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Ecm Nerf. Shouldnt Bap Ecm Counter Be Nerfed Too?


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#81 Variant1

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Posted 04 December 2015 - 10:34 AM

View PostLyoto Machida, on 04 December 2015 - 10:27 AM, said:

I'm not PGI but I would have addessed the issues with LRMs...not add a level of added complexity with OP ECM. Same for ghost heat...Paul should have just upped PPC heat to TT levels from where it had been dropped but he added some convoluted mechanic that still to this day can't tell you in game how much extra heat you're generating.

Personally, I'd put ECM/BAP back to TT function (instead of how the relationship is reversed), only allow indirect LRMs with a TAG/NARC/UAV in play, lower the arc of direct fire LRMs to near parallel to the ground and allow LRMs to generally target the component being TAGged. That would add more skill to LRMing in general and promote teamwork at the same time. Maybe lower the impulse and visual effects of LRMs a bit also. Perhaps even remove the incoming LRM warning unless AMS was equipped.

Thank you. Im 100% with you on that, the lrm part as well. Not sure about removing the missile warning though, perhaps just make it instead give a few beeps depending on lrm salvo?

Edited by Variant1, 04 December 2015 - 10:36 AM.


#82 Mcgral18

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Posted 04 December 2015 - 10:44 AM

View PostVariant1, on 04 December 2015 - 09:49 AM, said:

Okay i was just wondering about that thanks.

Okay lets say we remove the [ECM] box(to be honest its more of a circlePosted Image ), how are you going to balance indirect fire lrms then?


The Box is the piece of equipment, the Field is the Dorito eater. Field emitted by the Box.


My suggestion is putting the 'targetingfactor' variable to 0.5, from 0.25.
That means you can target a mech inside a [ECM] Field from 400M out. Reasonable on both sides. Still the [ECM], but doesn't completely murder LRMs until you're inside their min range.

If you remove it entirely, The [ECM] still has double duration locks, cancels Artemis and stops locks (so called 'double duration' sure as hell doesn't feel like it) inside the bubble itself.


The [ECM] isn't related to the 90M bubble; it spans from 200M to infinity.

Edited by Marvyn Dodgers, 04 December 2015 - 04:53 PM.
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#83 Roadkill

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Posted 04 December 2015 - 12:20 PM

View PostVariant1, on 04 December 2015 - 09:49 AM, said:

Yes it worked that way in table top but not here, but because of lrmagedon ecm was rushed out hastily due to player loss so thats why its so slap dash and backwards. Lets not forget as i have mentioned before that c3 was also an equipment and it does exist here in this game at the cost of no tonnage and combination of C3 command C3 network and Slave unit all in one. But would you use your tonnage for C3 just to give lrms the ability to indirect fire?

First, ECM wasn't rushed out because of Lurmageddon. This is exactly what they had planned for ECM... it's just a horrible plan. Lurmageddon was hot-fixed within 3 days and that had nothing to do with ECM.

Second, we do NOT have C3. C3 allows you to use a teammate's range to target an enemy Mech. In the board game, that generally means you have a much better chance to hit than if you used your own range. We do not have that ability at all.

In the board game, all Mechs can "see" all others at all times. What we have is a form of radar-relay that allows you to see enemy Mechs that a teammate has targeted. That is NOT C3... it's not even a pale version of it. LRMs can even be fired indirectly, just like in MWO, so you can't blame LRMs for the state of ECM.

ECM in this game is brokenly, stupidly overpowered for no reason other than PGI wanted it to be that way. There's a very good reason it's known as [ECM]. There's no balancing it as currently designed - it needs to be rewritten and replaced.

Edited by Marvyn Dodgers, 04 December 2015 - 04:54 PM.
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#84 Revis Volek

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Posted 04 December 2015 - 12:24 PM

ECM nerf only hurts the team, not the mech equipped with ECM.



Did nothing to stop everyone from running it...

#85 V O L T R O N

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Posted 05 December 2015 - 06:59 AM

So ecm counter is only 90 meters shouldnt baps counter be the same?

