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#121 Stingz

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Posted 04 December 2012 - 03:25 PM

View PostK0HCEPB, on 04 December 2012 - 03:23 PM, said:

In it's current state ECM seems to be mandatory.


That because it's working like the X-Tech Angel ECM, a advanced version of ECM.

#122 SteelLynx

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Posted 04 December 2012 - 03:29 PM

Well, played a few games with ECM now. Didn't even know, that my D-DC is one of those who can mount it. I just added it to see its effects.

I didn't see any. Really, I didn't see anything at all. First, I went LRM boat. As soon as I locked a target, I lost it again. I don't know how many shots went right into the wall next to me. Well okay, switched to SSRM, Ultra-AC5, LLaser build. Same thing actually, Streaks almost useless. As where my lasers, blindly fireing at random hit locations. With screen shaking from AC fire (which should at least be reduced for AC/2 and /5 fire) you can't reliably hit anything. You can almost go afk, it doesn't matter much.

I love ECM, and it should be part of the game. Definitely. But this is way too much. Maybe it should further delay receiving target info and lock on time with missiles. I found LRMs to be overpowered before this patch, now they're pretty much useless as any PuG will have ECM. And to counter it with Tag ... well, a LRM boat wouldn't want to get that close to an enemy mech.

I'd say, reduce the effect of ECM slightly. And limit its use to very few mechs. I don't care if any lore special mech had ECM equipped. It just ruins the freedom of mech choice, if you have to pick a certain mech to provide ECM. And I would expect every team to have at least 3 ECM nowadays.

#123 Xendojo

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Posted 04 December 2012 - 03:33 PM

View PostXendojo, on 04 December 2012 - 02:38 PM, said:

I'm running my RVN-3L with BAP, TAG, ECM, 2x medium lasers, and 2xSSRM2(2 tons ammo). Oh and an XL280 and Endo-Steel. I have yet to die once in this mech.

It's a beast i tell you! A flippin' BEAST!! It is EVERYWHERE!!!!

Don't bother to cap my base, i go 129kph i'll be there before you can type to your team to tell them where you are. Don't stray too far away from your main force, or i'll have my TAG on you and streaks in your back. Big brawl in the middle of the map? I'll be right there, and so will my ECM bubble. They have ECM? I'll counter it and TAG the enemy ECM. Big brawl over and no targets? I'll be the first in the enemy cap.

Thank you for making my RVN-3L what it is supposed to be. One of the most feared EW mechs in existence.



Add 4 more wins to the tally in this mech. I'm at 12 matches in it, and still have yet to be killed in it.

Just got out of a match where i was fighting a Cicada 3M with ECM. I turned my ECM on counter mode, and let loose with my streaks which could now lock. Chalk up one more win. Still undefeated in my RVN-3L, 15 matches now, all PUGs.

Edited by Xendojo, 04 December 2012 - 03:49 PM.


#124 deputydog

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Posted 04 December 2012 - 03:34 PM

Love the ecm and counter ecm battle.
Pugs can get lopsided so that may be an issue but pugs can be lopsided people just having bad builds.

Would like to see tag and narc duration increased.

Counter to ecm is to use your ecm and negate them. Works great. I'm constantly toggling it.

Ripple effect is great.

#125 Tashi Drako

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Posted 04 December 2012 - 03:35 PM

What complete fool took the Jenner off the ecm equiped list .

#126 Mad Elf

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Posted 04 December 2012 - 03:35 PM

It's an essential part of the game, but PGI's "interpretation" of the concept does too much. Rather than reducing the effectiveness of NARC, BAP, Artemis, and all those modules and skills that improve lock time, detection, and so on... it eliminates them completely. Not just for the mech with the ECM, but for all others in the same grid (near enough). Claiming that TAG is an adequate counter to its abilities is arrant nonsense.

If you want to keep ECM with its current powers, might I suggest making it weigh 8 tons, take up 6 criticals, and cost somewhere in the region of 16M C-bills (with 1 health; it's a delicate hunk of electronics)? That's more like fair values for the effect it's having on the battlefield.

#127 Zen Hachetaki

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Posted 04 December 2012 - 03:36 PM

Just did a few 8 v 8 drops - pretty much every time whoever had the most ECM won. Also - it would appear that there are only 2 types of mechs being used in 8 v 8 - those that use ECM and Atlases. We went at first with a very balanced group and ran into 5 Atlases, 2 Raven and a Cicada. I am not QQing but in 8 v 8 the ECM makes a HUGE difference - you cannot even target something 200 M away in plain sight for your linear weapons to shoot - you can only point shoot and that does not work so well to group shots (no weapon convergence or less).

