Ecm Change Feedback
#21
Posted 15 July 2015 - 03:19 PM
I'd be super careful about BAP though. The primary point of carrying BAP is to allow for streak locks, and you don't want to go breaking that mechanic.
#22
Posted 15 July 2015 - 03:19 PM
#23
Posted 15 July 2015 - 03:19 PM
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You may have heard that there is a new system coming down the pipe that will revisit/change/remove the current quirk system.
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So, destructible pieces of the maps, updates to the maps, changes to general game-play, including a redux of the Quirks/Information Warfare pillar system... depending on where you go with this, I may very well be back to play, again.
#24
Posted 15 July 2015 - 03:20 PM
Tastian, on 15 July 2015 - 02:50 PM, said:
this right here...
are you really putting this much thought into the range of ECM?? seriously?? my god 90m is a no brainer if not 60m!! BAP/CAP why even nerf it?!?!
start making info warfare a thing, like fer real, give a reason to have recon/spotting mechs...... an entire write up on just ECM?
im with Kain Demos on that entire post from Paul...... Russ praised this new hit reg it is a complete cluster eff.... a complete rebalance i cannot even begin to imagine where this is going to go
#25
Posted 15 July 2015 - 03:21 PM
Oh wait I'm in the IS. Damn...
#26
Posted 15 July 2015 - 03:21 PM
Edited by StalaggtIKE, 16 July 2015 - 05:24 AM.
#27
Posted 15 July 2015 - 03:23 PM
Not bad at all... Perfectly reasonable, I think.
I personally never had a problem with ECM as it was, heck, I liked it best when ECM created a little pocket dimension of pain where enemies couldn't see where their allies were if they were under an enemy ECM blanket That was sooooo much fun, lol...
But, that was back when only two mechs could do it.
I still don't think there's anything wrong with ECM as it sits now, The Cauldron Born making its way into CW really reduced the amount of ECM from Hellbringers significantly. And that's the only place I found it to be unbalanced.
But, the proposed change doesn't worry me either. Carry on.
Kay Wolf, on 15 July 2015 - 03:19 PM, said:
Technically it's on the forums? It was talked about in the last Town Hall, which is published on the forum, and the transcript is made available as well... There just wasn't a seperate announcement made for each and every bullet point he hit on.
Edited by Twilight Fenrir, 15 July 2015 - 03:29 PM.
#28
Posted 15 July 2015 - 03:24 PM
#29
Posted 15 July 2015 - 03:25 PM
Flutterguy, on 15 July 2015 - 03:17 PM, said:
Maybe it does, but AMS is more common for a reason. I run ECM because I want to go unmolested until I engage the enemy, and so that I can escape enemy fire by taking cover with no indirect fire shenanigans. I limit my mech choices and pay my one ton (and i'd pay more) so that I can have this protection from indirect fire. if you take away the ability for ECM to hide doritos then at least make it so Lurmboats need line of sight to lock onto an ECM prtected mech.
In my opinion we already have this balance struck due to TAG lasers, and I think it is very fair that a enemy mech be able to lock onto me if they have LOS.
#30
Posted 15 July 2015 - 03:29 PM
Kay Wolf, on 15 July 2015 - 03:19 PM, said:
So, destructible pieces of the maps, updates to the maps, changes to general game-play, including a redux of the Quirks/Information Warfare pillar system... depending on where you go with this, I may very well be back to play, again.
They've talked about making scouting and such a part of CW via the planned small-teams matches (lance-level, if I recall; this was for once talked about somewhere official a while ago.) I can't recall where they were talking about it, but it should be good.
However, the combat game is the bread-and-butter of MWO, so if it only makes it to there, I'll be happy. Maybe widely separated Conquest-style capture points where light 'mechs could actually be useful for something other than LRM spotting and gen rushes. I can dream..,.
#31
Posted 15 July 2015 - 03:31 PM
#32
Posted 15 July 2015 - 03:33 PM
Kay Wolf, on 15 July 2015 - 03:19 PM, said:
Thank GOD!!! It's about time.
I read the entire post, I'm just snipping it, here, because I like where you're starting, and I agree the entire system needs to be overhauled for the sake of proper information warfare. However, is that information warfare going to be restricted to the combat simulator, or will it be a part of the wider four-pillars game?
So, destructible pieces of the maps, updates to the maps, changes to general game-play, including a redux of the Quirks/Information Warfare pillar system... depending on where you go with this, I may very well be back to play, again.
They do post it here. It was discussed in the townhall. They link the audio on these forums. Please quit making me defend PGI.
#33
Posted 15 July 2015 - 03:34 PM
...but that looks like ECM remains a Jesus Box.
Making it have less range won't make it any less of a Jesus Box.
