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#1681 Corvus Antaka

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Posted 14 December 2012 - 03:40 PM

View PostLupus Aurelius, on 14 December 2012 - 01:21 PM, said:

“I also asked Inoye if Piranha is happy with the recent implementation of the ECM (electronic counter-measures) system to MWO, which allows some mechs to equip radar and lock-on jamming equipment. "The effect [of ECM] is working as intended and forces players to play a lot smarter," he said. "Specialized Mechs still have their place on the battlefield but they are going to need the assistance of their teammates to succeed. If you plan on taking specialized Mech into a match, plan wisely and have alternate weapon systems that will help you with mid to long-range combat. People are thinking we need to severely 'nerf' the ECM. This is not the case at all. There is already 1 counter-ECM item in the game (TAG), and likely there will be a couple more involving modules and weapon effects."”
PCGamer, 14th Dec 2012 | 19:55

We have had a variety of posts that pretty much say the same thing, so I will omit the background details. It has been clearly established that Guardian ECM implementation in MWO DOES NOT match Guardian ECM from TT, and that instead represents a synthesis of Guardian ECM, Angel ECM, and Null Signature Armor, at a minimum.

Added to this has been the relation of the effects it has been having on gameplay, mostly negative statements, involving a lessening of tactics that revolve around base rush under ECM cloak or turtling under ECM cloak. In 8v8, this is accompanied by a trend to maximizing the use of heavy numbers of Atlas D-DC with ECM, pretty much weighing bouts heavily towards whoever has the most ECM and assaults will most likely win. Under those circumstances, a sole light with a tag will not be able to stay on target with tag long enough for missiles to impact without becoming an easy target, and if a squad tries to push in with less ECM than the opponent, will not be able to counter ECM.

Added to that, the features that replicate Null Sig would actually require alot of crits, and would generate heat, and you have all the advantages of that system with none on the drawbacks.

All of this has been amply covered in the preceding 84 pages. For it’s weight an functionality, it totally wipes out the checks and balances crafted in BattleTech so as to give, not only counters, but disadvantages to use of the multiple ECM packages that currently are contained in 1 system that weighs 1.5 tons and takes up 2 crits of space. And Paul Inoye’s response –
“People are thinking we need to severely 'nerf' the ECM. This is not the case at all. There is already 1 counter-ECM item in the game (TAG), and likely there will be a couple more involving modules and weapon effects”
-is astounding on several levels. It totally ignores all the above points, ignores and does not address at all any of the issues brought up.

More importantly, was this response here on the forums? Was this response to the community? NO, IT WAS IN PCGAMER MAGIZINE. It addressed none of the concerns, it does not address what it has done to gameplay. Instead it minimizes to the outside public the obvious concern that players in this community have.

There has been data and input from this community as to how ECM has been implemented in MWO by this community, combining all the posts and you have hundreds of pages of input, with a clear indication that ECM is currently overpowered. Paul, we deserved a response here on the MWO forums, we deserve a response that actually addresses concerns, we deserve a response that actually tells us what will be done to balance ECM in MWO, and what the short term and longterm solutions are.

This may be beta, this may be F2P, but you have asked us to give input to balance the game. We have done so. If you are going to minimalize it, ignore it, mis-represent it to the public, why should we even continue to support MWO?


wow.

Direct fire it is. Goodbye LRMS & SSRMS. PGI, please fix your netcode if you are going to force us to primarily use direct fire. And fix weapon convergance from the arms so using dual gauss and PPC in arms is just as effective as from a K2's side torsos, instead of worse.

#1682 CoreHunter

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Posted 14 December 2012 - 03:50 PM

*&^% ECM i will be back next week. *(&%^ doesn't change (*&% this game.

#1683 CatHerder

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Posted 14 December 2012 - 03:55 PM

Wow... I mean... wow. Did PGI really say "ECM is fine the way it is"?

So let's see if I understand their logic: it's fine to ignore Canon when it suits balance...but when ignoring canon introduces imbalance, it's fine anyway?

Well, since we're ignoring canon and nobody gives a $#!7, then here's my list of requests:
  • Decrease reload times in AC/10, AC/20, Gauss by 1 second
  • Reduce ERLAS heat by 3, to make it twice as hot as MLAS, but doing just under twice the damage
  • Increase Gauss, PPC, and overall ballistic weapon fire speed at least 3x, so we don't have to lead our targets by 300 yards at range
  • Make all current mechs Omni mechs (since we're throwing Canon away, why stick with "Inner Sphere Tech"?), and enable all hardpoints available (essentially, a single variant per mech). That way people can taylor them to their liking
  • Give ALL mechs jump jets! (a hoppity-rabbity match with Atlases would be tons of fun, I imagine)
  • Reduce DHS slot use from 3 to 2, and set their efficiency to 2.0 (which is where it's SUPPOSED to be)
I could go on-and-on but you guys get the picture: CANON IS THERE FOR A REASON. It's ok to deviate slightly, but ECM just went way the hell off the cliff and flaunted all intents of maintaining balance.

