Ecm Balance Poll
#101
Posted 05 December 2012 - 02:42 AM
I think both TAG and NARC should be viable tools to light up a designated target for lock-on weapons. There is currently very little opportunity to use LRMs against the enemy unless you overpower them with your own ECM. Having viable counters other than more ECM will reduce the total amount of ECM on the field and add more tactical options.
People are saying that teams with more ECM automatically win, but my experience today partly contradicts that statement. I say partly because being jammed and not knowing where your team is can be very deadly, especially in city locations. Yet I found it similar to dealing with chain-firing streak cats. At first you get totally hammered and owned, but then you realize that your crosshairs don't move as you get knocked around and blinded so you can still return fire. That requires practice and some experience, just like you need practice dealing with being jammed.
Once I started keeping better track of everyone's positions and the drop leader communicated orders clearly, it didn't matter if we were being jammed, we focused fire on the designated target and clear instructions over TS let us deal with any jamming. Don't get me wrong though, losing out on all that information puts you at a disadvantage, but it is by no means an automatic loss.
I have other complaints about the lack of weight/class restrictions with the 8v8 matchmaker but those are completely separate to ECM, as is the bad netcode that leads to fast ECM Ravens being extremely difficult to kill.
I'd love to see how ECM develops since there's some interesting possibilities to either restrict some of its abilities to modules/pilot skills or perhaps give us means to reduce its effects via the same.
It needs work, but I had a blast with it today.
#102
Posted 05 December 2012 - 02:53 AM
Detection range should be increased from 200 to 300m giving you more than 20m to play with
increase on range of TAG is good
NARC should be increased to >30s instead of 15-20s and should work against ECM
BAP should also have some small effect on increasing range of detection
also remember that ECM is new, so everyone that CAN run ECM is doing so, I would expect to see this settle down a little as people return to their work-a-day mechs that they actually enjoy playing more once they realise that ECM is actually not all powerful and people develop their game to counter it
before ECM, you always knew where the enemy were and where they were going... now at least it adds some variety to the tactics you can use
Edited by Apoc1138, 05 December 2012 - 03:15 AM.
#103
Posted 05 December 2012 - 02:54 AM
ECM is a nice addition, but at the moment in team matches all you see is Atlas D-DC's and other ECM boats. And there are no tonnage limits so it kind of tips the balance off with meds facing assaults etc. in unlimited numbers. One match was 5 Atlas, 1 HBK, 1 CPLT and Raven against the mixture of non-assaults. Not complaining, but kind of a boring to see blobbing becoming the FOTM with ECM. Where did diversity go? ECM or lose
#104
Posted 05 December 2012 - 02:55 AM
In every match we had 2-3 Mechs equipped with ECM on both sides. They are popular.
The good:
Much less SSRM and LRM mechs online. .
More tactics. Sneak and hide is really fun with Mechs who a speed between ~60 and 70.
ECM Mech is the new StreakCat/Gausscat. Priority Target xD
The bad.
To cheap in weights, heat, crits, CB.
A little bit to strong against LRM and SSRM.
Instead of nerving ECM they should buff TAG :-)
#105
Posted 05 December 2012 - 03:10 AM
I think thats the easiest part to do... big strong signal of Multifrequent jamming... Easy Target..
In the Army we learned: When operating an ECM Jammer... stay away at least 20 Meters from it and Dig a good Shelter BEFORE aktivating it... as it is an Homing Beacon for Artillery..
Only BaP allows it and sorrounding Mechs are still covered... But when 8 Atlases turn on ECM we got 8 Bright Beacons...
When only 2 Turn on... 6 can hide and give AMS cover.
Edited by Elkarlo, 05 December 2012 - 03:11 AM.
#106
Posted 05 December 2012 - 03:58 AM
aspect, on 04 December 2012 - 05:12 PM, said:
I am SO happy that more complex strategies are starting to be required than "hide behind the building" or "camp tunnel exit".
