Jump to content

Fix Bap Or Remove Ecm


27 replies to this topic

#21 Sug

    Member

  • PipPipPipPipPipPipPipPipPip
  • The People's Hero
  • The People
  • 4,629 posts
  • LocationChicago

Posted 04 April 2024 - 06:51 AM

View PostTarl Cabot, on 30 March 2024 - 05:26 PM, said:

Tag/Narc/PPCs work on Stealth, BAP/ACP works only at one ECM only mech one at a time. (will edit if needed).


Hmmm I thought narc countered stealth armor also but just had a match where I narc'd a stealthed Marauder and it didn't counter his stealth. I hit him with a pcc and I was able to target him and see the narc icon.

#22 w0qj

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,641 posts
  • Google+: Link
  • Facebook: Link
  • LocationAt your 6 :)

Posted 04 April 2024 - 06:55 AM

Just in: April 2024 patch is proposed to half the time to missile lock onto ECM target! ;)
https://mwomercs.com...024-patch-leaks

#23 ScrapIron Prime

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 4,880 posts
  • LocationSmack dab in the middle of Ohio

Posted 04 April 2024 - 09:32 AM

View Postw0qj, on 04 April 2024 - 06:55 AM, said:

Just in: April 2024 patch is proposed to half the time to missile lock onto ECM target! Posted Image
https://mwomercs.com...024-patch-leaks


I half expect this will be walked back to 3x next month once T1 players start taking damage from lock on weapons. I hope I'm wrong. Posted Image

#24 martian

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 8,461 posts

Posted 04 April 2024 - 09:34 AM

View PostScrapIron Prime, on 04 April 2024 - 09:32 AM, said:

I half expect this will be walked back to 3x next month once T1 players start taking damage from lock on weapons. I hope I'm wrong. Posted Image

Or maybe that will be the right moment to nerf guided missiles even further.

#25 YeOldeDrew

    Member

  • PipPip
  • Driven
  • Driven
  • 31 posts
  • LocationConroe, TX

Posted 04 April 2024 - 10:09 AM

Has anyone ever broached the subject of having ECM as a consumable? Seems like it make more sense there. I'm pretty sure there is no precedent for it in the lore, but it might change the whole dynamic of matches for the better. Dunno, just a thought.

#26 martian

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 8,461 posts

Posted 04 April 2024 - 11:30 PM

View Postblastedmast3R, on 04 April 2024 - 10:09 AM, said:

Has anyone ever broached the subject of having ECM as a consumable? Seems like it make more sense there. I'm pretty sure there is no precedent for it in the lore, but it might change the whole dynamic of matches for the better. Dunno, just a thought.

Such thing actually exists, but I do not think that PGI would make such big change.

#27 torsie

    Member

  • PipPipPipPipPipPip
  • Hearing Impaired
  • Hearing Impaired
  • 258 posts
  • LocationLost in the snow :3

Posted 05 April 2024 - 05:47 AM

I think something like that can be good idea, but I think it is difficult to balance. Because everything is difficult to balance. Posted Image

ECM is super good, every mech without it performs much worse than my mechs with ECM, Stealth armour or both. If you could bring this item on mechs that can not have normal ECM it would be very useful.

Being able to disappear with light mech without ECM, just for short while so you can get into better place, or run away and hide. Prevent being bombarded by LRMs when you are in wrong place or hide from NARC or drone and surprise other people. Posted Image

#28 foamyesque

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • 769 posts

Posted 07 April 2024 - 12:32 PM

View PostTerran123rd, on 01 April 2024 - 08:34 PM, said:

I think the easiest solution would be skill nodes.

Two "Enhanced Active Probe" nodes, each giving the same range bonus as the ECM nodes and a bonus to ECM counter strength, for a total of two to three ECM countered within the BAP's range.

That's actually quite an interesting idea. I don't even know if you'd need to add in countering multiple 'mechs; simply having a range boost would allow xAP bubbles to overlap more easily and therefore you could stack counter effects just like you can standard ECM bubbles.


I'd also like to see the Clan LAP actually be less effective than the full Clan AP, but fixing glaringly obvious stat errors that have been in the game for years is apparently quite challenging :v





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users