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#321 Nauht

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Posted 05 December 2012 - 02:04 AM

View PostJonnara, on 05 December 2012 - 01:59 AM, said:

@Nauht,

where in there does it say its stops Missile systems?

Its stops BAP, Csi, Artemis and NARC.

Stopping any of these should not make locking impossible.

Um the bits I underlined, bolded and made bigger font. Also note the INCLUDE which is underlined, bolded and bigger font.

#322 C4RNAGE

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Posted 05 December 2012 - 02:08 AM

ECM good stuff, problems and understanding will come a bit later, for now good we need more such a systems waiting for some command console because is not enough commands in the same time.

#323 Xenok

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Posted 05 December 2012 - 02:09 AM

Generally I like ECM so far. Two suggestions
  • We need more options to counter the ECM suite. For example, Beagle Active Probe should increase the detection range by 25%, that would make it 250 rather than 200 and perhaps allow for a normal speed lock for a mech in this range with BAP.
  • I think ECM should be restricted to scout mechs designs, it serves a scout function. The Atlas (or any other non-scout design) should not have it. The current use in 8 man groups is 8 atlas all with ECM.



Will likely post more as I play.

#324 Jonnara

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Posted 05 December 2012 - 02:12 AM

View PostNauht, on 05 December 2012 - 02:04 AM, said:

Um the bits I underlined, bolded and made bigger font. Also note the INCLUDE which is underlined, bolded and bigger font.


Yes i read it and it still does not say what you wanted it to say.
Game Rules


#325 Carn Kell

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Posted 05 December 2012 - 02:15 AM

View PostKoningswulf, on 05 December 2012 - 01:13 AM, said:

ECM works perfectly well, you just need to use different tactics now than before.
I personally like that you now need more scouting and light mech to cover your flanks
and that speed is more important than ever. It is much more the hide and seek it was in the stories.
I most say I had my doubts about EMC but after seen it in action now I really like it. :o

ECM in itself is no winning equipment, it cost tonnage and slots and have no bearing in winning or destroying mechs on its own. It is a helpfull item for certain tactics and somewhat a cover for lots of LRm but in the end ECM doesnt help one bit when you shoot those mechs to smitherens. And the improvment of the range of Tag to 750 will go a long way to negate ECM.


that pretty much hits it right on the spot, with the ecm the approach of how that battles are fought is totally diffrent, now you need to play as a team with scouts and brain, not like before where you could just stand in the back wait for a target and missle all day long.

thanks for making those changes to actually bring the game a big step forward to where NBT once was

#326 Roachburn

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Posted 05 December 2012 - 02:17 AM

I hear a lot of people complaining that LRM's and streaks are useless now. Well I cant speak for streaks as I don't really use them but I have an LRM boat and this is what I found. It takes more skill to LRM boat now but they are not useless. I was doing pretty well today with them. One match I was flanking a bunch of enemies from the side with LRMs and then someone was able to sneak up on me and close distance. then the tables were turned on me. It was pretty interesting. I think ECM is a good thing. LRMs were way too op IMO. They are still viable though. I am sure once the ECM fever runs down they wont be as hard to use. Now if we can just fix all these bugs that make the game unplayable such as ctd, 4fps, and yellow stripes/no hud. Keep up the good work devs!

#327 nonplusultra

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Posted 05 December 2012 - 02:23 AM

I like the idea of the ECM but its to powerfull. LRMs are almost useless now.
Also new players without ECM get *****. That is not motivating.

Please reduce ECM effectiveness a little bit.

#328 Jiiri

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Posted 05 December 2012 - 02:34 AM

I would suggest anyone tries to avoid argueing "in military ECM works like...", "in reality..." or even "in the tabletop".

We have to adept a computer game as close to the existing fiction as possible but keep in mind balancing and fun.

-> e.g. in thetabletop you have a full 360° sight, in fiction it is often described for a rear view... but noone complains here about it ?

-> you are debating in intricacies like "the sourcebook says in its descripition "including" - meaning ECM has more things it jams" - I wouldn't make such statements on a single word in a bare description, not even a rules text.

----------------------------

Our main purpose should lay in the balance of the game and the fun for everyone.

What I want:

1. a versatile game, with different roles all being playable, balanced, and behaving like rock-paper-scissors
( --> assault gets killed by LRM --> gets killed by scout --> gets kiled by scout-killer --> gets killed by assault --> [something like that, though it is simplified]) - so all Mech weightclasses are also used.

2. a system, where all weapons are playing and each having its pros and cons. Not a game, where a special system is a must and rules the game.

