Feedback from a Solo Pugger.
ECM works as described in the various announcements. Can't really conclude that it is OP but it is a game changer.
If the current game changes that have been described in previous posts is what PGI was aiming for / intended, I have the following suggestions:-
- Every trial mech should have ECM at least until you have a good tutorial out. New players have no idea what they are doing and leaving the ECM umbrella in a non-ECM mech = die fast ... actually, die faster than pre-ECM.
- On / Off switch for ECM. Last thing I want as a scout is my ECM giving me away when I've just managed to sneak up behind a target.
- Limited duration for use of ECM i.e. it can be one use or reusable after a cool down period to increase tactical play.
- Streak SRMs should capable of being dumb fired without lock. SSRM costs should be sufficiently high that it dissuades players from using them as replacements for SRM.
- Imperative that a USABLE system of text chat communication be implemented as ECM usage makes communications even more essential. No game ever has 100% VOIP adoption regardless of how integrated VOIP is in game.
- There needs to be some way to visually identify allied / enemy mechs while under ECM umbrella. It would also help with the no HUD bug
![:D](https://static.mwomercs.com/forums/public/style_emoticons/default/tongue.png)
Solo Pugger's Take on ECM
If you have a mech that can use ECM, there is zero reason not to use it because it has NO significant penalties for doing so in terms of combat effectiveness. Other non-mech variants of Commando & Raven are basically useless because a Jenner is still a way better light non-ECM mech to use.
Start mastering the ECM capable mechs NOW so you don't have to depend on others for ECM if you want it.
The additional level of complexity is making the new player experience much worse since they are limited to non-ECM trial mechs. However, if they had ECM equipped trial mechs, they could contribute to the team even without firing a shot and possibly survive a little longer.
Alternative to using ECM is to just use heavies and encourage other solo puggers to use heavies to reduce the number of ECM mechs in a match.
Dropping with LRMs and SSRMs are not really worth it for the few times you may actually use it with lock nor in indirect fire mode (LRMs only). If you play with high latency and have zero ability to deal with lights using lasers, ballistics or SRMs, try using another mech.
Learn to brawl with lasers and ballistics while compensating for 200+ms - 300+ms latency AND / OR find best base rush routes.
Personal View
I liked the previous game play where the game basically had 2 -3 phases in them (yeah, some times happens even in PUG games). Removing LRMs as a factor in the game seems to have somewhat simplified game play IMO. ECM has not made the game unplayable but it does seem to be more limited and repetitive ... not sure on this, will have to keep playing to see.
Also, I find it ridiculous that ONE piece of equipment, not even a weapon has totally altered the game play. The intended effects are fine if restricted to the ECM equipped mech, not so much when it can be used by all other allied mechs. As currently implemented, I can't agree with those still asking for ECM to be available for every mech.
ECM should not be the solution to LRMs / SSRMs boating ... at least I hope that was not the intent. There has to be a better solution e.g. multiple grades for missile hardpoints where grade 1 = SRMs, grade 2 = LRMs / SSRMs, grade 3 = any missile type.
What I would have liked was for ECM to be mech-specific and used by scouts to enhance their scouting / spotting roles and countered by BAP used by scout killers.
Edited by p4r4g0n, 06 December 2012 - 10:00 PM.