Chiming in.
I do not, and have never believed, ECM's effective range to be an issue. In this range, your sensors are hindered, your ability to target is reduced, your data is cut down. This is ideal and iconic.
It's the fact that BEYOND 180 meters, enemy sensors (i.e. yours against the ECM) are hindered in a completely NON-CANON, Un-balanced way.
ECM is intended to disable any missile enhancements occurring for missiles targeted at or within the field of ECM as well as passing through said field.
- I.E. if Awesome 8R fires Artemis-enhanced LRMs at target 800 meters in the distance and those LRMs fly over a Raven 3L with ECM standing at 500 meters within 180 meters of those missiles in such a way they make contact with the field, once said LRMs pass through said ECM field, Artemis enhancements are nullified and LRMs are standard LRMs (and if ECM is countered after the fact there is no change to dumbed down LRMs.
- If Artemis-enhanced LRMs is fired at the ECM carrying mech, Artemis is nullified as the targeting mech's beam cannot focus properly on said ECM user; missiles behave as standard LRMs unless ECM is countered within time frame and visual lock is reacquired to guide missiles. (Yes, this Artemis sounds distinctly like a TAG, because essentially TAG does the same for "Homing LRMs" and "Arrow IV artillery missiles." Thus you often see custom rules doing the same effects against TAG.)
ECM denies/increases time to target information - in example weapons and their status, health, which variant - but does NOT change the fact that a target is visually acquirable and can be attacked with 100% normal accuracy with LRMs / SRMs / Streaks beyond 180 meters.
This is where the change has been requested time and time again. Yes 180 meters is a good brawling range field. That is ideal.
What is not ideal is the fact that it's a cloak shield up to maximum possible sensor range.
The fact of MWO's cloakshield on ECM is not only non-canon, but virtually makes ECM a requirement, forces the limitation of ECM to specific units, severely limits potential variety of Community Warfare teams to stale selections, forces numerous Hard and Soft counters to a device designed to counter the immensely overpowered BAP and Artemis systems (in Battletech). ECM in and of itself is perhaps one of the poorest stealth systems you can use, rated about equivalent to a mech using camouflage. In other words, virtually worthless as a stealth system. It is not intended to be, nor should it ever be, a sensor-cloaking device.
In fact, in PGI's developer blogs it is clear that PGI had other intentions for role warfare when it comes to sensors and stealth in the form of consumables such as Sensor Disruption Buoys, Target Spam Buoys, and Interception of Enemy Surveillance Data.
Quote
Dev Blog 2 - Information Warfare
In this blog we discuss some of the details about Information Warfare and what it means to MechWarrior® Online™. As always we're revealing details that are beta ready.
Contributors include Bryan Ekman, Paul Inouye, and David Bradley.
Overview
At its heart, Information Warfare is about controlling the flow of information on the battlefield.
- Knowing where your enemy is.
- Knowing the current status of your enemy.
- Understanding your enemy’s intentions.
- Sharing information between units.
BattleGrid
The core of information warfare is the BattleGrid, a combination of command center and dynamic battlefield map useable by players during gameplay. The BattleGrid is an extension of the HUD and allows players to quickly review the tactical situation at hand. Players will immediately recognize elements from other successful shooters and previous MechWarrior® products.
- A scalable battlefield top-down map.
- Object and waypoint markers.
- Friendly and Enemy Unit Markers
- Support Units
- Orders
Modules – A New Concept
In order to evolve the concept of MechWarrior®, we needed a new layer of customization. After several scrapped ideas, we settled on a module concept. Modules allow players to customize their BattleMech with functionality without having to deal with the existing slots and tonnage rules.
Each BattleMech will come with Module Board. Players can insert modules of their choice, provided they have space. Each module adds a layer of functionality. Modules are linked to the Pilot Tree and are unlocked by training various skills.
Modules are also a very important part of Role Warfare - a topic for a future blog.
Targeting Tweaks
We’ve changed how targeting has worked by layering and controlling what players see and know about the opposing force elements.
Target information is now exclusively Line of Sight/Detection (LOSD). Simply put, if you, a teammate or support unit can’t directly see or detect a target using a module, that target is invisible. Target information decays rapidly. This means if you lose LOSD, you will lose all knowledge that target’s position and current status.
Details about a target are not inclusive, and is now layered based on the type of modules and BattleMech you are piloting. The concept helps emphasizes using specific `Mech and Module combinations to gain and share enhanced targeting information.
Sharing of target information is also no longer inclusive and requires a Module or C3 Master/Slave unit.
Detection
So how do you gather LOSD information? Well there are several ways.
- Direct – You can see the target directly (LOSD).
- Radar – Your radar can detect a target in a predetermined arc, also LOSD.
- Satellite Scan – Orbital scan of the battlefield, highly efficient however still limited to top-down LOSD.
- UAV – Similar to a Sat Scan, but localized to a specific area on the battlefield.
- Detectors – Dropped off on the battlefield.
- Units – Any non-BattleMech present on the battlefield.
Detection Modes
Each type of detection device may also have different primary or secondary modes of detection as follows:
- Night Vision – Allows players to see more detail in low light situations.
- Thermal Vision – Allows players to see heat signatures that can be detected through obstacles.
- Magnetometer Assisted – Allows players to detect metal and metal densities which can uncover a BattleMech hiding behind a building.
Some of these modes will not be available at launch, but I want to give you an overview of where we plan to take this concept.
Disruption/Spoofing
With such an emphasis on detection and tracking, we also needed a counter balance, something that players could equip. Using the module system, we allow players to equip Electronic Counter Measures (ECM) devices in the form of:
- Spoofers – Beacons that send out a false target signatures.
- Disruptors – Disrupt or block modes, communication, target acquisition and locks.
- Surveillance – Allows a player to intercept and decode enemy intel.
We've opened up the Community Q&A 3 thread for your questions, so ask away!
Source:
Furthermore, to assist in information warfare, the original Battlegrid sensor system should be brought back. That is to say that blips appear every X seconds rather than in real time.
Mute this video (because audio issues) and watch the Battlegrid/radar at any and all points during the video (especially in combat). Notice how movement is detected periodically rather than constantly. We won't need a cloaking device with sensors like those.
Edited by Koniving, 16 July 2015 - 06:23 AM.