3. [offtopic] a game, where you see original standard Mechs without modifications being played and not inferior to custom Mechs (due to matchmaking, BV, little bonus ?).

----------------------------

I do see my point 1 and 2 endangered by the current implementation of ECM as it is in its current form. The weight/usefullness makes it nowadays a "must", and the playstyle is "whoever brings in the most ECMs wins". It directly lead to most Mech types, Mech chassis and even weightclasses (mediums except Cicada) are not being played anymore in a balanced way. LRMs are quite useless due to ECM. I am aware of TAG or ECM counter mode, but in its current form it is too hard to achieve/useless against setups like 5-6 Atlas DC. I presume the situation will even get more extreme.

I would suggest:
- Undo the claoking effect of the ECM - the gameplay and versatility suffered a lot under it.
(Mechs can be targetted and locked on)
- ECM should: negate BAP, Artemis, Narc. It should enhance the lock-on time for some seconds. It should blurr the minimap / tactical map, leading to confusion there.
- That is still a good deal for its weight.

#329 Herrmann van Hinden

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Posted 05 December 2012 - 02:39 AM

Ok, It does not say it makes locking impossible, but only if you separate between locking Targets with the firing control System and locking due to line of sight. I think it is ok to say you cant lock on Targets, but on the other Hand, you should be able to fire anyway your LRMs and SSRMs with LOS targeting..... and of course without Bonuses. Which means the SSRM fires less rockets, and the LRM is hitting without any bonuses like Artemis.

#330 Jyi

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Posted 05 December 2012 - 02:51 AM

I wonder who was the one to make the decision to put ECM in the Commando variant that can have 3 SSRM2's. "Yea, lets put the ECM in the Commando that was already the most popular! Oh, that'll make the other Commandos really likeable!"

Same goes for the Raven variant too. The one with the best weapon slots and fastest engine.. yea, lets make that one better, because people didn't use that variant to begin with. Lets ignore the fact that 4X sucks because we don't have any decent ballistics that weigh less than 1/3rd of the mech with ammo included.

Oh yea.. and the idea that counter-ECM only counters 1 mech.. I have to be blunt here, but that is simply idiotic. It is the number one most moronic decision in this game so far. Make counter-ECM counter everything under it's radius. Now it's "oh, you brought 2 ECM-mechs, we brought 4, good luck trying to ever counter us". It's a fight of who brings more ECM, not real tactics.

ECM is good when it's powerful, but it needs an easy counter. Actually ECM shouldn't even counter ECM, it should be BAP!

Edited by Jyi, 05 December 2012 - 03:10 AM.


#331 Angus

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Posted 05 December 2012 - 02:54 AM

ECM is way over powered. It has remdered the LRM utterly useless,that is not its function and you have put it on mechs it does not belong on. Have I wasted $120.00 ?

#332 Jiiri

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Posted 05 December 2012 - 03:04 AM

View PostBilaz, on 04 December 2012 - 02:09 PM, said:

ECM is overpowered - over time we will see more and more of d-dc atlas pilots. Teams without ecm are being owned and it hurts my eyes to see such things, even if i'm on team thats doing it. its literally i-win button -if you have more of it or your enemy dont have it then you win. In a week there wont be a mech without tag, ecm or both. wont me many missile users too.

Countering ecm with tag is not efficient in any way - range window is too slim and you cant really control range and/or keep target tagged for a long time since you sometimes have to get out of harms way and your target also does that - so you light up one or other mech for 5-10 seconds - not nearly enought time to lock, load and fire unless teammates already close and able to lock it anyway. maybe if everyone would have tag... but its kinda strange that 1 module on a mech gives so much benefit to whole team is also one that is so hard to counter.

As my mechs are not capable of wielding ecm and most fights is blind and chaotic melee in under 200m ranges i dont really see sense participating in this madness. Becouse its not about using cover, helping your team mates, deciding where to go, what to do and focusing fire on weakest/meanest targets - now its all about sticking to your ecm and shooting what you can when you can if you stumble upon it. my friend with ecm-atlas is having time of his life tho, wondering if he really needs non-atlas lancemates now.


Sums it up nicely.

No other item ever had such a great impact - if I equip my mech with a narc, Artemis, BAP - if I run an UAC or an AC20, who cares ? - but ECM is now a must. That is not only sad, but disturbing.

#333 Lyrik

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Posted 05 December 2012 - 03:18 AM

Why do you have wasted 120$ when a new piece of equipment reduces the battle value of ONE weapon system? And that in a beta. Where the next patch which buff a counter or nerf ECM?


