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#1621 StalaggtIKE

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Posted 13 December 2012 - 04:44 PM

Some of you are fine with the current ECM system as it grants you some relief from SSRMs. Well guess what; it's only temporary! That is until SSRM streaking COM-1D and RVN-3L become more popular. ECM's shallow counter system grants near immunity to both of these builds. Causing far more grief when they have access to a 100% striking offense and you're limited to your less than 100% accuracy. In its current state, ECM is not balanced. How do you fix it? Note the following:

View PostNot a Number, on 13 December 2012 - 12:45 PM, said:

I'll repeat, tabletop ECM under double-blind rules does not affect spotting if the spotting mech is outside of the ECM bubble (180M or 6 hexes). Check the Tactical Handbook; it should be in your German edition as well. It's the very last thing that's said about the spotting phase.

"... To be affected, the spotting unit must be in the normal operating radius of the ECM system. This radius is not affected by LOS."

If MWO followed this rule those ECM base races you dislike so much should not be a problem anymore either, because the enemy ECM mech(s) would have to be very close to you to reduce your sensor range. They could still hide behind a hill, but they'd have a much harder time messing with your electronics.
Let TT be a guide in how to properly balance ECM:
  • Remove stealth (this is another technology - stealth armor)
  • limit all ECM affects to the 180m bubble
As an ECM pilot you will still have the option to close in on your target, eliminating all guidance and spotting; to brawl it out.

Edited by StalaggtIKE, 13 December 2012 - 04:44 PM.


#1622 CoreHunter

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Posted 13 December 2012 - 05:13 PM

wait you're suggesting ecm scouts use cover, tactics, and coordination to be effective? lol. as the game is now it's either fast brawler light armor or sow brawler with heavy armor. yay like football without a QB but instead of tackling i just shoot my Mlas at you.

#1623 SilentWolff

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Posted 13 December 2012 - 05:22 PM

View Poststeelblueskies, on 13 December 2012 - 04:40 PM, said:

or we could try actually being canonical about tag, bap, "sensors" and ecm, not to mention other affected systems before going further afield with bandaids.


That would be ideal yes, but it appears thats not the road they prefer to go down. Therefore, my suggestions are just that, suggestions I think may help tone down the ECM wars currently on display.

#1624 Abivard

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Posted 13 December 2012 - 05:29 PM

I keep hearing 'we were out-weighed, outgunned, team work not up to par,battle moves to fast, net code makes lag shield, can't compete, but its all really just ecm's fault, they had 1 more than my team.'

#1625 Murdalizer

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Posted 13 December 2012 - 06:16 PM

Hello Murda is back..and i got news!...shh wait for it!

the LRM is the best weapon system in any game..that can be USED ON YOU!!.....wait wut??

why?...because it lets the target(you) decide if it wants to take damage or not....WHAAAT NO WAY! yes way!..hear that missile warning? it means you now have a choice or several actually .

1: take cover behind something hard..like a building or...if your feeling advanced, an enemy mech.
2: if you see the bad guy shooting nasty missiles at you...go really close to him and shoot him in the
face!..he cant use his nasty stuff upclose.
3: equip an AMS

wow Murda 3 options to avoid damage..thats pretty awesome!

But what if i am standing right in the middle of the harbor in river city...well son, the choice you made 2 minutes ago...was the wrong one!

DAMMIT!...really nothing i could do?..well you could have used an ECM...wow that sounds cool, what is it?

Cheese son, pure cheese... :)

Edited by Murdalizer, 13 December 2012 - 07:23 PM.


#1626 ICEFANG13

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Posted 13 December 2012 - 07:46 PM

Man I can't take it anymore, the game is just so terrible right now. Please, devs, just tell us you're at least working on it? Maybe, "we are looking at ECM right now very closely". I can't see why they would want to make it stronger than TT. Don't tell me it was worthless in TT, they should have fixed ferro-fiberous armor if that was the case, and they didn't.

Game is just ECMonline right now, it was so fun before and I don't even require targeting of missiles. I use the Raven-3L because I have to, and its one of the TWO good mechs right now. People are dropping with D-DC's, Raven-3Ls, or mech slag.

EDIT: I play a light mech, please improve netcode, it should be the top priority, after, "remove ECM" and above, "put ECM back in when its fixed".

Edited by ICEFANG13, 13 December 2012 - 07:47 PM.


#1627 Marcus Tanner

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Posted 13 December 2012 - 07:46 PM

ECM can nerf sensors, but we weren't getting those sensors anyway.