I guess what astounds me more is that people are 75% against and 25% in favor (AT MOST! Likely far fewer in favor) of the current implementation. We're all but up in arms over this. And PGI has the gall to not only ignore us, but also tell us that we're delusional and "everything is fine"?

Yeah...this is the first time I regret having bought my Legendary Founder's package... I wanted to support these guys because they were trying to build a game for the fans, and have the fans provide direct feedback.

I didn't know that feedback would be used for toilet paper...

Edited by CatHerder, 14 December 2012 - 03:56 PM.


#1684 stjobe

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Posted 14 December 2012 - 04:45 PM

View PostCatHerder, on 14 December 2012 - 03:55 PM, said:

Wow... I mean... wow. Did PGI really say "ECM is fine the way it is"?

ECM is fine as it is.

I've just spent the last four hours chain-dropping in my CN9-AL, in PUGs. I've seen matches with ECM on one side, on both sides, on our side, on their side, even matches with no ECM. I've seen LRMs kill half our team. I've seen our LRM boats obliterate their team. I've been killed by streaks whether or not our side had ECM. I've killed with streaks against sides with ECM. It's been really, really fun, and I had some fantastic matches where it really came down to the wire, 2v1 or 1v2, half shot to pieces, one weapon still working, let the best pilot win.

You have to realize that boating was a problem; whether it was LRM boats or StreakCats, they were totally dominating any game they were in. Every game started off with a LRM artillery duel, and anyone still left standing after that were mopped up by the StreakCats. ECM changes all that. I've seen sniping duels, pincer movements, sneaky scouts, straight-up fur-ball brawls, and team-work. PUGs that work together, because you need to now.

And it isn´t just a matter of who's got the most ECM - when the bullets start flying, there's always targets outside ECM range. I don't think I've seen more than three ECM to a side yet. I'm sure the 8-man teams go all ECM, but the PUGs don't.

Another aspect of ECM that I personally really like is that it creates a real fog-of-war; sometimes your battlegrid doesn't show where the enemy is, sometimes you don't have triangles above the 'mechs you see out the cockpit window. It makes you pay attention to what's happening, and who goes where. It makes situational awareness important again, not having the 'mech just informing you where everyone is at every moment. You can lose a 'mech around a corner, and you need your own skill and your own eyes to find it again and fire at it.


And for the record, I run my CN9-AL with a mixed load-out of 2xLL, 2xML, 2xSSRM-2. If there's enemy ECM, I use the lasers to kill stuff. If there's no ECM, the streaks still work very well against lights, and do some extra damage against heavier 'mechs too.

Edited by stjobe, 14 December 2012 - 04:46 PM.


#1685 DeaconW

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Posted 14 December 2012 - 04:52 PM

View Poststjobe, on 14 December 2012 - 04:45 PM, said:

ECM is fine as it is.



Obviously you don't play 8v8...and my experience in PUG drops is way different that yours. Whoever has the most ECM mechs typically wins. No matter anything else that is going on.

Edited by DeaconW, 14 December 2012 - 04:53 PM.


#1686 twibs

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Posted 14 December 2012 - 05:00 PM

View PostLupus Aurelius, on 14 December 2012 - 01:21 PM, said:

“I also asked Inoye if Piranha is happy with the recent implementation of the ECM (electronic counter-measures) system to MWO, which allows some mechs to equip radar and lock-on jamming equipment. "The effect [of ECM] is working as intended and forces players to play a lot smarter," he said. "Specialized Mechs still have their place on the battlefield but they are going to need the assistance of their teammates to succeed. If you plan on taking specialized Mech into a match, plan wisely and have alternate weapon systems that will help you with mid to long-range combat. People are thinking we need to severely 'nerf' the ECM. This is not the case at all. There is already 1 counter-ECM item in the game (TAG), and likely there will be a couple more involving modules and weapon effects."”
PCGamer, 14th Dec 2012 | 19:55


bullsh1t. Get your heads out of your arses devs!

If you ask for feedback, don't ignore it.

Edited by twibs, 14 December 2012 - 05:00 PM.


#1687 stjobe

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Posted 14 December 2012 - 05:03 PM

View PostDeaconW, on 14 December 2012 - 04:52 PM, said:


Obviously you don't play 8v8...

I don't, I think that was pretty clear from my post, yes.