#86 kapusta11

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Posted 05 December 2015 - 07:06 AM

240 meters is quite close to the enemy and I doubt ECM mech will be standing on the front line to begin with.

#87 V O L T R O N

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Posted 05 December 2015 - 07:13 AM

View Postkapusta11, on 05 December 2015 - 07:06 AM, said:

240 meters is quite close to the enemy and I doubt ECM mech will be standing on the front line to begin with.

Its not that close when most lights weapons are about that range and streak boats annihilate them so easily.

#88 Tordin

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Posted 05 December 2015 - 07:14 AM

The last thing we need is making BAP even weaker and more useless, now it might get some use.

#89 V O L T R O N

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Posted 05 December 2015 - 07:23 AM

View PostTordin, on 05 December 2015 - 07:14 AM, said:

The last thing we need is making BAP even weaker and more useless, now it might get some use.

It has other properties than counter, sensor range, target info, detect shut down mechs. It use to stack with tag and artemis for missles too for locks. Not sure if that mechanism still exist.

The only people complaining it seems to be streakboats and lrm boats. Weapons that dont require any aiming skill, get your own locks. So if you are using it as a light way to counter ecm, then 240 is still way too far if you are fighting with a light or something anyway. 150 would give you lrm support.

The users in this game cry for buffs and whine for nerfs. Break the game into some deathball fest because they dont want to take time in a match to devolop skill and tactics. I almost wish all quirks were removed from this game. Its become nothing but a brawly push fest or an indirect fire no skill mech. Its rediculous.

#90 Mcgral18

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Posted 05 December 2015 - 11:12 AM

View PostV O L T R O N, on 05 December 2015 - 07:23 AM, said:

It has other properties than counter, sensor range, target info, detect shut down mechs. It use to stack with tag and artemis for missles too for locks. Not sure if that mechanism still exist.


It has never done missile lock decrease, only paperdoll info. TAG+Artemis for 75% reduction, but that's the most (NARC is overridden by Artemis).

It's a false rumour.

-<Module faction="InnerSphere" CType="CBAPStats" name="BeagleProbe" id="9002">
<Loc iconTag="StoreIcons\BeagleProbe.dds" descTag="@BeagleProbe_desc" nameTag="@BeagleProbe"/>
<ModuleStats health="10" tons="1.5" slots="2" amountAllowed="1"/>
<BAPStats mechdetectionrange="120.0" gaintimeboost="0.25" rangeboost="0.25"/>
</Module>



And no, I don't use either LRMs or SSRMs. Or BAP, for that matter. Worthless piece of equipment. Making it worse isn't a wise decision.

Fixing the Magic Jesus Field is an option, upon which you could change how BAP functions (shorter ranged, but no stationary requirement, Seismic Sensor, at 1.5/1 tons, for example).


You can have your opinion, but it seems very bias towards the Jesus Box.

Edited by Mcgral18, 05 December 2015 - 11:22 AM.


#91 V O L T R O N

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Posted 05 December 2015 - 05:40 PM

Boooo hooo I canT see a red triangle ....

What other first person shooter has red triangles above their heads?

That argument is so laughable and ridiculous

Is that really an issue for people not being able to shoot your enemy not having a red triangle? Friendlies have blues, enemy doesnt have any..... Wouldnt that mean shoot? Lol.... I guess I should just stay off the forums before I get banned for flaming

#92 Mcgral18

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Posted 05 December 2015 - 05:43 PM

View PostV O L T R O N, on 05 December 2015 - 05:40 PM, said:

Boooo hooo I canT see a red triangle ....

What other first person shooter has red triangles above their heads?

That argument is so laughable and ridiculous

Is that really an issue for people not being able to shoot your enemy not having a red triangle? Friendlies have blues, enemy doesnt have any..... Wouldnt that mean shoot? Lol.... I guess I should just stay off the forums before I get banned for flaming


Yes, as you refuse to have a reasonable discussion.

Goodbye. Take your Jesus Box with you.





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