---

In the tabletop, using double-blind rules, it is possible to detect enemy mechs without having LOS to them by using sensors (infrared/thermal sensors, magscan sensors, seismic sensors). ECM can reduce the range at which you can detect enemies indirectly with these non-visual sensor systems. ECM does not affect a unit's ability to detect and transmit information about a target that is acquired visually, regardless of distance between the spotter and the ECM.

So, in the tabletop, it is possible for you to detect an enemy that is on the other side of a hill (where it shows up for every unit you have as a sensor blip). The sensor-fuzzing effect of ECM is that it can reduce your ability to detect things on the other side of hills, so long as you are within the 180m bubble.

In MWO, you can't detect enemies that are on the far side of a hill, regardless of your unit's sensors. So the sensor ability that ECM reduces does not exist in MWO.

The closest thing we have to the kind of sensors that ECM nerfs is thermal imaging. That allows for some degree of spotting enemies without having LOS to them.

If you wanted to do ECM faithfully, I think the best way to represent the stealth effect would be for it to mess up the thermal imaging of enemies within 180m (limiting their ability to spot targets non-visually).

---

(I'm not sure how tabletop ECM messes up seismic sensors, but it does.)

#1628 Ice age

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Posted 13 December 2012 - 08:40 PM

ecm is a tool, as a tool it must be used properly.missles are not useless,just harder to use effectively. missle mek with Ecm,Bap,sensor modual, tag and artimus is a thing of beauty when paired with a scout (ecm) w/tag. and close up(180-450) is deadly to small and large meks ,....with eccm on 2 or more meks.

#1629 Aggressor666

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Posted 13 December 2012 - 08:45 PM

the year is 3049 and technology is so advanced you can't detect a mech 5 feet behind you.....

not sure ECM is the issue here I think tech 1037 years in the future with or without ECM should detect somthing crawling up your behind.

#1630 ICEFANG13

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Posted 13 December 2012 - 08:48 PM

Please tell me how great ECM is and how the counter to ECM is ECM and how great that is too.

#1631 Marcus Tanner

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Posted 13 December 2012 - 09:17 PM

View PostAggressor666, on 13 December 2012 - 08:45 PM, said:

the year is 3049 and technology is so advanced you can't detect a mech 5 feet behind you.....

not sure ECM is the issue here I think tech 1037 years in the future with or without ECM should detect somthing crawling up your behind.

I'm pretty sure they make cars with cameras on the rear these days. Future-dudes should be able to manage it.

---

Going by canon, mechs have a 360-degree view compressed into a viewscreen, such that objects in front of you appear normally but images are compressed off to the side such that things in your peripheral vision are behind you.

http://www.maineboat...2/Harbor360.jpg

They avoided putting in that kind of functionality first because I'm sure it's really hard, and second because sneaking up on things is a good ability to have in a shooter game. Sneaking becomes much easier when the victim has a limited field of view.

Edited by Marcus Tanner, 13 December 2012 - 09:18 PM.


#1632 Thorqemada

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Posted 13 December 2012 - 09:18 PM

After playing several days for hours (Pugging bcs it will ever be a PUG-Game if its commercial any successful) i conclude that the Game is NOT better now.

The diversity of Mechs and Playstyles has degraded significantly.

Gather yourself a quick and at best ECM-Mech, run to the Opponent faster than he can to you and cap first.
Gather Mechs with as many direct fire weapons as possible and brawl it out.

AC20 became very lethal compared to former patches as somehow it frequently 1 and 2 shots opponents - sure, its a mighty weapon but not in line with the MWO-philosophy of longer matches and adjusted armor and damage values and should it get a 30% buff we have the next OP weapon for sure.

Imo Performance vs Eyecandy is good so far (beside the Texture-Bug that is known and worked on).

ECM for sure needs serious adjustments!
PGI, pls stop to think in absolute values and start to think in relative values, probability scales where its appropriate.

Edited by Thorqemada, 13 December 2012 - 09:19 PM.


#1633 Tolkien

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Posted 14 December 2012 - 12:01 AM

View PostIce age, on 13 December 2012 - 08:40 PM, said:

ecm is a tool, as a tool it must be used properly.missles are not useless,just harder to use effectively. missle mek with Ecm,Bap,sensor modual, tag and artimus is a thing of beauty when paired with a scout (ecm) w/tag. and close up(180-450) is deadly to small and large meks ,....with eccm on 2 or more meks.



I see this is your first post in the forums, so I am guessing you haven't been part of this debate to this point but I still have to point out some problems with your suggestions given how ECM currently works.