View PostDeaconW, on 14 December 2012 - 04:52 PM, said:

and my experience in PUG drops is way different that yours. Whoever has the most ECM mechs typically wins. No matter anything else that is going on.

What can I say? I can only relate my own experience, and in my experience ECM does not win matches on its own. Plenty of times the team without ECM win over the one with ECM. I was in a match today that we lost even though we had three ECM and the enemy none. That was a bit embarrassing.

#1688 Locan Ravok

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Posted 14 December 2012 - 05:24 PM

If ECM is fine as it is it will be very easy to know in the future the variants to buy....

#1689 Snuglninja

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Posted 14 December 2012 - 05:50 PM

So in pc gamer and here on their own forums pgi has basically said ecm is here to stay and **** the community that supported us. That's all I needed to here. Will check back in a year or so but I doubt the game will make it past 2013. No cw no bug fixing not caring about their supporters = epic fail

#1690 Codejack

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Posted 14 December 2012 - 05:57 PM

I have officially changed my position:

ECM needs to be removed from the game and reworked, entirely, with the original TT specifications used as the MAXIMUM capability of the device.

#1691 Malavai Fletcher

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Posted 14 December 2012 - 05:58 PM

When dropping with my corp in 8v8 a majority of my matches we run with 4 ECM mechs max,we also win most of the time,against teams that have more ECM and usually alot more tonnage.

I just dont think alot of people use their eyes enough and rely to heavily on their radar.

I also dont think people make ECM mechs a priority and knock them out quickly.

And no we are not all brawlers,we usually have a good mix,good movement,good scouting and good situational awareness.

When i pug or play 2-4 man matches i dont run ECM,usually my SP,and i still do very well,when the game ends and ive won or lost i never felt the end result was the effect of ECM.

What i find funniest about ECM is alot of players seem to think they can move around the map and wont be seen,yeah,because its really hard to spot an Atlas......

I mean come on,it really isn't hard to find a lance of D-DC's and beat them,that massive slow moving easy to hit blob of mechs that they are.

As for SSRM's some of the people i play with use them very effectively in 8 mans,LRM's not so much,but when im playing 2-4 man i see streaks and LRM's still knocking the crap out of people.

#1692 Stingz

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Posted 14 December 2012 - 06:03 PM

Drop the Null-Signature effect from ECM, then it won't mean a win/loss as much.

it's ridiculous to assume ECM won't project a bubble of static on enemy radar with the current effects.

Edited by Stingz, 14 December 2012 - 08:53 PM.


#1693 Gremlich Johns

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Posted 14 December 2012 - 06:37 PM

View PostCatHerder, on 14 December 2012 - 02:48 PM, said:

Again - the only problem right now with ECM is the blanket effect in Disrupt mode - the Devs pulled this out of a hat because someone misread what "a" BattleTech wiki said the ECM did.


I do not think that it was a hat that they pulled it out of......

And if I cannot fire my SSRMs without a lock on, I should be able to dumbfire them instead.

Edited by Gremlich Johns, 14 December 2012 - 06:40 PM.


#1694 Murdalizer

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Posted 14 December 2012 - 07:25 PM

I dont get, that people dont get that lrms adds depth and immersion to the gameplay!

do people really want a game without indirect firesupport??...Lrms have been in every single mechwarrior game and has played a role, that PGI cant figure how to balance them is beyond me.

theres so many ways to tweak em.....ammo cost, ammo pr/ton, flight path/time comes to mind

cant they see how awesome LRMS are compaired to other indirect fire modes in other games?..arty in world of tanks..ohh thats fun...killstreak bonuses in COD..ultra fun...NOT!

ECM does not add anything, it only counters.....it counters mech custromazation, counters REAL tactics and it counters rolewarfare.

In my last 40 public games playing a C4 catapult(2 lrms, 2 ssrsm and 2 mlas)..only in maybe 10 of them, did i have an real impact, the last 30..well feeling useless is not that fun...sure wont be paying for it

bringing lrms to a 8vs8 game...is bad for your team, the amount of teamwork needed to make em usefull, is close to impossible in a public game, even if i ask in chat, for counter ECM, most of the time people wont give up their own shield, they only drop it long enough to fire their own ssrms...so much for teamplay ehh.

theres no scouts, no support...just brawlers


LRMS adds choice....thinking mans FPS anyone??...ECM removes choice.


rant over.

#1695 StalaggtIKE

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Posted 14 December 2012 - 08:03 PM

View Poststjobe, on 14 December 2012 - 04:45 PM, said:

ECM is fine as it is.

