I've been refraining from posting for multiple reasons. I've not had a ton of time to play, and I wanted to really make sure I understood ECM, its effects, and how to fix it.
I'm still not in a position to give you the best answer I could if I were to play another hundred matches with/against it, but here's what I am confident in saying.
ECM is way, way, way to powerful for a piece of equipment that weighs only 1.5 tons and takes two crits.
The devs intent with this equipment piece is clear, bring in information warfare as a major pillar of MWO. The thing that went wrong with ECM is that it has 90% of all the ideas that ever made it into MWO for electronic warfare all crammed into one equipment piece.
How would I fix it?
Break ECM apart into multiple different pieces of equipment, and I have a principled way to do it. All of those cool individual benefits the GECM gives get turned into a dozen or so options for each mech's individual electronic warfare suite. Different mechs obviously having access to qualitatively and quantitatively different options.
And if PGI really wants to go the extra mile to make this the A+ implimentation we all know it could be...
Add another tab to the mechbay for each mech's electronic warfare suite. Seperate from the module system and crit/tonnage system. Let us tweak our ride's targeting computers, sensor ranges, anti-target lock ewar, anti-missile lock ewar, sensor range/vs scan angle, etc.
All the crazy stuff the ECM does here, all those great ideas for electronic warfare that are just too much when put into a single piece of equipment, break them up into various aspects of each individual mech's electronic warfare suite, and let us tweak away. Then refit GECM into that system with benefits befiting a equipment piece with the same mounting requirements as an AMS.
This would allow a much more complex interplay of ewar on the field that involves every pilot and every chasis, not just the few chasis who pray at the pillar of the ewar gods. And since every machine gets involved, this also alows for
alot more opportunities to put in the appropriate balances so that being completely information suppressed requires you to not have the appropriate defensive electronics in place when your opponent has the proper offensive ones. In effect an entire paper-rock-scissors game starts being played with ewar that maps onto the gameplay already present.
Edited by ExAstris, 11 December 2012 - 12:31 AM.