Do I Need The 'enhanced Ecm' Skill On A Mech Which Has Ecm?
#1
Posted 20 May 2017 - 02:16 PM
I'm confused by the description of the 'Enhanced ECM' skill...
Is this a skill I want on my ECM-equipped Mech? Or is this skill about targeting an enemy Mech which is protected by ECM?
(And what exactly does this skill do, anyway?)
Thanks for your advice.
#2
Posted 20 May 2017 - 02:19 PM
Appogee, on 20 May 2017 - 02:16 PM, said:
I'm confused by the description of the 'Enhanced ECM' skill...
Is this a skill I want on my ECM-equipped Mech? Or is this skill about targeting an enemy Mech which is protected by ECM?
(And what exactly does this skill do, anyway?)
Thanks for your advice.
Equip it on mechs that use ECM
It increases the effective radius of your ecm up to 75% of before patch and should be taken on lights or mechs that stay with teammates.
however due to senor perks ecm is still less good than it was before even if it werent for the -25% range.
#3
Posted 20 May 2017 - 02:24 PM
Edited by Rouken, 20 May 2017 - 02:24 PM.
#4
Posted 20 May 2017 - 02:24 PM
Kangarad, on 20 May 2017 - 02:19 PM, said:
It increases the effective radius of your ecm up to 75% of before patch and should be taken on lights or mechs that stay with teammates.
however due to senor perks ecm is still less good than it was before even if it werent for the -25% range.
Thanks.
So if I understand you correctly, ECM is now a much smaller bubble around my Mech. Enhanced ECM makes that bubble bigger, right?
In your opinion, if I don't take it, will my ECM-equipped Mech be sufficiently protected from LRM assaults farming remote locks on Polar Highlands? (They rarely ever have TAG.)
(I will however take Enhanced ECM for the sake of my team.)
#5
Posted 20 May 2017 - 02:42 PM
Appogee, on 20 May 2017 - 02:24 PM, said:
So if I understand you correctly, ECM is now a much smaller bubble around my Mech. Enhanced ECM makes that bubble bigger, right?
In your opinion, if I don't take it, will my ECM-equipped Mech be sufficiently protected from LRM assaults farming remote locks on Polar Highlands? (They rarely ever have TAG.)
(I will however take Enhanced ECM for the sake of my team.)
your own mech? yes... however theres a larger radius inside ec where they can get a target on you without the nodes. arround 500m... with the nodes 220m still I think.
if you do not take the nodes then people have to litteraly hugg you to get ecm cover.
#6
Posted 20 May 2017 - 02:50 PM
No ECM on your mech:
Enemy can lock you below 800m without any sensor range skill.
ECM only (no skills) on your mech:
Enemy range for you is reduced by 30%, so he needs to get closer to below 560m before he can lock you.
ECM with both skill notes (30% base + 45% = 75% as before):
Enemy range is now reduced by the "old" 75% to be at 200m without any skills that would increase targeting range.
With targeting range, that increases to about 220m
As LRMs (IS) have 180m minimum range you will have much less problems with a single LRM carrier.
But note: BAP is coutering one ECM mech in 360m range (I think that was the range), so you should watch your ECM icon and get more range if someone with BAP is close by.
The "Bubble" for the team is still 90m and does not change.
#7
Posted 20 May 2017 - 03:01 PM
Appogee, on 20 May 2017 - 02:16 PM, said:
I'm confused by the description of the 'Enhanced ECM' skill...
Is this a skill I want on my ECM-equipped Mech? Or is this skill about targeting an enemy Mech which is protected by ECM?
(And what exactly does this skill do, anyway?)
Thanks for your advice.
Personally I would unequipe ecm unless you plan to unlock ecm nodes. As 560 meters vs 800 meters doesn't seem worth it me.
