, as well as for saying that Clan ECM options so drastically surpass Inner Sphere ECM options. First, the Inner Sphere has more ECM 'Mechs than that:

Locust PB
Commando 2D
Spider 5D
Cicada 3M

I'll concede that the Commando doesn't count for much. The rest are very viable, however.

You're also wrong in saying the Inner Sphere ECM 'Mechs are "short range 'Mechs." Actually, that statement is an example of something called "not even wrong." There are no short- or long-range 'Mechs, only short- and long-range weapons. Cataphract, Atlas, and Griffin can all run long-range loadouts just fine.

And while it is true that the Raven 3L has no jumpjets, it is false to say that this matters much. Jump jets in MWO are very lackluster. They're only useful for either getting over small terrain obstacles, or moderately useful in a brawl. Neither of those situations affect the Raven much; it's too small to get hung up on tiny rocks, and ECM is more useful as a sniper tool than a brawling tool.

Finally, the Clans do not have multiple Tier 1 ECM 'Mechs. They have the Mist Lynx, the Kit Fox, the Arctic Cheetah, the Shadow Cat, and the Hellbringer. The Mist Lynx is pretty powerless, the Kit Fox isn't much better. That leaves three. The Shadow Cat is pretty good, but it has more maneuverability than it does firepower. So that leaves the Arctic Cheetah and the Hellbringer. The Hellbringer is good, but it's absolutely NOT Tier 1. ECM is the only reason it gets used; if it weren't for that, there'd be no advantage in taking such a weight-limited 'Mech over a Stormcrow or a Timber Wolf. The Arctic Cheetah remains - it may be Tier 1, time will tell. It's possible. But even if so, that gives the Clans exactly one Tier 1 ECM option.

Now, like I said before, it is true that this won't affect CW a whole lot. You'll get the mid-grade teams that still run ECM in droves, and the upper-tier teams that ignore it completely. But that's not because of Clan vs. IS options or anything like that. It's just a consequence of what level of player is prone to using LRMs in CW matches. That's it.

Edited by Bloodweaver, 26 July 2015 - 04:34 PM.






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