I'd like ECM to be of a value commensurate with 1.5 tons and 400k c-bills, something in the same ballpark as an anti-missile system. I think Beagle is a little on the weak side, so comparisons there fall flat.
What I would suggest is to make ECM work like does on the tabletop, but pretend that the current target info data sharing is tabletop C3. Cut ECM down to cancelling Beagle, Artemis and NARC on friendlies within its radius, and make sure that enemy targeting information can't be transmitted through an ECM field (the way it cancels C3 in the tabletop). This means that you could still acquire targets, but if you're in an ECM field you'll only be able to see *your* target lock. It would also meant that nearby enemy scouts wouldn't be able to spot indirect unless they use TAG (which is not quite like tabletop, but close enough). TAG would just allow spotting effects, not transmission of target data.
Note that I propose ECM stop data-sharing if the ECM bubble wanders between two enemy mechs, even if neither of them is in the ECM field.
This would be a huge nerf, I know. However, I think that would make ECM worth 1.5 tons, not more. At that point I think it would be fair to let every mech have it, allowing the community to self-regulate how much tonnage they want to devote to messing up indirect LRM fire and target data sharing. Nerf streaks some other way if necessary (never driven a streak-cat myself).
--- FULL DISCLOSURE:
I use LRMs to compensate for low frame rate, and normally bring an AWS-8V. I always bring backup weapons, usually in the form of 4 medium lasers.
Most of my games are as PUGs, but I sometimes play with one or two friends. In particular most of my team matches have been as part of a 2-man team with a guy who loves to scout in a jenner with TAG. With him scouting and me on fire support we tend to do very well together. Often he'll get into a knife fight with another light, and call in LRMs from me to kill or cripple the enemy light, using TAG+Artemis to connect. This requires me to get to a place where I can fire on his position without getting too exposed, which is a long way from nothing in terms of strategy andsituational awareness. Once the enemy lights are down, or if they're not being a problem, then he goes and targets things while I chase after him to get into new firing positions.
It's great fun and good cooperative play, where he gets as many if not more kills and assists than I do because even when I do lots of damage, it is naturally spread all over the mech in such a way that the Jenner's medium lasers finish it off.
ECM stops this from working because my friend's TAG often ends up within an ECM field, and if he loses TAG for even a moment then I usually lose the flight of missiles because I won't have time to re-acquire.
We can still do this kind of play, sortof, but he'll have to switch to a Cicada (note the speed) while I bring an Atlas D-DC (I'm out of excuses to avoid playing an Atlas). ECM is simply too good not to bring on every mech, both brawler and scout. He needs to be able to counter-jam to keep the target lock, while I need to be able to counter-jam to keep a target lock if an enemy ECM mech wanders by. The only way to fight ECM appears to be with ECM, so I guess we just all need to bring ECM now.
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Neither BattleTech nor Mechwarrior has ever revolved around ECM/ECCM, but this apparently does.
ECM is game-changing, but it seems to have changed the game to something other than MechWarrior.
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If ECM is going to be ubiquitous, then poor old NARC should be permanent like in the tabletop. If they just need to get into friendly ECM to cancel NARC and if LRMS stay in this much trouble, then It could instantly redirect every LRM in the air to the NARC'd mech and it still wouldn't be too good.
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I'm off to try out my brand new streak-armed COM-2D until I save the c-bills for an Atlas. I wouldn't want to weaken my team by not bringing ECM.
Edited by Marcus Tanner, 05 December 2012 - 05:47 PM.