#8
Posted 20 May 2017 - 03:11 PM
#9
Posted 20 May 2017 - 03:16 PM
so at 200m the Enemy can detect you, but at 201 they cant,
now the Default for ECM is 30%(down from 75%)
but each node gives you 22.5 so having both will buff you back to 75%,
ECM with No Nodes = 560m Under this you are Exposed to Locks,
ECM with One Nodes = 380m Under this you are Exposed to Locks,
ECM with Both Nodes = 200m Under this you are Exposed to Locks,
so you can Make Due with one Node,
go Left Side Sensor Tree you can get 3Radar Deps,
go Right Side you can get 1Radar Dep and a Seismic,
#10
Posted 20 May 2017 - 03:52 PM
#11
Posted 20 May 2017 - 04:12 PM
Anybody that goes deep into sensors for radar dep and 200m seismic is also going to have +35% sensor range too just because you have to take it along the way.
#12
Posted 22 May 2017 - 06:17 PM
#13
Posted 22 May 2017 - 06:26 PM
JadePanther, on 22 May 2017 - 06:17 PM, said:
Yeah that is one of the quite a few problems with node placement in the skill tree.
I find another one in the way the Firepower tree is designed. If I want to take the shortest, most efficient route to improve my heat gen which one would want to do for a laser boat, I have to buy at least one Gauss Skills and One Missile skill. I also think you have to buy one or two velocity skills as well so generally I have to buy 3-4 nodes I can't use in order to maximum heat gen. You can kinda, sorta bypass these skills but then your total points needed goes up without really gaining enough to justify the extra points spent.
#14
Posted 22 May 2017 - 07:08 PM
#15
Posted 22 May 2017 - 07:28 PM
JadePanther, on 22 May 2017 - 06:17 PM, said:
Radar Derp works independent of ECM so while it is not really necessary you still get benefits if your ECM is countered or destroyed. For example, your mech get hits with a PPC so your ECM is disable and people lock you. You run out of LOS and Radar Derp makes you disappear quicker.
#16
Posted 22 May 2017 - 07:35 PM
#17
Posted 22 May 2017 - 08:46 PM
Personally I don't think ECM needed another nerf.
#18
Posted 22 May 2017 - 08:54 PM
Quote
ECM shouldnt grant stealth though. They need to remove that ability.
And give it other abilities like creating fake radar contacts. Or cutting people off from sharing sensor information with their team. Things that ECM actually does in battletech.
#19
Posted 23 May 2017 - 08:51 AM
Viktor Drake, on 22 May 2017 - 06:26 PM, said:
Yeah that is one of the quite a few problems with node placement in the skill tree.
I find another one in the way the Firepower tree is designed. If I want to take the shortest, most efficient route to improve my heat gen which one would want to do for a laser boat, I have to buy at least one Gauss Skills and One Missile skill.
I also think you have to buy one or two velocity skills as well so generally I have to buy 3-4 nodes I can't use in order to maximum heat gen.
You can kinda, sorta bypass these skills but then your total points needed goes up without really gaining enough to justify the extra points spent.
Working as intended then.
You need to decide if you want to use 1 useless node (e.g. Gauss) to save your total count on that tree, or if you spec 1 more node (e.g. cooldown) and actually get something useful out of the "wasted" nodes (two cooldown nodes instead of one gauss node).
#20
Posted 23 May 2017 - 09:03 AM
VanillaG, on 22 May 2017 - 07:28 PM, said:
considering 14 out of 21 ecm mechs are medium or light, getting into cover and breaking lock is a moot issue for them.. or heck they can usually just out run missiles most of the time.. These mechs dont really need any radar derp with or without thier ECM..
the only real mechs needing derp +ECM are the 4 assualts that can take it cause they be sooo slow to get to cover.. but even then they prolly have enough armor and structure buff to not even need to worry about if an LRM is shooting at them..
the benefits bestowed upon each different skill here are completely situationally dependent on ECM being disabled.. this makes them mutually exclusive for the most part, ie theres no need for derp when ECM is on because it does absolutely nothing until ECM is not there.. its like saying before we give you this rocket launcher to fight a tank you have to prove you can kill it with this butter knife because one makes the other completely useless..
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