ECM is ok for me at the moment. But need more matches for a final opinion.

SSRM and LRM only mechs are nerfed without teamplay. I like that.
Up the CB costs of it. And the repair costs.
And/or buff TAG to counter it.

So that ECM is still a strong tool which can be countered by teamplay.

Premades shouldn't have a problem with it. They can coordinate over Voicechat to reduce its effectiveness. And Pugs are running left and right so that LRM Mechs still find a target .

#334 LtPoncho

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Posted 05 December 2012 - 03:27 AM

TAG should still work regardless of ECM. Hard enough in these silly maps to paint something >450m; to have to walk into a 200m fray just to TAG a target - yeah come on.

Everyone's running Double D-C's now.

Edited by LtPoncho, 05 December 2012 - 03:28 AM.


#335 Scratx

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Posted 05 December 2012 - 03:31 AM

View PostDax Legend, on 04 December 2012 - 08:14 PM, said:

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.


Mostly true, indeed, except we don't have to change our minds. I was skeptical that ECM was actually remotely balanced and I'm 100% certain of it now after seeing it in action.

My own observations closely mirror much of your own on the premade side. LRMs and Streaks are much less common because locks are less reliable and combat is happening at much shorter distances.

I'll point out the obvious to anyone who actually stops to think it through, too. (sorry PGI'ers if I'm stepping on your feet)

TAG is not a hard counter to ECM.

TAG allows you to target ONE hidden mech while you are hitting it. It also allows others to target it by proxy (if you aren't disrupted). But there are serious drawbacks here... an ECM covers multiple mechs, a TAG by definition only one... and requires continual exposure and impedes torso twisting to avoid CT damage from counter-fire. A single mistake can also cost friendly LRM'ers one or more salvos since a brief targeting loss results in lost locks (which are slower to regain and BAP doesn't help) and therefore wasted LRMs.

The not so obvious kicker here is that the ONLY ECM-carrier you can actually reliably TAG to counter is the Atlas D-DC. The idea you can reliably TAG a Commando, Raven or Cicada is ridiculous. It doesn't happen often enough to have any merit. And of course if you're chasing an ECM light with TAG but don't have your own ECM to counter, what's stopping the ECM'er to turn around and disrupt you, therefore invalidating TAG?

OMG. There goes the 'hard' counter.

Also, the idea that ECM is a counter to itself. Well... it's both true and false.

An equal or higher number of ECM are a counter to ECM.

That's it, folks. If you have fewer ECMs than your opponents, you are at a large disadvantage because in a blob war you don't have enough ECMs to counter theirs. There's no point in sending a light or two in to disrupt the enemy D-DC blob's ECM because they have more ECMs than you do. Couple that with the high radius of the ECM effect and the ownage is complete. A handful of ECM mechs can so thoroughly disrupt an enemy formation who lacks enough ECMs to counter that it literally becomes an arms race.

Whoever has the most ECMs shall almost certainly win.

And poor PUGs can never know how many ECMs and/or TAGs there will be in the team. So, the matchmaker pre-emptively decides who's going to win based on random chance of distributing ECM-laden mechs to both sides.

Another note... The idea you need ECM to sneak around the map is badly flawed because the maps are already designed such that you can sneak up on the enemy and I've never observed lack of surprises. Forest Colony Cave, for example? Or Frozen City tunnel? Why do we need ECM again for that? Surely I'm not the only one who happened to be looking elsewhere other than the frontline and saw half (or more of) the enemy team sneaking up behind our lines completely by surprise before ECM was ever released.


So, summing up... we have a 1,5 ton piece of gear that can be equipped in a few select mech variants which turn both the user and everyone around him into a Ninja. A Ninja with immunity to missiles. A Ninja whose stealth cannot be countered except piecemeal by flashing a laser pointer at him (and getting shot at for the trouble) or by having at least as many Anti-Ninjas (ECM in counter mode) as there are Ninja-fiers.

View PostDax Legend, on 04 December 2012 - 08:14 PM, said:

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.


ECM has to be nerfed otherwise in the long term nobody will play any variants without ECM. And/or it will devolve into BlobWarrior Online.

Heck, I have no argument against that outcome because that's pretty much the tactic I see is most useful with ECM as it is. People aren't dumb, they WILL gravitate towards blobbing around ECM mechs because anything else cuts down their life expectancy sharply!


Sigh. Final word here... think about these (rhetorical?) questions.

If I am PUGging, why would I use any variant that does not have ECM if the mech I'm using has one variant with ECM (skill-grinding aside)?