I am happy with having ECM and the elements it introduces, however it appears to be a bit over balanced and the Active probe appeared to do NOTHING to change it - I know it is supposed to be another ECM but with only 4 that can carry it - there needs to be something to counter it even a little bit.

I have not tried Pugging yet but am sure that game has drastically changed too - remains to be seen if for the better or if we see a huge reductions in which sort of mechs people will drop in.

Edited by Zen Hachetaki, 04 December 2012 - 03:40 PM.


#128 Mark of Caine

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Posted 04 December 2012 - 03:41 PM

For those of you wanting or waiting for ECCM, let me clarify on the acronym.

ECM = Electronic Countermeasure
ECCM = Electronic Counter Countermeasure

If you toggle your ECM Suite from Disrupt mode to Counter mode, you have toggled from ECM mode to ECCM mode.

Haven't had a chance to play yet, but from initial reactions on the forums, I too believe that BAP should decrease lock-on time by 25%, thereby countering the increased lock-on time penalty from ECM.

#129 Kirado

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Posted 04 December 2012 - 03:44 PM

another bad issue, people with slow internet connections can no longer play. How is a large robot supposed to protect themselves from small scouts with ECM if they can't fire missiles at them. Other weapons are too laggy.

Far too unbalanced. So the only option is to save up and everyone buys ECM. Probably not going to play any more until they fix this.

I just feel ECM is for people who do not have the skills or reflexes to cope without it. It just promotes lazy and boring tactics. meh.. buggin out. Peace.

#130 Fabian Wrede

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Posted 04 December 2012 - 03:48 PM

as it's now ECM is a must if you want to win, remove ECM or limit to only raven

#131 Povier

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Posted 04 December 2012 - 03:51 PM

I have to play some more games with this significant shift, but for now i think its to strong.
The reduction of detection distance to 25% and elemination of NARC is much to hard.

First you have to go in real close combat just for spotting and gathering informations. Than the "ring" to transmit these informatoins is very thin. (usally 800 * 0,25 =200 to 180 meters; up to 1120 (?) * 0,25 = 280 to 180 meters; pls correct my numbers)
You buy one thing to counter 2, module (!) and beagle.

In addition:
The NARC elemination is logical for sure. But makes it sense if you use 4 tons for really hard 6 shots and than easily be countered by allmost nothin? I think NARC should be some kind of counter for just one guy in the stealth zone. This would make the NARC more important.

#132 Rigs VonDuprin

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Posted 04 December 2012 - 03:53 PM

ECM in its current state has only reinforced the ability for a pre-mades to win. I have played several matches with an awsome missle boat with artimis and a beagle and also tried a cataphract. Targeting was very very difficult. and when under 90 m it is not effective unless you yourself have enough ECM to counteract the opponents ECM. The casual lone wolves are outclassed and solo play is not alot of fun, hasn't been for some time. No mater how good they are as a pilot. ECM just puts a nail in the coffin for me.

Played six games six straight losses. Two of the losses the opponents never lost a mech. Should have print screened my end of game summary page. ah well it matters not. Would I be typing out this response if I had more time to devote to a well conceived game? were apart of successful mercenary clan? Or at least had 4 or 5 other peeps to play with on a regular basis? Not likely. For those taking proper advantage of ECM you will get nothing but praise, or at least you should. As is it is TOO good not use. It is indeed a game changer.

When you see three heavy's/assaults huddled up against a raven it looks really funny. Or worse four ECM equiped Atlas. There is no point to leaving your base, may as well sit and wait for them to attack at your base as they just run up and swarm you. You Can't target. Cant even effectively see the terrain, when you are swarmed. These are just my thoughts from a long time player of the pen and pencil game. Good Luck and Have Fun everyone. Anyone have a Mechwarrior Tactics beta key they want to give away?? inbox me.

