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#361
Posted 05 December 2012 - 05:28 AM
#362
Posted 05 December 2012 - 05:32 AM
The notes says:
Quote
But it should be: "reduces detection distance by 25% of normal range" or
"reduces detection distance to 75% of normal range"
That is exactly like it was in Mechwarrior 4 where it worked perfect.
I hope we can all agree to that. Its easy to change and its right to do so!
There is no need to change to whole game or weapons just to balance ECM.
PS: The BAP should be the exactly counterpart to that. "Increase detection distance by 25% of normal range."
Edited by Chaser187, 05 December 2012 - 05:33 AM.
#363
Posted 05 December 2012 - 05:33 AM
LRM boats should have a way to counter-act ECM from range. Scouts carrying TAG systems aren't any good unless they also have ECM, and its not very effective putting a TAG at range onto an enemy who you cannot even target. I get the stealth element, and not wanting to make missile locks as easy as before, but having to stare at a 90 ton enemy from 270 meters away, close enough to shoot him with medium laser, and not even being able to target him seems a bit wrong.
Also, BAP costs 400,000 to install, takes up 2 slots and 1.5 tons. Not a big ask for assault mechs who pack them, but a significant sacrifice for a hunchie with 2 LRM's and 0 spare weight. Doesn't seem fair that an item like that does not give any boost at all against ECM equipped mechs.
Val.
#364
Posted 05 December 2012 - 05:38 AM
Edited by Killashnikov, 05 December 2012 - 05:38 AM.
#365
Posted 05 December 2012 - 05:43 AM
Understand ECM, how it works and how to counter it is the key. Dumbing it down will only hurt the complex amazing game this can be. So many people forget the other ECM mech can hit "J" and like magic ECM is gone. Tag also works very well like this. Find the enemy ECM mech then tag him and focus fire.
Thank you PGI for this amazing patch. I know I have not been the nicest of consumer in the past but this has restored my faith in this amazing game and please if you read this do not listen to the QQing. Stand by your core group and keep this as a team based game like it should be.
#366
Posted 05 December 2012 - 05:46 AM
#367
Posted 05 December 2012 - 05:50 AM
Having a weapon system (ECM) that completely disable other weapon systems (guided missiles) without a possibility to counter is a very bad idea.
Then there's the thing of fast mechs being OP without streaks to stop them, but that's a netcode issue, not a problem of ECM itself.
Anyway, my Gaussapult absolutely loves it - everyone is stationary or walking in the open in tight groups. Don't even need to aim, just fire into the blob and score.
#368
Posted 05 December 2012 - 05:50 AM
Wizard LoPan, on 04 December 2012 - 08:45 PM, said:
Sounds like someone hasn't come across the Steiner Scout Lances
#369
Posted 05 December 2012 - 05:57 AM
To those that say don't rely on lock-on weapons, 1) then what is the point to having them in the game? 2) how are you going to kill the netshielded amd ECM sheilded Lights now with your slow turning Heavy/Assualt?
#370
Posted 05 December 2012 - 05:59 AM
Xendojo, on 04 December 2012 - 08:33 PM, said:
Rubbish, as we already have working BAP, TAG and NARC (though NARC is not good) they should have designed ECM in such a way that all of these did counter it to some degree.
The elitism in this thread is to be expected but still disappointing. Just because good players and good premades can do very well with ECM does not mean that you can expect everyone to do that well. We know teamwork is always pretty poor in PUGs and it always will be, nothing is going to change that but we need those players to keep the player numbers up.
ECM in its current incarnation is crushing solo players of average skill or less. A less powerful version of ECM that reduced missile effectiveness without nullifying it would still be a huge tactical element in team play but would give the solo players much more of a chance.
Paewen, on 04 December 2012 - 09:19 PM, said:
Yeah, because your average solo-player in a PUG is going to be able to do that effectively. I can't use TAG that well on a reliable basis and I am slightly above average (by my estimation). Making better players much stronger vs average players is not something any feature should do.
Of course TAG needs LoS so all the target needs to do is duck behind cover.
Edited by Naeron66, 05 December 2012 - 06:15 AM.
#371
Posted 05 December 2012 - 06:05 AM
#372
Posted 05 December 2012 - 06:07 AM
- it should just cover the own mech, not such a large area
- it should be time limited and have a recharge time
- there should be more effective counter measures against ECM
- ECM should not be available for assault mechs
#373
Posted 05 December 2012 - 06:08 AM
Quote
Sorry that is absolutly not correct.
As i said: Just reduce detection distance to 75% of normal range an its fine!
#374
Posted 05 December 2012 - 06:08 AM
Killashnikov, on 05 December 2012 - 05:38 AM, said:
You just commented on the exact thing I was thinking about, allow me to elaborate my thoughts.
First off let me give my initial feedback and impression of ECM in two admittedly contradictory statements:
I really really like the concept, it was in fact a game changer. The flow of battle and rules of engagement changed, and finally streaks have some kind of draw back to counter their auto hit.
I'm fairly sure ECM (as currently implemented) is a broken mechanic. It fails to pass the "can i be successful with out it" balance test, it seems to be it has become essential as much as guns or the mechs themselves. As has been stated those with more ECM have been winning and if you don't have ECM well... good luck. If this was intended then mission accomplished (but even that creates some issues), if it wasn't then the effects and implementation of ECM needs to be addressed.
