Ecm Change Feedback
#921
Posted 24 December 2015 - 03:34 PM
I can now achieve lock-ons with a TAG!
In the bad old days three overlapping ECM mechs made missile locks impossible. A TAG was unable to break them in a timely fashion and would instead become a BIG red arrow pointing at the possessor.
I still run ECM myself but I make a point of staying with the main body-Assaults and it works OK.
Great change keep it going!
#922
Posted 26 December 2015 - 07:48 PM
#923
Posted 27 December 2015 - 11:03 AM
Barkem Squirrel, on 22 December 2015 - 08:55 AM, said:
One thing I do notice when using Artemis, there are no bonuses to lock on time with an ECM mech or one that is covered. I have not tested this after an ECM mech is hit with a PPC. It is part of lore in that regards, but will PPC's allow Artemis to work in an ECM bubble?
Here's a quote from Sarna: "the use of an ECM suite is to nullify the effects of other electronics, such as missile beacons, active probes, and fire control systems. It can also cut a unit off from a C3 Network."
That fire control system refers to Artemis FCS, so yes one won't get lock on bonuses on an ECM equipped mech.
As for the PPC hit I can't say if it affects Artemis bonuses in game. If I understand correctly, in lore PPCs wouldn't disable ECM, although it's mentioned that: "Targets hit by multiple, simultaneous PPCs can also suffer electrical side-effects, such as overloaded computer systems or targeting sensors."
#924
Posted 28 December 2015 - 12:24 PM
When i play Lights, being able to narc things and actually have it matter is great for my c-bill generating as well. previously all ecms were so close together even if i narced an ecm mech he'd just be under another one's bubble anyways. narc was useless tag was useless.
and on mechs that do NOT use either narc or tag, i still like being able to get within 100 meters of a target and not give myself away. i've killed more then one assault in a light by gettting behind them, holding lock for an lrm and shooting legs when the missiles splash so as to not give myself away. 180 bubble from before made that much harder.
even on my hellbringers which cannot use the above shenannigans, the change doesnt cause me any harm, as i still have enough bubble to escort an assault so HE doesn't get lurmed. i just can't shield the entire dang team anymore, which was fairly silly to begin with.
Summary:
ECM change makes life easier for my LRM mechs.
ECM change makes life easier for my light/medium mechs.
ECM change causes me no trouble in my heavy mechs.
i LIKE the new 90m bubble much better and hope they don't revert it.
#925
Posted 03 January 2016 - 09:53 PM
Can have a great game providing support for the team, but come to PSR/c-bills/xp and you're left going why do I bother.
#926
Posted 19 January 2016 - 04:16 AM
#927
Posted 23 January 2016 - 01:38 PM
#928
Posted 23 January 2016 - 10:20 PM
#929
Posted 24 January 2016 - 02:46 AM
#930
Posted 09 February 2016 - 08:51 AM
Drunk Canuck, on 23 January 2016 - 01:38 PM, said:
BAP nerf?
seriously?
It counters ONE ECM, only one, not a bubble mechanic. Please explain to me why it should be nerfed simply because ECM range was nerfed.
I'm just curious honestly. The only reason BAP needs to be nerfed according to you is because ECM got nerfed? You don't see an issue with balancing a game like that?
#932
Posted 28 February 2016 - 06:21 PM
stay in the magic bubble. If they complain theres this thing called cover.
#933
Posted 21 April 2016 - 01:42 PM
#934
Posted 02 June 2016 - 01:00 AM
Kjudoon, on 26 December 2015 - 07:48 PM, said:
As I understand what you've written here : after each match the ammount of cash I'm getting (which is already low comparing to expenses I'm suppose to dish out, like ridiculous prices on : module, engine and some weapons) - should be even smaller than it is because I need to spend even more money to refill ammunition and mandatory repairs after every match ?
Or am I missing something here?
Could you elaborate?
Edited by lazytopaz, 02 June 2016 - 01:01 AM.
#935
Posted 05 June 2016 - 05:34 AM
~D. V. "Wondering why they wasted the tonnage for ECM now..." Devnull
#936
Posted 18 July 2016 - 04:16 AM
Red Comet1, on 24 January 2016 - 02:46 AM, said:
Ecm in its current configuration on this game doesn't need to change leave it alone and call that basic. Then make ECM and BAP Modules. Like I dunno... ECM Range Module, Or Bap Sensor Range. Maybe max boost gets double the range?
Edited by I R O N, 18 July 2016 - 04:18 AM.
#937
Posted 19 July 2016 - 03:13 AM
I R O N, on 18 July 2016 - 04:16 AM, said:
There's already enhancements for Sensor Range. They should have 'ECM/BAP'-enhancing powers added however as to make them not worthless. Otherwise, there would just be more underpowered and worthless modules added without real need for them.
~D. V. "Module Overkill = Bad" Devnull
#938
Posted 19 July 2016 - 05:05 AM
#939
Posted 27 November 2016 - 05:32 AM
#940
Posted 27 November 2016 - 09:24 AM
Barkem Squirrel, on 22 December 2015 - 08:55 AM, said:
Saw this on someone's quote, thought I'd address it since it doesn't appear anyone did beyond the lore response.
Hard counters disable ECM completely, including lock delays.
Soft counters disable ECM enough to lock on, but doesn't stop the 25% lock delays.
Hard counters:
Counter mode ECM
BAP
ER PPC (Don't ask, I honestly don't know why).
NARC Missile Beacon (fired at ECM user)
Soft counters:
Sweet spot (the range in which you can lock onto them regardless; varies with your sensor range).
TAG (the 25% lock speed bonus is pit against ECM's 25% lock delay penalty, cancelling each other out for normal lock speed instead of accelerated lock speed).
PPC (allows locks, does not cancel 25% lock delay).
Interesting stuff:
Artemis (for LoS, interestingly, Artemis's 25% lock speed bonus does work... But if the enemy is soft-countered, its your 25% bonus versus their 25% penalty so they cancel out).
NARC Missile Beacon -- ECM destroys this on anyone other than itself.
Hope that helps.
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