LOL! Yes, Now it has gotten REALLY complex. "Hide behind that ECM FATLAS", or "woohoo. Run around like crazy with that ECM Raven", "OH,OH, there's the other team coming along by their ECM mech, lets have a nice mexican standoff....Badda bing badda bang,i die, you die,he dies..." LOL!
ReD3y3, on 04 December 2012 - 05:36 PM, said:
I feel that LRM boaters and streak cat users are the ones crying foul
WTF? if srms and lbx10s actually had a role?
Blasphemy!
LOL again! Every weapon has a role, and has been used by players around the community. The trully astonishing thing i have noticed since i started playing this game, is the level of the community itself. I come from a much older line of players, and i dunno if i am nostalgic of those times and fondly remember them, but back then ppl really did came together harmonically, and the atmosphere in games like this was really easy going, and ppl enjoyed it. Was it because of the ppl's spirits, or the communities' format i dunno.... Now listen to us now....I 've been reading through the forums, and the things that continually strike me the most are...."You PUGers, You StrCaters, You Boaters, You whatever"...ROLF! It feels like the inquisition all over again, or the 3k Reborn...Maybe we should setup an impaling post in the center of the forest colony, or a great big fire in the crater of Caustic valley or something and Xorsize all these Bad ppl. LOL times 2!
Anyways just my opinion, is it a sign of current times or a result of poor design i do not know. Its up to PGI i guess, 'cause from my experience, ppl tend to act and react by their own accords, within the set of rules of a community.
...maybe i bragged more than i shouldn't here... Anyways hope things get sorted out, still enjoy the game more or less
*Cheers*
#107
Posted 05 December 2012 - 10:18 AM
This is about balance for all players in all modes. It isn't about sticking it to the LRM boaters or streak cats. That should be handled through weapons balance.
I do not drop with pre-mades so the balance issue in those type of games i will not dare to speculate about.
However, in pug games it comes down to who has the most ecm mechs. That is the very definition of not balanced.
Do you remember when the lrm artemis patch turned the game into rocket warrior online. The team who won was usually the one with the most lrm boats. That was a serious unbalance.
And this is a worse unbalance then that.
#108
Posted 05 December 2012 - 01:24 PM
How about armor with no draw backs but completely nullifies laser fire for every mech that equips it?
PPC disruption field that disperses PPC's shots without any damage being dealt......
Each of those things would be just as balanced as ECM is currently. That is to say it isnt.
#109
Posted 05 December 2012 - 01:35 PM
Veevslav, on 05 December 2012 - 01:24 PM, said:
How about armor with no draw backs but completely nullifies laser fire for every mech that equips it?
PPC disruption field that disperses PPC's shots without any damage being dealt......
Each of those things would be just as balanced as ECM is currently. That is to say it isnt.
AWESOME post!
#110
Posted 05 December 2012 - 02:14 PM
Why?
1: obvious- hitting a mech moving at 140kph is a chore, and my ammo is limited, while I do consider mysefl a good shot and kills lights on a normal basis with gauss+med lasers, mounting standard SRMs sucks, while high DPS they fire with a very large delay making leading very difficult, if I could mount something OTHER then missiles in those hardpoints I would (my mech survives by keeping moving, not for brawling, the purpose of the streaks was to counter lights).
2: Camping, the average 8v8 ive played turned into a campfest, with either team not wanting to make a move, this is......boring, and will not help the longevity of the game, the average player picking up the game will be seriously turned off by this.
3: Assaultwarrior Online, many many drops consisted of 4+ atlas d-dc, filled with with other heavies or lights (usually 2-3 cataphracts), the ecm war of escalation is leading to some very unblanced drops, there needs to be a drop weight limit, period, you are rendering many medium mechs nearly obsolete.
4: I just plain found the matches boring, staring at heat vision, waiting for any kind of enemy lock, or blip on radar, If it continues in this way I may very well call it quits, not saying its not a good game, it is, its just not my style of play.
#111
Posted 05 December 2012 - 05:51 PM
#112
Posted 05 December 2012 - 06:08 PM
Kylon Kostaja, on 04 December 2012 - 06:45 PM, said:
I would hardly say this is balanced. Takes most of the fun out of game play. I'm not one to cry about quitting during every change but this is just awful.