Remove and separate the IFF features, otherwise you can cut the range down to 30m and ultimately ECM mechs will still carry a hell of an edge.
On the plus side, I'm glad to see you're ready to undo & step away from weapon quirks and find other ways to make 'Mechs feel unique while keeping weapon balance intact.
#34
Posted 15 July 2015 - 03:35 PM
Very clever but very manipulative. Shame on PGI!
#36
Posted 15 July 2015 - 03:36 PM
-Hides user's dorito at longer ranges.
-Hides user's dorito at closer ranges for at least a limited amount of time.
-Prevents LRM locks unless the enemy firing the missiles has direct LOS.
-Provides these qualities to the mech the ECM is equipped to, not necessarily his friends.
Edited by Jack Shayu Walker, 15 July 2015 - 03:40 PM.
#37
Posted 15 July 2015 - 03:37 PM
If you change ECM, you better fix target locking so that as soon as you are out of Line of Sight, you can't be tracked by LRM's. Otherwise, stop trying to make the idiot point and click weapon system viable.
Edit: Lights with ECM will now get REKT because of Streak boats even more. Gonna nerf the hell out of them Clam Streaks too Paul? Because that is a system that still hasn't been balanced properly and still easy mode counters ECM at a 1 to 1 ratio.
Edited by Drunk Canuck, 15 July 2015 - 03:49 PM.
#38
Posted 15 July 2015 - 03:37 PM
something to consider:
''signal'' or ''stealth ECM'' (call it a personal ECM), which only blocks your own mech's info from being collected: 1t, 1 crit
"blanket ECM" or "support ECM" (90m range): 2t, 3 crit - as ECM works now
also ECM should be completely nullified by TAG - it's dumb that i can paint an ECM mech with TAG and it still somehow takes a long time to lock on. TAG is basically a laser designator and not a radio signal so ECM should not affect it in any way. i'd agree TAG should not be able to give you the enemy mech's paper doll since you are lasing it, but actual targeting should not be interfered with
if you want to counter TAG make another electronic device to counter it, or add .5t and another crit to ECM to add in a TAG counter feature.
also BAP - BAP is currently a hard counter to ECM. but if ECM range decreases BAP range should stay the same but it should no longer be a hard counter to ECM, it should be a benefit ONLY to the mech carrying BAP. so if an ECM mech is hiding 3 other mechs, a BAP equipped mech in range will be able to target any of the 4 mechs in range of BAP, but the rest of the team should only be able to see the mech targeted by the BAP mech and not the rest of the mechs being protected by ECM
Edited by JagdFlanker, 15 July 2015 - 03:54 PM.
#39
Posted 15 July 2015 - 03:40 PM
I did not see this coming. I have to say... I'm very happy about this. Mind you, I would prefer to split ECM into two separate pieces of equipment - Angel and Guardian ECM. I think PGI is underestimating the amount of complexity players can handle, and by trying to simplify the game, they've made ECM too powerful. Anyway, since I never expected PGI to actually change ECM, I consider this a positive.
So...
- I think it's good ECM is being looked at.
- I think it's good that certain mechs will have extended sensor ranges or different ECM buffs.
- I think it's good that you're doing multiple (!) PTS runs to try out different solutions.
- I hope we MWO will get some real role warfare and information warfare one day in the future.
Drunk Canuck, on 15 July 2015 - 03:37 PM, said:
If you change ECM, you better fix target locking so that as soon as you are out of Line of Sight, you can't be tracked by LRM's. Otherwise, stop trying to make the idiot point and click weapon system viable.
Yeah, it'll be interesting to see what, if anything, PGI does about LRMs and SSRMs. It will make or break the game for a lot of people.
#40
Posted 15 July 2015 - 03:42 PM
ecm has 2 different zones, 180 (will change to 90) meters zone inside which ecm jams sensors/prevents locks and 200 meters zone outside which ecm prevents locks and radar marks; in the band between 180(90) and 200 you can lock the ecm hidden mech but twice as slowly (or to give the target info to another teammate to lock, twice as slowly again); bap increases 200 to 250 though
now, bap has 240 meters range (streaks have 360 so ecm mech already has an advantage), it's a nice distance to use streaks, but if they blindly decrease bap range it will slow down the locks by two in the band between 250 and the new bap range
they cannot really increase the 200 meters no lock zone either, because it's a separate nerf to ecm and mostly to its solo usage
i dunno, imo they either shouldn't even touch bap at all or should make that it allows normal locks at at least 240 meters range even if it completely negates ecm at a shorter range
upd
a bit fixed, added that bap buffs the sensors too and afaik extends that 200 meter zone by 25%
Edited by bad arcade kitty, 15 July 2015 - 03:58 PM.
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