If I am PUGging, why would I ever use weapons that are so easily hard countered when I can't be certain there will actually be anyone on my team with the means to help me?

If I am running a Premade, why would I ever want to use any team setup that does not have everyone running their own ECM?


If you can actually find good reasons that aren't strictly situational or conditional to the enemy NOT having any ECM mechs, I'm all ears.


Edit : Did I mention that ECM negatively affects PGI's goal of build diversity? Oh, right, it's implicit. Just thought I'd remind everyone of that...

Edited by Scratx, 05 December 2012 - 03:33 AM.


#336 Storyteller

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Posted 05 December 2012 - 03:32 AM

View PostJiiri, on 05 December 2012 - 02:34 AM, said:

I would suggest anyone tries to avoid argueing "in military ECM works like...", "in reality..." or even "in the tabletop".

We have to adept a computer game as close to the existing fiction as possible but keep in mind balancing and fun.

-> e.g. in thetabletop you have a full 360° sight, in fiction it is often described for a rear view... but noone complains here about it ?

-> you are debating in intricacies like "the sourcebook says in its descripition "including" - meaning ECM has more things it jams" - I wouldn't make such statements on a single word in a bare description, not even a rules text.

----------------------------

Our main purpose should lay in the balance of the game and the fun for everyone.

What I want:

1. a versatile game, with different roles all being playable, balanced, and behaving like rock-paper-scissors
( --> assault gets killed by LRM --> gets killed by scout --> gets kiled by scout-killer --> gets killed by assault --> [something like that, though it is simplified]) - so all Mech weightclasses are also used.

2. a system, where all weapons are playing and each having its pros and cons. Not a game, where a special system is a must and rules the game.

3. [offtopic] a game, where you see original standard Mechs without modifications being played and not inferior to custom Mechs (due to matchmaking, BV, little bonus ?).

----------------------------

I do see my point 1 and 2 endangered by the current implementation of ECM as it is in its current form. The weight/usefullness makes it nowadays a "must", and the playstyle is "whoever brings in the most ECMs wins". It directly lead to most Mech types, Mech chassis and even weightclasses (mediums except Cicada) are not being played anymore in a balanced way. LRMs are quite useless due to ECM. I am aware of TAG or ECM counter mode, but in its current form it is too hard to achieve/useless against setups like 5-6 Atlas DC. I presume the situation will even get more extreme.

I would suggest:
- Undo the claoking effect of the ECM - the gameplay and versatility suffered a lot under it.
(Mechs can be targetted and locked on)
- ECM should: negate BAP, Artemis, Narc. It should enhance the lock-on time for some seconds. It should blurr the minimap / tactical map, leading to confusion there.
- That is still a good deal for its weight.


I totally support your ideas. Those changes would make ECM powerfull for its weight, but not too powerfull.

Cheers,
Storyteller

#337 StandingCow

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Posted 05 December 2012 - 03:39 AM

LRMs are fine with ECM in. You just have to have a team that knows what they are doing to counter ECM. :o

#338 Slanski

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Posted 05 December 2012 - 03:39 AM

The Atlas D-DC ECM compounds the following:

The matchmaker currently is the single biggest issue. It sets up what game will be played and enjoyed.

I do welcome the phase 2 upgrade to 8on8 premade only, but sincerely request the devs to introduce a weight based element to it. Score total drop weight bid and drop against closest bid tonnage. If the Devs attempt to balance the game so that the weight of mechs does not matter for efficiency, we will end up with a product that does not resemble Battletech anymore.

While it is true that a smaller mech can develop great effectiveness, the same cannot be said about the line medium mechs occupying slots that an Atlas could hold. The argument for bringing a medium instead of a heavy or an assault is decreased cost, maintainance and logistics, something which MWO cannot capture at the moment. For diversity's sake, a tonnage based element in the MM will let us see more Hunchbacks, Centurions and other mechs, which I see eliminated from min maxing competative 8man drops.

More here:
http://mwomercs.com/...10#entry1523810

#339 Lyrik

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Posted 05 December 2012 - 03:46 AM

They are testing an reach increase to the TAG from 350 to 750m. That will help the LRM's a lot. Only the A1 Cat is ****** up without help.

#340 Jonnara

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Posted 05 December 2012 - 03:47 AM

Every 8v8 i have been in atm is all lights and DDCs with ECM because of the no weight class matchmaker.

One team had 6 Atlases with 2 Cicadas all ECM, I dropped in a C1 cat and had no one i can fire upon.





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