The range nerf for ECM changes nothing. If two ECM mechs are not enough to cover a team, then tryhard groups will run with four.
The problem with MWO ECM is not that it is too powerful; it is fundamentally broke. It should not be a piece of equipment that is a direct counter to one particular subset of weapon systems which doesn't provide much unique utility over direct fire guns, and that is as a secondary feature to its primary function! It isn't even supposed to block missile lock-ons in the first place.
What ECM should do is to change the way target locks work, not how a weapon works. ECM is for
stealth isn't it, not as a protective bubble
shield? Right now it does half of the stealth job correctly by masking enemy movement at range especially if no one calls out their position the hard way. The other half is that it should prevent doritos from appearing, auto-target and on-screen target scrolling functionality. That's it; that is all it should do, not hamper or completely block a very specific method of killing things. If someone manually points their reticule at an enemy under the influence of ECM, they should be able to target it and use lock-on weapons with NO ISSUE. Added bonus if ECM influence prevents the target lock from resuming if the enemy mech leaves line of sight and returns later; that is a
stealth effect and that is a job for ECM.
If LRM spam at longer ranges is your primary concern about what side effects the lack of lock-on prevention might entail, then that's something that should change on the LRM side, not ECM. Remove missile tracking on indirectly fired LRMs,
that's it. Problem fixed; a 1.5 ton piece of equipment does not need to do more than it is meant to do.
Do this and no range nerf is needed, no harder shift towards even more ECM mechs per group will occur.
Edited by Xhaleon, 15 July 2015 - 06:51 PM.