1) Re: TAG - it works between 450 and 181m of an ECM carrier. If you're closer you are jammed and TAG stops functioning. In either case, if your tagged target is within 180m of an ECM carrier the TAG will not apply its bonuses, it will just allow LRMs to operate which they should do anyway (there is no system in mechwarrior that stops LRMs from firing at a mech in LOS, or even a spotted mech, it just makes spotting it (*WHEN NOT IN LOS*) more difficult. When standing in LOS the mech should be a valid target for LRMs anyway, but I digress, this is a problem with the LRM implementation more than ECM.

2) Re: missle mek with Ecm,Bap,sensor modual, tag and artimus. Well the problem with that is that the missile mech, even if he has ECM in counter mode will not likely be countering the ECM of the intended target - range is 180m for counter after all. This means that his BAP, and artimus are 100% countered and dead weight, unless you are within 180m and in counter mode. If you are, good luck though as LRMs have a 150m minimum range below which the warheads don't explode.

So overall you're saying that the counter to ECM is to take two ECM mechs with lots of special equipment and do very specific and difficult things so they can go duck behind a building or hill and have your missiles do no damage anyway. Grand....

3) The TAG laser is currently pretty visible, and makes people notice you.

I hate to harp on you friend, but your suggestion seems to make a lot of assumptions about how ECM should work, and I have to say it's much less balanced than you think it is.

To review, this is a listing of what the ECM does:

It is a 1.5 ton 2 slot piece of equipment that can counter

Artemis
BAP
Tag bonuses (and the whole system inside of 180m)
NARC - a system which takes more space, weighs more, requires real coordination and skill and has ammo.
other ECMs (which leads to them stacking)
LRM locks (which has no basis in tabletop - a mech in LOS can always be shot by LRMs)
SSRM locks (which should only happen with the very advanced Angel ECM suite, not basic ECM)
general targeting info (again, should not happen - when 1 mech can see an enemy, all mechs on that side know where it is)
relegate AMS to almost pointlessness (since missiles are very very rare now)
have no exploding ammo (unlike AMS, a system which does much less for the same tonnage and space)
generate no heat ( I believe AMS generates a little, at least it does on tabletop... or is that Laser AMS...)
cost less than a module by a factor of 15 (and is much more useful than the module!)
Does not consume a weapon hardpoint, unlike TAG.
Works even if your spotter or tag carrier dies... (unlike the tag/lrm combo you suggest)

So as you can see this single piece of equipment is hands down the best in the game, and even if your proposed approach somehow overcame it (I contend it does not) it would still be a question of balance in that you are getting a ludicrous amount of benefit for you and your team, and suffering a huge disadvantage if you don't have N+1 of them, that you will be silly not to take it if you have the opportunity.

Remember, they didn't fix StreakCats they just made them 100% dependent on whether your side currently has N+1 ECMs in the area or not.

#1634 Elkarlo

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Posted 14 December 2012 - 01:21 AM

View PostOy of MidWorld, on 13 December 2012 - 03:29 PM, said:

It just got a little more... Mechwarrior. ECM is pretty great. Less cheesebuilds, more teamplay. Missiles still work, but boating them is not adviseable anymore. Love how it is limited to certain chassis (and thank god the Jenner is excluded).

Sorry had 3 ECM Races out of 3 Games...
can't follow you.

I don't want to play MechRace online.

And MechRave online is killing the FUN out of Mechwarrior online.. without Fun for the Players no sense in using Hero Mechs, or any fighting equipment... etc... so no profit for PGI... no Profit for PGI... MWO is dead...

And as long as ECM can capture ECM Races will take part

http://mwomercs.com/...-ecm-base-race/

And the New Gamemode will even make ECM Races MORE likely... my solution would work for it too...
ECM != Capping.

edit.:
Make 5 out of 5 Base Cap races... ECM has realy evolved MWO,
in the total wrong direction, it's cap race warrior online now.

Edited by Elkarlo, 14 December 2012 - 01:33 AM.


#1635 Tolkien

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Posted 14 December 2012 - 01:39 AM

View PostElkarlo, on 14 December 2012 - 01:21 AM, said:

Sorry had 3 ECM Races out of 3 Games...
can't follow you.

I don't want to play MechRace online.

And MechRave online is killing the FUN out of Mechwarrior online.. without Fun for the Players no sense in using Hero Mechs, or any fighting equipment... etc... so no profit for PGI... no Profit for PGI... MWO is dead...

And as long as ECM can capture ECM Races will take part

http://mwomercs.com/...-ecm-base-race/

And the New Gamemode will even make ECM Races MORE likely... my solution would work for it too...
ECM != Capping.

edit.:
Make 5 out of 5 Base Cap races... ECM has realy evolved MWO,
in the total wrong direction, it's cap race warrior online now.



I like your suggestion, if any (capturing team) ECM within 180m of the base halted capping.

