Dexxtaa, on 05 December 2012 - 11:59 AM, said:
While overall, I think ECM is a great addition and a step forward, I think balancing ECM on pug battles would be nice (please read the whole post before tearing me a new one).
I've dropped a couple times over the course of the morning and found myself part of a couple teams with no form of ECM. Unfortunately, every time I dropped with a team that had no ECM, I had the poor luck to notice the other team had a one or more mechs fielding the countermeasures.
Needless to say, we got roflstomped by the ECM guys, since they had a massive informational advantage. At one point, most of my teammates were actually using the team-chat (remember, we're pugging here), but we still got annihilated because we just couldn't see what we were shooting at. We'd have to call out chassis variants and whatnot, which more often than not, got us killed because of the time taken to communicate over text.
I'm not asking for a SUPER ECM TEAM BALANCE mechanic, but I think more like a "do any members of team A have ECM? Do any members of team B have ECM?" If both yes, then drop. If not, prevent a drop until someone joins the queue with ECM equipped. And if absolutely no one else has ECM equipped in the queue at the time, then just force the drop. I imagine it would lead to longer drop loading times, but honestly, I think more even matches would be desirable over 2 more seconds of waiting per person.
Bear in mind that it doesn't (or shouldn't) matter if team A happens to have 6 ECM mechs and poor baby team B has 1 ECM capable mech. The fact is that both teams have the chances of cloaking or blocking the other team, which gives the underdog a spitting chance. It's raelly more of a "ECM yes/no" mechanic. I'm sure it's possible, since drops are balanced by tonnage, I'm thinking the same logic can be applied to a more rudimentary level (but I'm not much of a coder, so I have no authority in that statement).The difference will still create a fighting chance for the underdog without making "cookie cutter" strategies (ie We know they have 2 ECM mechs because we have 2 ECM mechs).
That said, I want to emphasize that I'm speaking for the individual pilots here who don't drop with a regular team. I personally drop with a at least 3 other points at a time during the evening, but sometimes, I just like listening to music and not having my srspants on.
Thanks for your POV. Shows just how much of a disadvantage it is to lack ECMs when the opposing team has one or more. For theoretically optional gear it seems to be a bit too important...
Axcend, on 05 December 2012 - 01:29 PM, said:
Played a few matches since the ECM was added. It is a complete game changer. It bricks every single mech that uses missiles since I have yet to find a game that doesn't have 3+ people without an ECM. On that note, you might as well remove Jenners from the game since they are useless now.
As much as I love huddling around teammates with my 300XL engine, I now get to sell my mech and start all over for the 3rd time. Raven 3L is now the overpowered mech, so everyone buy one quick!
In order to balance the ECM, I HIGHLY recommend that you give the capability to every single mech. Merely because of how ridiculously powerful it can be. ECM vs non ECM = non ECM loses EVERY SINGLE TIME.
SELL MISSILES, BUY LASERS QUICK!
Well, if literally every mech needs ECM then I have a more radical suggestion.
Send ECM back to the drawing board. Take it away from everyone and reimplement it in a way that isn't so ridiculously and obviously OP.
I don't see this happening, of course, but even a few quick numerical adjustments to the current impl' would greatly improve the situation as I see it.
HarmAssassin, on 05 December 2012 - 01:55 PM, said:
Anyone that has spent any time in these forums, knows that since the previous patch I've been pretty vocal in saying that LRMs and SSRMs were a bit OP... so keep that in mind as you read this:
I like having ECMs in the game, but at the moment I do believe they need a downward tweak. I have two suggestions on how to do this, either:
1. Reduce the diameter of the protective bubble from 180m to let's say... 90m.
or
2. Keep the range 180m, but instead of totally preventing weapon locks, have it instead increase the miss chance of each individual missile (or group). So that if without ECM 80% hit, with ECM perhaps 40% hit. Or something along those lines.
Another option may be to have the effects scale with range. At the outer edge of the bubble, the effects are less than if the ECM is 2m away.
I LOVE ECMs, I just think that as is they do what they do just a little too well.
And keep in mind this is coming from a guy who spend the last week railing against LRMs/SSRMs...
Just saying...
Glad to hear an LRM detractor (however much or little he was) realise just how much ECM cripples that particular weapon system. (Streaks get it even worse in some ways)
Dormax, on 05 December 2012 - 02:29 PM, said:
I hate to be a complainer, mostly because the difference between a good game and a bad one IMO is complexity. The more complex and interesting a game is, the more I'm going to like it. So with that in mind, I love the idea of adding ECM.
When I first read that they were coming, I dragged out my old TT books and poked around the 'Net. "Hmm... Interesting but not game breaking. As they are now, though, it's not impossible to beat them, but it's pretty darn hard.Even if they left ECM with a heck of a lot more than TT rules allow, but took it away from the atlas, the strategy would be that much better. These ECM carrying atlases are really (REALLY) hard to beat.
I pilot awsomes, jenners, phracts, and an occasional atlas or hunchie. I have no interest in piloting a raven or cicada at the moment, so essentially, I'm invested into considerably less useful mechs.
The disruption of SSRMs kinda sux, too, when the commando can streak my jenner but I can't streak back. Sux, but not completely undoable.
I think the other game breaker, as some have pointed out, is not that it makes the "bad guys" invisible to sensors (though that's tough enough), the problem is that it also makes friendlies invisible. That means a sniper or medium range mech trying to support is brawler counterpart has no way of knowing which mech to shoot and which will cost him c-bills to friendly fire. In other words, it breaks the role warfare that the devs touted as all-important to the game (and I agree with them on that note).
Personal opinion on the fix? At a minimum, take ECM away from the Atlas and allow friendlies to be identified as they are without ECM. Even if the devs decide to leave all of the other non-cannon advantages, those at least would help mitigate the power of ECM by letting line-of-sight direct fire users figure out which is the right target and also force EMCs into smaller and more fragile mechs (so they have to be more careful while being stealthy).
Yeah, the aspect of being unable to tell who's a friendly or not when they're within the jamming bubble is a major problem. Come on,
we do not have identifying markings painted on our mechs to differentiate between teams, we simply cannot tell who's a friendly or enemy mech with Eyeball Mk1 alone. We can only guesstimate based on how hard they are apparently trying to KILL us.
If we're going to have people in jamming field be blotted out entirely, then at least please give each team a distinct decal slapped on multiple panels on the mechs so we don't
need C3 network info relays to tell us who's who.