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Ecm Feedback



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#221 HotNoob

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Posted 04 December 2012 - 08:05 PM

Yes!

It is AWESOME!

it's forcing me to actually use my eyes to play rather than the radar :D

and i've actually found a use for the heat vision :)

#222 NKAc Street

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Posted 04 December 2012 - 08:06 PM

Please attempt to respond to the following questions in your responses:
The weapon or 'Mech affected under ECM.

Streaks are useless if someone has the EMC, that doesn't really bother me. I built a streak cat when the game first went open beta. I think they should of been left alone then because they didn't hit 100%. Then I would have liked the ability for the streak to be manually fired like the lrms can. With how they got buffed though, I would not suggest that now.

My LRM's aren't completely useless, they can still play a role.

The behaviour that weapon or 'Mech affected under ECM.

I added a couple of streaks to my lrm cat boat for up close battle, 3 out of the 4 matches I used it in I got owned because the streaks were useless, Other mechs, I now have to hunt to try to get a line of sight shot when the emc is being used.


A suggested change (increase/decrease) to the ECM stats to improve balance

I am not 100% certain how the Emc affects targeting once you fire while you still have a lock. Since LRMS are from such a distance, you cannot know if you did not inflict damage because someone ducked behind something, or if the emc disrupted the missile flight path. If the missle flight path is disrupted, I suggest, at least, if you get a lock and fire while still locked, the missiles should at least end up at the previously determined position on the map. I may not be 100% sure how the LRMS work, so that is just a scenario.

Most of the problems are probably going to be random match making.

Most random games are still lopsided Guys dropping random are often on one team while 2 4 man groups may be on the other more often than each side getting a 4 man drop. You might as well be playing random against an 8 man team anyway.

People say, figure out how to play differently. I agree with the basic sentiment in that, but it is harder than it sounds. Many games you ask if anyone is grouped on your team, you get no answer. Some are regular jackasses about it. And have watched them shoot on the team they are on to help the one they wanted to drop with. Often times, guys end up on your team that intended to end up on the other , so they don't give one crap about helping the team they ended up on.

Some have said, go find a group, I do not like that excuse, because there would be no point in single drop mode at all then. I do play with groups, but I like the idea of random play. But it is not really random, when randoms are still getting rolled by groups.

#223 Syldain

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Posted 04 December 2012 - 08:06 PM

I could unstand really long lock times or maybe having to relock after firing but completely neutralizing missles is a bit much. At least give the option to fire streaks like a regular srm. Lower the dmg of streaks, or raise those of the regular srm because playing a catapult with only missle slots doesn't leave alot of options anymore.

#224 Dax Legend

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Posted 04 December 2012 - 08:14 PM

I think we have to play a week or two to see ECM real impact.
All players have to change play style.

For now, all I can see is :

1- Almost game have no more LRMs, and almost didn't use SSRM now. For result CPLT-A1 have to use only SRMs
2- Players have traded the LRMs for SRMs
3- Fight are close range now
4- I see more ACs too.
5- Give premade team great advantage, pug team can't know if ECM/TAG player will join their team.

I think peoples have to change their minds, I'm not sure ECM is really great, it seem too powerful, SSRMs and LRMs become useless until someone find a good countermesure to them.
Some tell use more TAG, mabye, but TAG affect only one player, ECM affect everyone.
Others tell to use ECM in counter mode.
Some just tell, kill comandos first. (it seem comandos put a target on their head) but an Atlas is more hard to eliminate.

It will be almost impossible to win VS a full team AS7-D-DC equiped with 3x SMR6 and 2 AC5 (I think it's the more powerful close range setup at this time)
I have seen four AS7-D-DC win without any lost in their team.
Soon, for chassis who can use ECM, we will see only variant that can use ECM, all other variant will be useless.

At this time, I think ECM have to be nerfed (range of efficiencies) or long range attack will disapear.

All peoples who like ECM are peoples who play light/medium mechs.
I understand very well those players finding themself more usefull.

I don't if ECM are good or not for the game.

Mabye in a week or two I'll think differently.

Edited by Dax Legend, 04 December 2012 - 08:17 PM.


#225 Hekalite

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Posted 04 December 2012 - 08:15 PM

I completely agree the game dynamic has changed dramatically, but I don't think it is for the better at all. The matches I've seen have all been 8-10 minute plus waiting games. I'm all for a little strategy, but right now the matches just aren't a lot of fun.

#226 MadaO

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Posted 04 December 2012 - 08:16 PM

Is the 25% detection range inclusive of BAP extension and Sensor Range module (stacked)?

#227 Kamchak

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Posted 04 December 2012 - 08:24 PM

View PostLuckJaw, on 04 December 2012 - 01:49 PM, said:

I think those who like ECM in his current state need to check things back...

First of all... Since that came out, how many LRM have you seen so far... Not much, they are almost useless now. Streak cat are gone, yes, but all Streak are gone, except on the commando who can run counter ECM. In is current state is too powerful .. At least have Tag able to keep the log on the target...


I wholeheartedly agree...

Having joined Open Beta when it started I seem to have made a mistake by choosing to play a Cat as my main mech. I fought to get to Master level and now have 2 out of 3 mechs that are basically useless. Anyone want to buy a cheap Streakcat or LRM boat? I'm all for adding new tactical considerations to the game but to drop in such a powerful game-changer....wow! You know, some of us just prefer locking-on to a target rather than trying to manage bouncing reticles.

A ton and a half of weight just knocked out two entire mechs..... must be the best bang-per-Cbill in the game!

