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Ecm - An Analysis Of The System And How To Fix It


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#1 GoriKarafong

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Posted 05 December 2012 - 10:10 AM

Hello MWO-Community,

I hope I got your attention by the catchphrase. If you already started reading, please continue, don't be afraid of the wall of text you don't need to read it all. Summary comes up front . I will show why ECM in badly implemented at the moment and what ECM should do.

Please if you support my idea, comment on this post to keep it up and come to the Devs intention. Please if a Dev is reading this, a short notice on you are working on ECM, taking this kind of feedback into account, would be nice.

Table of content

1. Summary (Please read at least this, if you don’t bother reading all – still worth the read)

2. Motivation (what ECM should do to MWO)

3. Analysis (what ECM is doing to MWO at the moment)

4. Battletech ECM (how ECM is implemented in Battletech)

5. Reallife modern ECM (what is ECM today)

6. Suggestion on ECM in MWO




1. Summary (Please read at least this chapter)
The introduction of ECM in MWO changes the gameplay massively. It should provide more tactical options, but as it is unbalanced and supports overpowered tactics it does the contrary. In regard to this we will have less tactical choices and less Mech choices due to the need to run ECM.

Most of the problems come down to the issue that the current ECM implementation in MWO makes target acquisition and tracking very hard. So the idea is basically to reduce the effectiveness of ECM in a logical and canonical way. This is done by my suggestion:
  • Not effecting target and information acquiring at all.
  • Only effecting information forwarding and receiving while affected in the short range of an enemy ECM (may prohibit, LRM indirect fire target acquisition).
  • Neglect the targeting bonus of BAP, ARTEMIS and NARC. No effect on TAG.
  • LRM and SRM can be shot on ECM covered targets, but loose tracking ability once inside the short ECM range, and will therefore just fly to the targets last known position (means SSRM work as SRM inside the ECM range).
  • Mechs with ECM on will provide a blur blip information about their rough position on radar and battlegrid once inside 1000m range. This is due to sensing an ECM signal somewhere distant. If the ECM mech can be targeted directly the normal radar/battlegrid target handling takes over, until direct target information is lost again.
  • No ECM counter mode needed any more, due to less effective ECM in the first place.
  • Provide more mechs with the ability to use ECM.
  • Make the pilot able to switch ECM on and off.
Now more details in the following chapters.


2. Motivation
ECM was introduced in MWO as a new tactical component. It should provide more options and make some mech variants more attractive which were not attractive before. Also it should be easy to handle and understandable especially for new unexpierenced players, as MWO is already really complex for someone new to mechwarrior/battletech. At least this is what I would have in mind as a developer. Therefore let’s define some goals what ECM should do:
  • Goal1: Provide more tactical depth in gameplay.
  • Goal2: Help to balance all kind of weapon systems, support systems and mech chassis.
  • Goal3: Be easy to understand and handle in Game for people using ECM as well as people being affected by ECM.
  • Goal4: Don’t discourage new players by their effects or complexity.
  • Goal5: It should fit in the canon.
  • Goal6: Make the community happy with a good game and therefore earn money to PGI.
With those goals in mind, please move on to what the current implementation (Patch 2012-12-04) of ECM does with MWO.


3. Analysis
ECM is new to the players so the analysis cannot be based on months of experience, but I try my best to see if the goals are matched. Please understand this is my personal point of view as well as of some friends of mine. To understand my point of view I am a old Battletech and Mechwarrior veteran. I play mostly in well-organized teams, but sometimes in PUGs as well. Most of the time I am a competitive player.

On Goal1 (Provide more tactical depth in gameplay):
At first glimps there is a new tactical option to run or not to run. It gives advantages with a cost of installing the system on a mech. If the pros and cons are well balanced this would be true. Imho ECM based tactics are way too powerful at the moment, at least if a well-organized 8 player team are running them. This will effectively lessen the tactical depth, as you will be forced to do an ECM based tactic to be successful.

I need to go in a bit more detail here. An example: Use 6 ECM Atlas (LRM, Gauss and Close quarter weapons) to camp and defend your own base and 2 fast ECM Scouts (incl. TAG) to be there eyes. With good communication the enemy will have a really hard time to have any chance in winning, while your team will most likely not loose and have a chance to kill the enemy, if they come to your base, or camp the enemies base with the 2 scouts if the chance comes up). Yes I know there will be counter tactics for this. But my point is to be successful there will be very less tactics that are not based around extreme ECM usage. This on a long term makes the gameplay boring if only very few tactics are worth using.

Verdict on Goal1: Tactical depth gets worse.

On Goal2 (Help to balance all kind of weapon systems, support systems and mech chassis):
Directly based on the verdict of Goal1, the mechs using ECM are way more important than other mechs. As ECM is limited to some chassis, which I feel is basically a good idea to give some unattractive chassis a push. This will limited your mech chassis and layout choices very much. Also the usefulness of other systems and weapons are effected big time. Example: LRMs are mostly useless now in an ECM heavy battle. Which some might find positive while others dislike it. Imho ECM has too much of an effect on the usefulness of other systems and should not be a major balance factor of weapon types.

Verdict on Goal2: Unbalances Weapon Systems, limiting choice to less systems and mech chassis.

On Goal3 (Be easy to understand and handle in Game for people using ECM as well as people being affected by ECM):
It is easy to handle, as you just install it and have two modes to toggle. Good there, if you think both modes are needed. Imho the counter mode is only included as the Devs found out that the disrupt mode is too powerful and to give something to counter it. This proves as arguments for my Analysis on Goal1 and Goal2 as well.