I've just spent the last four hours chain-dropping in my CN9-AL, in PUGs. I've seen matches with ECM on one side, on both sides, on our side, on their side, even matches with no ECM. I've seen LRMs kill half our team. I've seen our LRM boats obliterate their team. I've been killed by streaks whether or not our side had ECM. I've killed with streaks against sides with ECM. It's been really, really fun, and I had some fantastic matches where it really came down to the wire, 2v1 or 1v2, half shot to pieces, one weapon still working, let the best pilot win.

You have to realize that boating was a problem; whether it was LRM boats or StreakCats, they were totally dominating any game they were in. Every game started off with a LRM artillery duel, and anyone still left standing after that were mopped up by the StreakCats. ECM changes all that. I've seen sniping duels, pincer movements, sneaky scouts, straight-up fur-ball brawls, and team-work. PUGs that work together, because you need to now.

And it isn´t just a matter of who's got the most ECM - when the bullets start flying, there's always targets outside ECM range. I don't think I've seen more than three ECM to a side yet. I'm sure the 8-man teams go all ECM, but the PUGs don't.

Another aspect of ECM that I personally really like is that it creates a real fog-of-war; sometimes your battlegrid doesn't show where the enemy is, sometimes you don't have triangles above the 'mechs you see out the cockpit window. It makes you pay attention to what's happening, and who goes where. It makes situational awareness important again, not having the 'mech just informing you where everyone is at every moment. You can lose a 'mech around a corner, and you need your own skill and your own eyes to find it again and fire at it.


And for the record, I run my CN9-AL with a mixed load-out of 2xLL, 2xML, 2xSSRM-2. If there's enemy ECM, I use the lasers to kill stuff. If there's no ECM, the streaks still work very well against lights, and do some extra damage against heavier 'mechs too.
You start off saying that ECM is fine, then justify why it should be unbalanced. If you're going to make a stance, at least have some consistency. Are you unable to see that ECM is nothing more than a band-aid and that LRMs and SSRM boating needs to be fixed? What do you think is going to happen once TAG range is doubled next Tuesday? We are going to be right back at LRM boats.

#1696 Synra

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Posted 14 December 2012 - 08:35 PM

View PostCoreHunter, on 14 December 2012 - 03:50 PM, said:

*&^% ECM i will be back next week. *(&%^ doesn't change (*&% this game.


I know it seems like an extreme reaction, but I am almost to this point too, and I have put up with frustrating overpowered and broken stuff in this game for 5 months now. But nothing has sucked the fun out of MWO as badly as ECM is now. I am really starting to feel mind-blown that PGI hasn't put out a hotfix and removed it at this point.

This whole issue reminds me of a recent Extra Credits video, which you can watch here:

http://penny-arcade....de/counter-play

Setting aside all of the other arguements of why ECM is broken, the simplest answer is that it is just not fun to fight against it.

#1697 ICEFANG13

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Posted 14 December 2012 - 08:51 PM

PGI, I am disappoint. I am not a huge BT fan, I've never played TT, but the game looked great and I wanted to support you guys. I am no insane person, ignoring things about the game that are problematic, and pretending it was all perfect, there was problems, and I supported and suggested the whole time. This is too far, I no longer want to support MWO anymore.

I don't have much to say, I'm pretty speechless and sick to my stomach at this response. This will ruin the game for sure.

I hate to limit myself to one side of the fence, but here it is:

Please fix ECM, don't pretend it works right, this is bad for the game. I want the game to succeed, but with ECM, that will not happen. I miss the thinking man's shooter, where you can't just run up, because you can be lit up. Now teams will stomp straight to each other. I've lost a lot of respect.

Edited by ICEFANG13, 14 December 2012 - 08:54 PM.


#1698 DeaconW

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Posted 14 December 2012 - 09:17 PM

View PostSynra, on 14 December 2012 - 08:35 PM, said:


This whole issue reminds me of a recent Extra Credits video, which you can watch here:

http://penny-arcade....de/counter-play



Everyone should watch this video.

#1699 ShadowThunder77

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Posted 14 December 2012 - 09:53 PM

any word on wether or not ECM will stay as is??

#1700 Marcus Tanner

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Posted 14 December 2012 - 09:53 PM

View PostVasces Diablo, on 14 December 2012 - 12:17 PM, said:

A lot of people are gonna be unhappy when they read the last section of this.....

http://m.pcgamer.com...st-mode-release

Here's some feedback:

I'll check back again after this patch. If PGI doesn't see any reason to price equipment in relation to its effectiveness (whether that price be tonnage, slots, c-bills, or battle value) then I'm out. Trying and failing to price it appropriately is one thing, but they seem to have abandoned the attempt.

That's simply too basic and important a design principle to throw out the window.

---

One day, I'd love to see someone try to make a Battletech computer game. That could be a lot of fun.

Edited by Marcus Tanner, 14 December 2012 - 09:55 PM.






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