I also love the recent medium and light mech groups that cap rush while stealthed. That really makes the game fun.
What you mean scout mechs actually have to SCOUT and SPOT now like they were designed to do? Not just run around taking down Heavy Mechs with impunity because tripping was removed? Get some scout or other mechs with TAG and NARC, use teamwork, and stop your crying.
Or god forbid load out your mechs with something besides just huge banks of Artemis LRMs attempting to poach easy kills from 1000m away whilst padding your KvD ratio so you can stroke your e-peen......
ECM is a game changer yes, but it was a MUCH needed one as Streaks and LRMs were allowing non-skilled players to dominate the field of battle without much risk on their part. You cannot tell me that something is NOT overpowered when on a drop of 8 people at least 3 were streakcats, 3-4 were LRM boats and anything left was a light with streaks.
Edited by Camulos, 05 December 2012 - 06:14 PM.
#113
Posted 05 December 2012 - 06:21 PM
Camulos, on 05 December 2012 - 06:08 PM, said:
What you mean scout mechs actually have to SCOUT and SPOT now like they were designed to do? Not just run around taking down Heavy Mechs with impunity because tripping was removed? Get some scout or other mechs with TAG and NARC, use teamwork, and stop your crying.
Or god forbid load out your mechs with something besides just huge banks of Artemis LRMs attempting to poach easy kills from 1000m away whilst padding your KvD ratio so you can stroke your e-peen......
ECM is a game changer yes, but it was a MUCH needed one as Streaks and LRMs were allowing non-skilled players to dominate the field of battle without much risk on their part. You cannot tell me that something is NOT overpowered when on a drop of 8 people at least 3 were streakcats, 3-4 were LRM boats and anything left was a light with streaks.
And your going to try to claim that one piece of equipment can render an entire weapons group un-usable is somehow balanced?
And don't try the carry a tag and or narc and use teamwork act on me. That is nonsense in pugs. You might get one game out of a dozen where someone helps you out.
Lrms have not been nerfed they have been removed. Combat ineffective.
#114
Posted 05 December 2012 - 06:29 PM
ECCM is not. the counter to ECM should be available to all (most) mechs in the same way AMS is available to all (most) mechs.
#115
Posted 05 December 2012 - 06:31 PM
#116
Posted 05 December 2012 - 06:38 PM
really who is stupid enough to weigh their mech down on the off chance that they can get a good hit in with missles. no it's not going to happen. welcome to mech brawler
Edited by GalaxyBluestar, 05 December 2012 - 06:39 PM.
#117
Posted 05 December 2012 - 06:42 PM
#118
Posted 05 December 2012 - 06:59 PM
Bluten, on 05 December 2012 - 06:42 PM, said:
Many players are self centered cod babies and are indeed happy to have mwo be more in line with a mindless brawler.
But the poll does show that the majority want it balanced out a bit more.
#119
Posted 05 December 2012 - 07:11 PM
It should be rendering Artemis/NARC/missile boosters useless and disabling Streak guidance, and disabling advanced target-sharing like what gives LRMs 1000m range vs 630m.
Instead, it renders normal LRM fire useless and disables Streak launchers, period. Overkill.
That it also gives impressive stealth abilities is turning most matches I'm in into blob-of-death tactics. While I approve of PUGs learning to stick together, it's a little much there as well.
#120
Posted 05 December 2012 - 07:15 PM
wanderer, on 05 December 2012 - 07:11 PM, said:
It should be rendering Artemis/NARC/missile boosters useless and disabling Streak guidance, and disabling advanced target-sharing like what gives LRMs 1000m range vs 630m.
Instead, it renders normal LRM fire useless and disables Streak launchers, period. Overkill.
That it also gives impressive stealth abilities is turning most matches I'm in into blob-of-death tactics. While I approve of PUGs learning to stick together, it's a little much there as well.
I agree with you 100 percent.
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