Ecm - An Analysis Of The System And How To Fix It
#21
Posted 12 December 2012 - 11:19 AM
#22
Posted 13 December 2012 - 12:22 AM
PUGstomping is getting more and more easy in PUG matches. Last night we tested it due to lack of 8th player we had to split in a 4 and a 3 man team and we ran through won games like a hot knife through butter.
#23
Posted 13 December 2012 - 12:59 AM
#24
Posted 13 December 2012 - 04:37 AM
#25
Posted 14 December 2012 - 04:07 AM
#26
Posted 14 December 2012 - 11:23 AM
Terry Ward, on 14 December 2012 - 04:07 AM, said:
Thank you for the flowers, sadly I fear it is way too long and mostly nobody is willing to read it. Maybe if it gets a bump once in a while and some support from likeminded players a moderator or a dev will be reading it. I hope PGI knows about the ECM problems and are willing to do something about it. Garth are you reading this? ;-)
#27
Posted 14 December 2012 - 08:27 PM
if you have not done so, check out these two other ECM threads, and vote (if you are so inclined). it all helps. mostly good discussion (except one person has to say others are wrong) and ideas as well:
http://mwomercs.com/...les-considered/
http://mwomercs.com/...-more-balanced/
#28
Posted 14 December 2012 - 10:22 PM
#29
Posted 16 December 2012 - 11:25 AM
I hope they think really hard about it and decide to make it right instead of just tweaking it a little bit. I fear with just tweaking it the current system can never really shine.
Also they need to do something about those ssrm they are still broken. Fixing something broken with something other broken never was a good idea.
#30
Posted 17 December 2012 - 02:29 AM
GoriKarafong, on 16 December 2012 - 11:25 AM, said:
I hope they think really hard about it and decide to make it right instead of just tweaking it a little bit. I fear with just tweaking it the current system can never really shine.
Also they need to do something about those ssrm they are still broken. Fixing something broken with something other broken never was a good idea.
You are right there, it is not easy to implement, but actually and I hope I do not sound harsh, it is this time PGI's fault. They went way off canon and TT rules with their ECM implementation (first time as with everything else they stick to canon and TT pretty closely) and hence it backfired.
It is also quite logical: If you have everything based on TT rules or a modification of TT rules (aka play with the numbers a bit, but stick to the general ruleset) and then implement something totally different than in that ruleset, chances are astronomical that it will be totally unbalanced. I think PGI's intentions were pretty good actually, as they prolly thought to give us something more tactical, but also a bit short sighted as it basically eliminated all tactics and hugely prefers min/max AC/Laser builds for close range brawl and ECM. All other tactics have been made obsolete.
Thus if something backfires so drastically as ECM did, you need to have the guts to scrap the idea and implement something new.
Now we are beta-testers and we can live with the current ECM for a time until they come up with a decent more balanced implementation, like we did with other huge flaws during beta, but I strongly belief we need balance back and an ECM that is more along TT rules.
#31
Posted 17 December 2012 - 09:30 AM
Quote
I read it as: You Player Do not understand what great ideas the allmighty PGI has. You players are unworthy and just plain not good enough to play with the great ECM.
Honestly I fear they never read my first post (analysis) if they would have they would understand that not an ECM is the problem but the results of there implementation of ECM.
Sadly this reads like the beginning of an end.
#32
Posted 17 December 2012 - 10:49 AM
#33
Posted 17 December 2012 - 11:07 AM
Quote
which translates to a useful range of only 120m. By adding that range to the "Lock-On" range, it made it much more useful until ECM came along. Despite the Loss of that additional Lock On range, given that ECM is a 180m bubble, BAP would be negated before reaching it useable range anyways.
Edited by MaddMaxx, 17 December 2012 - 11:10 AM.
#34
Posted 17 December 2012 - 12:54 PM
1: Make BAP nullify all ECM in a 180m radius. As is BAP is useless, since terrain is generally too complex to give the extra targeting range any value. Also, putting ECM into counter mode is a tiny tiny tiny band-aid, on the huge problem of 8 man teams where everyone has ECM.
2: Make a target using ECM detectable without line of site within 300-500m. I can actually do this visually using heat vision mode (obviously not at 500 m) so why can't my highly advanced sensor suite do so?
Why? ECM works by blasting white noise, or by destructively interfering with signals. Either the white noise is really obvious from far away and very easy to pinpoint at a distance (because it's not overwhelming your sensors) or your interference algorithm breaks down at longer ranges (it's literally impossible to generate a perfect interference signal that works at all ranges).
This means that having ECM is a liability at medium range, which it should be, as any advantage provided by any gear in any game needs a subsequent drawback. That's how games work. That's what makes them fun. That's what makes things like ECM not "ez mode".
These changes still leave ECM overpowered, but if they want to add more sensor warfare stuff to counter ECM, it at least makes the time until they do so bearable.
P.S. Another, less painful way of implementing adjustment 2 is to add a circle to the map that shows what areas are affected by ECM when a friendly mech is with 500m of range from the mech generating the bubble.
Edited by p4g3m4s7r, 17 December 2012 - 12:56 PM.
#35
Posted 17 December 2012 - 03:35 PM
#36
Posted 19 December 2012 - 02:23 AM
GoriKarafong, on 17 December 2012 - 09:30 AM, said:
I read it as: You Player Do not understand what great ideas the allmighty PGI has. You players are unworthy and just plain not good enough to play with the great ECM.
Honestly I fear they never read my first post (analysis) if they would have they would understand that not an ECM is the problem but the results of there implementation of ECM.
Sadly this reads like the beginning of an end.
Wow this has me worried also.
As I said I can live with having this ECM BS we have now for a time (like I am also living for a time without knockdowns of light mechs), but if the problem persist I fear this might be a gamestopper for me... which would be incredibly sad, as I do not want to wait another 10 years for a mech game and before ECM this was so much fun...
#37
Posted 23 December 2012 - 04:34 AM
#38
Posted 23 December 2012 - 04:43 AM
edit: I am thankful for what Paul said to PC Gamer. They shouldn't be designing or balancing via the wims of the community. Especially when the game is so far from complete. Community input has much higher value when the game is nearly done. They have internal teams for the type of changes this thread is requesting.
Edited by SJ SCP Wolf, 23 December 2012 - 04:59 AM.
#39
Posted 23 December 2012 - 06:49 AM
I don't think ECM is overpowered right now, but it does totally miss the mark of adding tactical options. Without any disadvantages or any practical counter other than more ECM, there's no reason to pilot a mech without it. I'm finding ECM heavy matches (namely 8v8) totally lack any variety in gameplay or chassis whatsoever.
When a piece of equipment is SO good there'sno reason to NOT run it, it needs rebalancing, either via reduction in capabilities, increase in disadvantages, or implimentation of better counters.
Just my $0.02
#40
Posted 27 December 2012 - 06:45 AM
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