DeaconW, on 15 December 2012 - 05:11 AM, said:
This is exactly what I am doing right now for exactly the reasons you stated...at least I hope that is the result.
Sadly, PGI hasn't shown the wherewithal or presence of mind to pay attention to that. Previously, they only paid attention to the LRM whiners who couldn't use cover, so they over-nerfed the LRMs. Then the LRM wussies got their whine in, and LRMs were buffed somewhat, but their trajectory was "fixed" to permit cover to be more effective. This made them balanced.
Then it was the Streakapult's turn: people who were unable/unwilling to engage them at range started whining very vocally that they were OP'd. And yes - if they get in close, they're definitely something to beware. However, here's the kicker: it's easy to shoot the missile pods off a Catapult (translation: DISARM THEM), and in addition to that, SRM4 or SRM6 cats are FAR more dangerous. I wonder how they're going to nerf those OP'd buildouts..
Here's my point: there's no such thing as an OP'd buildout because every single buildout has its drawbacks. An all-SRM6 Catapult can core an atlas in two well-placed salvoes, but is woefully low on ammo and has heat problems (thus, it's balanced). A Gausscat can also cause tremendous damage at range, but they're slow, heavy, and the weapons can easily be destroyed (so, balanced), etc, etc.
However: there CAN BE (and, currently, IS) such a thing as an OP item - i.e. an item that has no downsides in its use. Can you guess what that item is? (for the dummies out there, it's ECM!). Employing an OP item in a mech build is what makes the Mech OP'd or imbalanced. The whole point of the game is to build out your Mech while having to balance these 6 variables: heat, weight, space, firing range, ammunition, and protection (armor/AMS/etc). If you strike the right balance, you can beat some mechs, but not others. The trick is to properly choose which groups you intend to defeat while having teammates that can defeat those that can defeat you.
Currently, ECM makes that near-impossible because now builds (and entire teams, really!) that were wholly balanced and viable are entirely useless.
The reason? The blanket effect in disrupt. That's the only thing really, truly wrong with it. I'd agree that BAP should also detect ECM mechs within, say, 360m, but the game can reach balance (perhaps not the best, but a workable balance) without that.
The only people happy with ECM the way it is are PGI, and the brawler crowd who just love to advance in the open, without having to think through their approach/strategy/tactics. Those people want to turn this game into COD with giant robots. They'll probably watch Pacific Rim soon and come whining and bitching that the game should support giant robot hand-to-hand combat with special moves and combos and all sorts of crap...
Anyway... let's hope PGI wakes up and fixes ECM. I can think of a ton of *BALANCED* uses for ECM (without the blanket-on-disrupt effect) in lighter mechs (recon, sneak cap, tagging, true target spotting, etc). But as-is, it just detracts from the experience that MWO used to be.
The first clue should have been the statement "ECM is out and it is a game changer!". No single item should so radically change the way a game is played. Influence, yes. Introduce new possibilities, yes. But outright make weapons and mech buildouts 100% obsolete and useless: NO! People may have invested a good amount of effort into tweaking those builds to their style of play. Turning them to scrap simply tells them to F**K OFF and find another game. Worse still: Failing to acknowledge the issue is more indication that they should beat it.
Edited by CatHerder, 15 December 2012 - 08:36 AM.