

Ecm Thoughts
#1
Posted 08 March 2016 - 08:54 AM
Thoughts on correcting this in balance. make the ecm module weight and space intensive. IE if the ecm module is 1 space and 1 ton then change weight to 5 tons and 3 to 5 spaces. I do support limiting it to a few mechs, which is good. Also to correct the no triangle at point blank range , i suggest flickers of it, and same for the ones sneaking up on someone .
#2
Posted 08 March 2016 - 08:56 AM
#3
Posted 08 March 2016 - 08:57 AM
#4
Posted 08 March 2016 - 09:04 AM
Was it something that could be mitigated by decent shooting? yes.
Is radar deprivation a better tool? Yes.
#5
Posted 08 March 2016 - 09:05 AM
Assaults have much worse observation range (Lights have the furthest range), so it is significantly harder for the heavier lances to notice incoming Lights.
I think radar derp module also make it take longer to be detected.
If Lights are automatically detected as soon as they are near Assaults, then we'd all be doomed. I'm OK with ECM becoming more cumbersome IF radar derp (makes it harder for Lights to play spotter for their LRMers) and seismic sensors also have weight and slot requirement. Because that **** is straight up P2Win (well, I guess you can grind it out, but not many newer players will have them).
#6
Posted 08 March 2016 - 09:19 AM
Bit of a fun fact. ECM used to be even worse than it was now. Before, an ECM mech could basically umbrella shield his entire team underneath an area of effect twice as large as it was now
Right Then.
There are two trial lights with ECM. One is the kind that seems to make you upset; the Arctic Cheetah. The other is a 2ERLL sniper raven. Give these a shot, and try to do exactly what the lights you're facing are doing to you. If you still think it's unfair that an ECM light is allowed to sneak around after trying their shoes on, come back to us and tell us why.
Your actual targeting does not occur until a mech is within 800-ish or so meters of you. Anything beyond that is an enemy that is locked on to by your friends.
ECM is a 90m range. This means that in order to actually affect you, the light mech has to be standing within small laser ranges.
If you cannot yet afford a Seismic module, which tells you the general direction of where enemy mechs might be around you on your minimap, then either follow someone on your team and never leave them, or ask someone to watch your back. Lights hate teamwork, and will rarely try to attack two enemies guarding each other; unless they're suicidal.
If you find yourself being backstabbed, immediately turn around. A light that gets in that close has rapid firing close range weapons. If the light tries to run circles around you, back up and predict where he's going to come out. Get your rear against a wall as soon as possible, and the light will probably give up. No light wants to play chicken with something that probably could evaporate it in one salvo.
#7
Posted 08 March 2016 - 09:23 AM
Edited by SteelBruiser, 08 March 2016 - 09:37 AM.
#8
Posted 08 March 2016 - 09:35 AM
If anything... I think PGI should consider increasing the power BAP has against ECM. I wish there was a way to see just how many mechs take BAP. I use it on my certain LR mechs.
#9
Posted 08 March 2016 - 09:37 AM
#10
Posted 08 March 2016 - 09:42 AM
Currently, it quarters sensor range (you can't target them until 200M), while 50% (400M) would be a better proposition.
It could even have the 180M bubble again, as the size of the Jesus Box field was never the issue. The 'targetingfactor' attribute should change.
From 0.25 to 0.5
At that point, it's useful at range, but does not provide Dorito immunity until facehugging range. Along with keeping the other benefits (lock duration increase, NARC cancelling, paperdoll delay)
#11
Posted 08 March 2016 - 11:07 AM
#12
Posted 08 March 2016 - 11:10 AM
Douglas grizzly, on 08 March 2016 - 08:54 AM, said:
Thoughts on correcting this in balance. make the ecm module weight and space intensive. IE if the ecm module is 1 space and 1 ton then change weight to 5 tons and 3 to 5 spaces. I do support limiting it to a few mechs, which is good. Also to correct the no triangle at point blank range , i suggest flickers of it, and same for the ones sneaking up on someone .
So effectively kill every light mech that carries ECM?
You realize how BAD of an idea that is right?
5 TONS?!!? Just because LRMS cant hit you? That just ludicrous honestly its not a big deal at all. If you cant beat an ECM mech in something heavier its YOU not the tech.
Changes to Bubble would be great and i agree with him that is BAP should also be a bubble (mech shutdown detect, and all ECM should not work CORRECTLY in there). But making it 4 tons heavier is absurd.
I just wouldnt mind seeing a flicker effect like the OP talked about...maybe loose, crappy locks once you enter a BAP bubble?
OR should we just take the targeting factor and APPLY it to BAP, so if you EQUIP BAP you get a cut in ECM mech target time...any NON BAP mechs dont? Just a thought, would make BAP a lot more lucrative IMO.