#228 xXBagheeraXx

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Posted 04 December 2012 - 08:27 PM

View PostHekalite, on 04 December 2012 - 08:15 PM, said:

I completely agree the game dynamic has changed dramatically, but I don't think it is for the better at all. The matches I've seen have all been 8-10 minute plus waiting games. I'm all for a little strategy, but right now the matches just aren't a lot of fun.


Well as the all-knowing one says, "ADAPT OR DIE!" The game isn't supposed to be FUN! Your playing it wrong! Thats been my entire point thus far but im simply told im playing it wrong...lol

#229 Chuckie

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Posted 04 December 2012 - 08:29 PM

I have to ECM did add a nice element to the game and made it more chess like.. that was until the Stiener Scout Mechs and lances of them have started to take over.

Much like the Streak Cat

The problem isnt the element (ECM or SSRMs) its the mech it is employed in and the fact it creates an imbalance in the game play.

Unlike the Streak Cat, there is a easy solution.. NO Mech over 50 tons should carry ECM.

Using the Rock/Paper/Scissors anology.. An Atlas with ECM is Rock in the Shape of Paper.

#230 Xendojo

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Posted 04 December 2012 - 08:29 PM

View PostKamchak, on 04 December 2012 - 08:24 PM, said:


I wholeheartedly agree...

Having joined Open Beta when it started I seem to have made a mistake by choosing to play a Cat as my main mech. I fought to get to Master level and now have 2 out of 3 mechs that are basically useless. Anyone want to buy a cheap Streakcat or LRM boat? I'm all for adding new tactical considerations to the game but to drop in such a powerful game-changer....wow! You know, some of us just prefer locking-on to a target rather than trying to manage bouncing reticles.

A ton and a half of weight just knocked out two entire mechs..... must be the best bang-per-Cbill in the game!


BAP, TAG and NARC all need to be adjusted to be viable counters to ECM. They are there, but they are not viable counters in their current state.

#231 Xendojo

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Posted 04 December 2012 - 08:33 PM

View PostxXBagheeraXx, on 04 December 2012 - 08:27 PM, said:


Well as the all-knowing one says, "ADAPT OR DIE!" The game isn't supposed to be FUN! Your playing it wrong! Thats been my entire point thus far but im simply told im playing it wrong...lol


Relax your buthole, and breath a bit.

Now that ECM is implemented they can actually work out how the counters should work, and implement them.

And remember, this is still BETA. Just reserve opinion until they give everyone a viable counter(not just ECM mechs). And really if you are not having fun go do something else until the next patch, then come back and participate in THAT weeks patch day madness. And it just might be that for some mechs the only counter to ECM will be to take out the ECM mech.

ZOMG LOOK OUT!! NEW GAME MECHANICS!!

Edited by Xendojo, 04 December 2012 - 08:41 PM.


#232 Warge

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Posted 04 December 2012 - 08:39 PM

Have 3 Commandos. Only for the first one, COM-2D, there is an option for ECM. Other two, 3A and 1B - there is no ECM in equipment list. Just don't understand why...

Edited by Warge, 04 December 2012 - 08:39 PM.


#233 CW Roy

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Posted 04 December 2012 - 08:40 PM

Luna Wolves have been stomping teams all day. I believe we're all very happy with ECM and the fact that it stacks, and I'd like to take this time to thank the devs for everything they've given us so far.

#234 Veevslav

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Posted 04 December 2012 - 08:42 PM

ECM in its current implementation is garbage. Increase lock on times and reduce detection radius by a reasonable amount. Dont make it a 100% nut cruncher on range. Further 1 ecm should not be the only counter to a ecm. Make the BAP duel mode and give it the option to counter ECM.

#235 Elizander

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Posted 04 December 2012 - 08:43 PM

View PostRuronin, on 04 December 2012 - 03:19 PM, said:

so. my catapult A1 is now completely useless? i cant shoot under enemy's ecm, and i cant get my own one? great! :)

View PostRuronin, on 04 December 2012 - 03:19 PM, said:

so. my catapult A1 is now completely useless? i cant shoot under enemy's ecm, and i cant get my own one? great! :ph34r:


Put in 6 SRM6s and give them a nasty surprise. :)

#236 Wizard LoPan

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Posted 04 December 2012 - 08:45 PM

This ECM is one of the most horribly thought out ideas I've ever seen. The game has already devolved into 8-man groups of ECM lights with cap modules running past everyone, untargetable, and "unknockdownable" and protected from non-missiles by their lag shield, and getting on your base and capping it before anybody can get back, and any light of a balanced group that follows them gets shredded. Your only option to counter this, don't leave your base, making the game even more boring. And I don't want to play LightMechsOnLine-Cue-Benny-Hill-Music. But I am sure the light pilots, who already were enjoying their previously overpowered mechs, are loving life right now.

#237 Thomas Covenant

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Posted 04 December 2012 - 08:47 PM

more tonnage. Like 7 8(

#238 Nyr Vonn

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Posted 04 December 2012 - 08:52 PM

Really, you made an assault mech untargetable until its 200 meters away. What a major screw up. ECM should not be on any mech except scout mechs. An atlas with ecm litterly owns the battefield. FAIL! FAIL ! FAIL!

#239 Jetfire

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Posted 04 December 2012 - 08:53 PM

ECM is awesome so far. It forces the game to evolve to fit a new Role into Role warfare. Without a lot of power E-warfare is not viable at all and I think the current implementation pretty much gets it right.

#240 Silmaril

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Posted 04 December 2012 - 08:53 PM

Hmm...I can't wait to get to play a couple of hours to see how ECM affects role warfare. I have big hopes...if it makes lights to strong, thats an issue, but as soon as we have collision detection back it will be a bit better. Finally PGI could always work on the armor a bit again and make the lights as squishy as they are in tabletop. That would enhance role warfare even more...also are they really doing the Long Tom??? That's exciting news!





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