Nauht, on 05 December 2012 - 01:14 AM, said:
Now you have to learn how to shoot.
Slap on 6xSRM6, learn to shoot and then come to the revelation of how powerful that A1 build is.
BTW: I love ECM as is. Thumbs up.
My main battle mech is the CN9 which doesnt have much for launchers, I was making a point that ECM has taken the CPLT class of mech completely out of the game as a useable mech for long range support, which is it's class role. If you slap 6xSRM on the A1 then any noob can use it (just like the SSRM used to be). That setup takes no skill at all since all you have to do is run up on them and pull the trigger and watch the shotgun spray of missiles hit the target.
The BAP should be the counter to ECM but as it sits right now it's as useless as can be and might as well be removed from the game along with NARC if ECM is kept how it is.
ECM should have to be locked onto one target and activated to disable that mechs target lock, or used in AOE mode in order to cloak the team up to 300m without BAP or NARC and up to 450m with them. there should be no reason that a mech using ECM can't even be locked onto (not talking about missile lock) at times when it's inside 100m.
I play other games that use ECM and it can be a game changer on the battlefield if used properly, but it doesn't determine the outcome of the match from the start as it does in MWO. I know when I join a match that if we have no ECM we've lost and so far I've been right 100% of the time even with a team that communicates and uses tactics. On the flip side I've been on teams that run in all directions but since we have 4 mechs equiped with ECM we seem to win with little or no loses and that should not be the case.
ECM is a useful tool and should be kept in the game but it needs to be balanced out before too many new players deside that the game is too unbalanced and go else where, like to play Hawken.