The primary reasons ECM is mission essential and why that's a problem are as follows:
- Without equal or greater numbers of ECM to your opponent any locking tech is largely useless and it becomes incredibly difficult to even coordinate target designation when you can't even get simple locks at a reasonable engagement range, so in order to compete you need at least as much ECM as your opponent.
- ECM is available on only a few variants of mechs which seems reasonable on the surface, except when you see that those variants are now the core of any force up top and including 7-8 out of 8 in many cases. So to counter per point 1 you too need to run 7-8 ECM capable mechs, which eventually reduces the current pool of mechs to run if you want to win to about 4 variants.
- In point 2 I mentioned the reduction of the "viable pool" because of ECM's effect, well a potential argument is to open it up at let anybody use ECM, this is actually a worse idea. If you let anyone have ECM almost regardless of it's effect everyone would, so you don't do that except... with the current implementation instead of a variety of mechs all running ECM (which I assume was what they didn't want) you have most mechs being run from 4 variants because of how powerful ECM is. Same issue but just with less variety.
- Why is everybody with ECM so bad... Well aside from the reduction in variety on the field, LRM's and Streaks become next to useless (yes you can still make it work but it becomes a liability waiting for that one mech you can be effective against) so an entire class of weapons may as well be removed from the game. This wouldn't necessarily be an issue if ECM wasn't so powerful.
- Because the meta is going to encourage as much ECM as possible, push people away from locking weapons, and generally create an environment where only short range engagements will be the norm, we will see basically two strategies. The sit and wait and the stealth cap. While neither is inherently base ECM has created the opportunity for interesting play and then went a ways to stifle it because you have to have it.
Edited by Agent of Change, 05 December 2012 - 06:10 AM.
#375
Posted 05 December 2012 - 06:22 AM
Buzzkillin, on 04 December 2012 - 12:32 PM, said:
With the announcement of the long tom, surrounding yourself around an Atlas wouldn't be a good idea either. Hopefully as things are added and balance changes are for the better, the game will improve/
And where has the Long Tom been announced???? I've seen Garth say maybe too it and other odd ball weapons.
Nothing offically saying we'll have it.
#376
Posted 05 December 2012 - 06:28 AM
#377
Posted 05 December 2012 - 06:30 AM
Elghinn, on 05 December 2012 - 05:57 AM, said:
I demand a 1.5 ton 2 slot item that makes my mech immune to Gauss Rifle fire from beyond 275m, and another that halves the effective range of Lasers.
If any such thing were added people would really complain, but add something that severely cuts the effectiveness of LRMs and Streaks and that is apparently fine. Streak Cats were in issue, but the solution would be to make boating less effective not make entire weapon systems less effective.
#378
Posted 05 December 2012 - 06:36 AM
That said I love ECM....Hell even if they tone it down a bit so long as it keeps its Game Changer effects I havent a problem with it.
#379
Posted 05 December 2012 - 06:39 AM
A line of sight manual target locking mechanism would be useful ... place reticule on target then hit a triggering key ... etc.
BAP should have some advantage against ECM for the mech carrying it, not a total counter, but a little something.
Otherwise, I'm enjoying the sweet tears of all the missile boaters
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#380
Posted 05 December 2012 - 06:39 AM
Chaser187, on 05 December 2012 - 05:32 AM, said:
The notes says:
But it should be: "reduces detection distance by 25% of normal range" or
"reduces detection distance to 75% of normal range"
That is exactly like it was in Mechwarrior 4 where it worked perfect.
I hope we can all agree to that. Its easy to change and its right to do so!
There is no need to change to whole game or weapons just to balance ECM.
PS: The BAP should be the exactly counterpart to that. "Increase detection distance by 25% of normal range."
Exactly. This is the problem ECM has right now and you'v nailed it on the head. ECM shouldn't reduce the range this drastically. If you are an LRM boat, if you once had a range of 1000 meters, now the range would need to be 750 meters before you can start to establish LRM lock-on.
ECM while I do like it, and it changes the game dramatically for tactical purposes, it makes the game of where you have to run with all of the mechs that have to have ECM OR you are going to have to have brawler or direct fire support mechs to get up close. LRM's with this have been drastically nerfed with this and this is what kills me the most with this. If I can see you in plain open side yet you and all of the enemy mechs are hiding in an ECM bubble say 1000, 900, 800 or 700 yards away, and you guys are in plain sight...I should be able to target you. I was standing in one match where I was standing in the open in plain sight 500 meters away unable to get any lock on because an entire team was in a 180 meter bubble and I got CORED by gauss cannons. This should not happen. I don't think increasing tag range is the answer to this either.
The ECM should reduce range from 100 percent of normal to 75 percent of normal. So LRMs go from 1000 meters to 750 meters. Now LRM mechs are closer and easier to hit.
If enemy jamming ECM comes within 180 meters of my mech, then my lock-on becomes useless. I will then need to find the ECM mech that is jamming me, kill it with other weapons or try to back out of range somehow to re-establish lock-on OR get another one of my mechs with ECM to counter their ECM jamming.
I think this would be the best way to balance the game.
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