Rigs

#133 Lord Draenor

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Posted 04 December 2012 - 03:54 PM

Just had a wonderful match where 3 lights snuck up to our base without anyone noticing. I'm considering quitting but I will give it a few more matches

#134 Saxophonist

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Posted 04 December 2012 - 03:55 PM

I have no problem with the thing, EXCEPT for the fact that it disrupts missile locks. Why? Because A. it makes me basically useless, and B. it isn't canon. Sarna says the Guardian ECM suite, which is what we have here in the game, disrupts Artemis, C3, and NARC. It does not interfere with streak SRM's, or standard LRM guidance systems. That's why I think ECM is very broken indeed. http://www.sarna.net/wiki/Guardian_ECM

#135 Gulinborsti

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Posted 04 December 2012 - 03:56 PM

Just played my first 3 matches after the patch - with my "supposedly nerfed" Jenner-D (4xML, 2xSSRM2).

Almost no difference, got 2/1/1 kills and died 0/1/0 so basically it feels the same as before.

But my BAP and modules (sensor range, 360°) are now mostly useless and I will most likely swap BAP for a bit more armor and 1 more heat sink (might be even more effective ...).

However, I think ECM should be countered by BAP as it is supposed to do: reduced sensor range by half against ECM protected targets..

Need more time to get a real picture on the situation but by this short experience it seems that some people are overly opposed by the ECM introduction. Wait, I saw no Streaky ... coincidence ??? :P

Edited by Gulinborsti, 04 December 2012 - 03:57 PM.


#136 Isegrimm

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Posted 04 December 2012 - 03:56 PM

I think the ECM is really fine. Way to soon to cry "OP". But even as a light pilot i have to say: Lights are to strong, especially really fast ones outfitted with ecm. We need a better net-code and we need an useable collision system back. it was definitly more challenging to evade all those big legs. if people are able to kill lights effectivly with direct fire, there will be much less complaining about overpowered ecm-light-mechs and broken ssrms:D

#137 Simkin Wolf

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Posted 04 December 2012 - 03:56 PM

Only weapon I could use effectively with my 250 ms ping was streaks. Now they're pointless. Call me when ECM gets nerfed/changed or removed.

#138 Jairn

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Posted 04 December 2012 - 03:57 PM

So far, I do not like this ECM addition. I for one think this is going to just lead to a base rush bonanza with no upside. Who has the faster mechs wins?

I for one liked the battles in the middle where you saw movement and had to adjust or flank your enemy. If your PUG group outran it's cover fire it died... This fixes that to some degree but I will take a non-ECM fight any day so far. (about 20 matches and over half have been won with around 10 shots fired...)

Pro's I like about this ECM addition:
Streak cats are nerfed. (But they were going to be nerfed anyhow)
PUG's stick with their group
LRM boats are neutralized to a degree

Con's:
Base rush bonanza
No fighting in over half of the matches played so far today (around 20)
I have to stick next to a stinky slow moving Atlas who may or may not be leading the group the right way in a match... (I have seen too many Atlas's think they are snipers who avoid the fights at all costs)

#139 Xendojo

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Posted 04 December 2012 - 03:58 PM

View PostPovier, on 04 December 2012 - 03:51 PM, said:

I have to play some more games with this significant shift, but for now i think its to strong.
The reduction of detection distance to 25% and elemination of NARC is much to hard.

First you have to go in real close combat just for spotting and gathering informations. Than the "ring" to transmit these informatoins is very thin. (usally 800 * 0,25 =200 to 180 meters; up to 1120 (?) * 0,25 = 280 to 180 meters; pls correct my numbers)
You buy one thing to counter 2, module (!) and beagle.

In addition:
The NARC elemination is logical for sure. But makes it sense if you use 4 tons for really hard 6 shots and than easily be countered by allmost nothin? I think NARC should be some kind of counter for just one guy in the stealth zone. This would make the NARC more important.



I agree about NARC. I think it should be a permanent thing. Take the timer off NARC and make it last until the narced component gets blown off. But the advantage could be that the narced mech can be targeted even under an ECM, at normal values.

Hey imagine! NARC would be viable! Even with only one ton of ammo!
I have not seen a NARC launcher since the week it was introduced, maybe this is what it takes to make it desirable.

#140 SteelLynx

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Posted 04 December 2012 - 04:05 PM

Quitting now would be way too early. They will be tweaking ECM (I hope).

As for ECCM. I'm not ingame anymore... and haven't tested it. But, 500m range? One target? Seriously?
I could understand limiting ECCM to just one target. But 500m is not much at all. Even ECCM wouldn't help LRMs, it would even penalty them. To target one mech cloaked in ECM, I have to spend one ECM countering it. Effectivly uncloaking my lance... or needing two ECM. It would be an obvious choice to completely avoid any LRM.





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