Edited by Revis Volek, 08 March 2016 - 11:25 AM.
#13
Posted 08 March 2016 - 11:12 AM
Sandpit, on 08 March 2016 - 11:07 AM, said:
You mind elaborating?
BAP is a bubble, isn't it? With a 240M radius for the anti-Jesus Box bubble.
The 120/150M shut down detect is directional, but that's more the sensor limitations (only X degrees in the frontal arc)
#14
Posted 08 March 2016 - 11:14 AM
Douglas grizzly, on 08 March 2016 - 08:54 AM, said:
Thoughts on correcting this in balance. make the ecm module weight and space intensive. IE if the ecm module is 1 space and 1 ton then change weight to 5 tons and 3 to 5 spaces. I do support limiting it to a few mechs, which is good. Also to correct the no triangle at point blank range , i suggest flickers of it, and same for the ones sneaking up on someone .
Just another "I cant fire my LRMS from 900 M away because of ECM! NERF IT!!!" post. ECM fills a vital role in the game now and with it easily being counted, at a greater range, by BAP. Right now, ECMs only purposes are to stop the '900 M LRM spammers' from sitting at the back thinking how awesome they are because they can press R and a mouse button and punishing those people who can only see the red Doritos.
You have NARC, TAG and BAP all of which counter ECM at various ranges, and BAP requires you to do absolutely nothing to have it counter ECM so, maybe get out of the back ranks, man-up and fight from the 200-300M range of the front lines and you won't worry about ECM again.
Equip some large lasers, gauss or ERPPCs and you don't have to worry about that sniper-light.
Edited by nehebkau, 08 March 2016 - 11:16 AM.
#15
Posted 08 March 2016 - 11:15 AM
Mcgral18, on 08 March 2016 - 11:12 AM, said:
You mind elaborating?
BAP is a bubble, isn't it? With a 240M radius for the anti-Jesus Box bubble.
The 120/150M shut down detect is directional, but that's more the sensor limitations (only X degrees in the frontal arc)
It only counters a single ECM though. If 2 mechs are carrying ECM only one of them will lose their ECM coverage. Same with UAVs.
So, for example, if I am running BAP and 2 cheetahs come rushing in, once they're in my BAP bubble, their ECM should be negated.
#16
Posted 08 March 2016 - 11:20 AM
Douglas grizzly, on 08 March 2016 - 08:54 AM, said:
That would break stock builds that incorporate ECM. PGI doesn't make up most of the stock builds; Those builds come from an established IP that's been around for years, and many of those stock builds have been around for years too.
I think ECM would be better just by increasing missile lock time and screwing with the effects of the Narc and Artemis rather than acting like a lostech Null Signature System. But now ECM is a lot more tame than it was earlier last year.
Edited by TELEFORCE, 08 March 2016 - 11:21 AM.
#17
Posted 08 March 2016 - 11:22 AM
Mcgral18, on 08 March 2016 - 09:42 AM, said:
Currently, it quarters sensor range (you can't target them until 200M), while 50% (400M) would be a better proposition.
It could even have the 180M bubble again, as the size of the Jesus Box field was never the issue. The 'targetingfactor' attribute should change.
From 0.25 to 0.5
At that point, it's useful at range, but does not provide Dorito immunity until facehugging range. Along with keeping the other benefits (lock duration increase, NARC cancelling, paperdoll delay)
400M is pretty far, kinda defeats the purpose at that point IMO, its say 350M at best.
And the SIZE of the field was very much the issue because 2 ECM mechs could essentially bubble the whole team, PGI stated they didnt want that and i agree. ECM shouldn't blanket the whole team with such a minimal amount of ECM mechs used.
Now if more a kin to having en ECM mech PER lance in order to keep the bubble, and even then you have to be RIGHT on top of each other. I like the change honestly but i think targeting factor should have change too.
#18
Posted 08 March 2016 - 11:49 AM
ECM should not hide the doritos and make mechs "invisible". It also should not affect lock-on weapons.
It should stop you seeing what loadouts and damage the mech carrying ECM and his friendlies within range have.
Even that alone is worth the tonnage imo. If you don't think seeing the target mechs damage is important then you are doing it wrong.
ECM is only so OP because if pgi removed the LRM invulnerability then newbies/noobs would complain non-stop about having to learn to play instead of having a crutch to lean on.
#19
Posted 08 March 2016 - 11:54 AM
The result is a pretty split opinion of how "OP" that stuff actually is.
Imho.
Edited by Luminis, 08 March 2016 - 11:55 AM.
#20
Posted 08 March 2016 - 11:59 AM
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