My complaint would still remain with ECM though as your suggestion would undo a lot of the damage to the assault game mode, but it would still leave LRMs useless and the ECM way too good for a 1.5 ton 2 slot piece of equipment. Other nerfs for each game play type would still be needed.

If ECM is going to keep all of these effects it has to be broken up into many much more expensive pieces. 1.5 tons and 2 crits should be as useful as a small laser and a standard heatsink, or an AMS with a ton of ammo. Right now it is way too good for what it takes to mount.

If we keep ECM on the raven and the commando then we need to keep it at 1.5 tons 2 crits - that means that it MUST be nerfed for balance reasons and then we can add a jammer module, an LRM lock ruiner module, an SRM lock ruiner module, an enemy situational awareness ruiner module, and a separate ECCM module, each of which should probably weigh another 1.5 tons and take another two crit slot.

Edited by Tolkien, 14 December 2012 - 01:43 AM.


#1636 Stingz

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Posted 14 December 2012 - 04:29 AM

View PostThorqemada, on 13 December 2012 - 09:18 PM, said:

AC20 became very lethal compared to former patches as somehow it frequently 1 and 2 shots opponents - sure, its a mighty weapon but not in line with the MWO-philosophy of longer matches and adjusted armor and damage values and should it get a 30% buff we have the next OP weapon for sure.


People used gauss over AC/20 before this patch, since it was better in all ways. The AC/20 is known to for being able to cripple mechs in one shot.

Problem is AC/20 has high heat, slow bullets, gets blown out fast after armor is gone, and you only get 7 shots per ton. Stop standing around waiting to be shot.

#1637 Aounfather

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Posted 14 December 2012 - 04:46 AM

Where did my ECM go? Just logged in this morning to get a few before work games in. Activated my free premium time (thanks penny arcade). And my Atlas DC had Invalid Loadout error. I hadn't changed anything since my last game last night... So i tinkered with it. Removed the ECM and the engine and tried to put them back in. But the ECM was no longer an option! The whole reason I saved up for the Atlas was to get a powerful ECM mech and now I can't run ECM on it! Where did it go? On top of that I CTD on every game I try with my Cicada, Jenner or Yen so I am reinstalling and won't get to use my premium time for half a day while it slowly runs out.

So where did my ECM go? (and can I get a premium boost for half a day if I e-mail tech support?)

Thanks,
Aounfather

(Edit)

Ok the reinstall is mostly downloaded and the ECM is back now. Not a false alarm I still want to know why this happened but I'm happy that it wasn't permanent.

Edited by Aounfather, 14 December 2012 - 04:58 AM.


#1638 Zyllos

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Posted 14 December 2012 - 06:42 AM

You know, interestingly, they should make any mech equipped with ECM, while in Disrupt mode, not able to shoot/gain bonuses from weapons with firing systems.

That way, ECM mechs have to make some compromises. This is especially true in lights.

#1639 Herzog

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Posted 14 December 2012 - 06:51 AM

I just realized that ECM has another side effect: PUG Scouts are pretty much useless. Used to be you could PUG in a light, run out and cycle through all the enemy to let your side know where they are. Now you either need to run up on top of the enemy or try to type and run at the same time, because you ain't on comms and you can't share telemetry.

#1640 Tolkien

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Posted 14 December 2012 - 07:05 AM

Coming from the original tabletop game ECM as implemented is bafflingly overpowered.

On the tabletop and all previous games I am aware of once you have one unit see an enemy mech, he shows up for everyone. It was done this way because one 'side' on tabletop is many mechs controlled by a single mech commander. Once any unit even in double blind sees an enemy unit, that mech commander knows where he is and can send all his mechs over if he wants. He doesn't have to pretend that only one unit knows where the enemy is. I think the devs seriously misread the ECM rules if they were trying to stick to the tabletop.

If they weren't trying to stick to the tabletop they've still killed situational awareness for pugs, broken LRMs and introduced what is the single most overpowered piece of equipment in the game. I for one thought that SSRMs needed a nerf, and LRMs might have needed an adjustment, but for the devs to think that a 1.5 ton 2 slot piece of equipment should be able to counter

Artemis
BAP
Tag bonuses (and the whole system inside of 180m)
NARC - a system which takes more space, weighs more, requires real coordination and skill and has ammo.
other ECMs (and stacks so even worse...)
LRM locks (shouldn't be needed but are)
SRM locks (shouldn't be needed but are)
general targeting info (should not interfere with red dots at all if a single friendly has LOS)
relegate AMS to almost pointlessness
have no exploding ammo
generate no heat
cost less than a module by a factor of 15

Seems really really silly to me.





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