Is it easy to use yes, but also easy to understand? If you just read the command chair section about ECM you can see how large the introduction was. This is the first hint that it is hard to understand. Second hint is lots of questions and discussion about it in the forums. Third I get lots of discussion ingame of the kind “Am I know affected by the ECM or not? I thought I would, but was not, or was I?”. It is not easy to understand how it works in general and even more important it is hard to see ingame how you and your team as well as the enemy is affected by it at the moment. This might become better if more people get used to it, and maybe there are also some bugs that create implausible effects. Still my verdict stands as follows.

Verdict on Goal 3: Too complicated as designed and too hard to understand in game how some effects work out. It creates a lot of questions and frustration.

On Goal4 (Don’t discourage new players by their effects or complexity):
The verdict of goal 3 holds true here as well. New players already have a hard time to learn the game, if now the additional layer of complexity by ECM comes on top it gets even more confusing and frustrating. Sadly I don’t have feedback from new players on this. So I just estimate it to be like this.

Verdict on Goal4: See verdict on goal3. It will chase new players away.

On Goal5 (It should fit in the canon):
Disclaimer: My research on ECM in mechwarrior/battletech is not deep enough, any help there is appreciated. If you read the general description of ECM it fits in well. If you start to compare it to the ECM rules of tabletop battletech it starts to differ. The MWO implantation of ECM would mean in tabletop that you could remove ECM covered units from the battlefield as there would be unseeable. Makes no sense in a tabletop game, does it? See more on this issue in chapter 4.

Verdict on Goal5: Depends on point of view. Good in canon general, bad if you see it by tabletop rules.

On Goal6 (Make the community happy with a good game and therefore earn money to PGI.):
There is a lot of discussion about ECM going on. Some are happy of the sideeffects of ECM (e.g. SSRM Boats are nerfed), but there are definitely a lot of unhappy customers. I fear that the unhappiness will increase tenfold once my analysis on Goal 1 (limitation in tactical depth) and Goal 2 (limitation in systems and mech chassis) comes true and to the minds of players.

Verdict on Goal6: Already some unhappiness in the community, most probably will rise with time.

4. Battletech ECM
Disclaimer: My research on ECM in mechwarrior/battletech is not deep enough, any help there is appreciated. Based on Sarna.net:

“An ECM covers the area around the unit on which it is employed, disrupting sensors and communications.”

On this general description this is what MWO ECM is doing. What does this mean in detail? The Tabletop rules may help here:

“The use of an ECM suite is to nullify the effects of other electronics, such as missle beacons, active probes and fire control systems. It can also cut a unit off from a C3 network. Optional rules for defeating other ECM and generating ghost targets exists.”

This looks like MWO ECM is doing most of this. Imho the real problem is that in MWO the ECM does way more than in a tabletop game would be possible. It hides unites. We need to understand that this would not be possible in a tabletop game. We need also to understand that MWO may should differ from the tabletop rules if needed. The problem here is that MWO implemented something new that is a big gamechanger and imho a gamebraker. Also it is arguable that a C3 system is already installed on all mechs in MWO, even so I have no reference on this.

My point here is, that making ECM affected units untargetable makes the biggest difference and has the biggest impact on gameplay. There are no battletech references that ECM should affect units outside the ECM range.

5. Reallife modern ECM
It is helpful to understand what ECM really does and is capable of today. I need to note, that I do not know everything about today’s ECM, but it should be enough to support my point.

ECM in general is an (electronic) system that should help yourself or your units in protecting them from enemy detection and targeting. There are different kind of systems that do this like jammers of radar/targeting systems or chaffs to fool enemy target systems. Most ECM systems are designed to affect a special kind of enemy system. There is no general ECM system jack of all trades. Examples are radio communication jammers, or chaffs to generate target duplicates for magneto-target systems/heat target systems.

Imho the problem with MWO is, that as implemented the ECM is highly sophisticated working against all kind of target systems, while the mech targeting systems are not very sophisticated and easily countered by the ECM. This makes the ECM in MWO very powerful, especially for the little cons it provides.

To prove my point let’s see what it does and how sophisticated it needs to be:
  • No target tracking for rockets. – The rocket target tracking system (whatever it is, likely radar based and guided by the targeting mech) has to be countered by the ECM. Probably with a radar jammer. Problem here is that the rockets seem to be very stupid as they also loose tracking if a mech powers down.
  • No target locking for rockets. – As above the rocket target tracking system has to be countered by the ECM system, but not only in close proximity but all the range of LRM target acquisition. So the jammer should have a very large range.
  • No target locking of enemies under ECM cover. – It is unclear how identifying and locking a target works, but the ECM needs to jam those systems on the max range, while it makes no sense to me why it should be possible to do this between 200m and 180m.
  • Cancel information from team mechs within affected enemy ECM. – The communication of those mechs (most likely radio frequency based) have to be jammed by the ECM. Most likely the own communication would be affected as well, or a very good FF system needs to be in place. But the own communication is not affected and we need to assume both teams have the same systems which would cancel each other out.
  • Gathering of target information is slowed. – We don’t know how the target information is gathered in the first place. If information from the enemy mech are tapped in, than those information would need to be better protected by ECM or jammed. If the mech targeting system is gathering the information by itself (optical information, heat measurement, etc.) it should not be affected by the enemies ECM.
I hope you got my point that the ECM system seems way more powerful than the targeting and communication systems, which is imho an imbalance.


6. Suggestion on ECM in MWO
With all this in mind, let me try to give some advice how ECM could be changed. I like to take the above established goals into account. Please understand I don’t say that my suggestion is the best solution and there are a lot of variations possible.

What ECM should do:
  • Provide a jamming range (e.g. 180m but imho less than that) for target tracking
    • Any rockets entering the jamming range will target only the last know enemy position.
    • If you shoot SSRM within the jamming range they will only flight in a straight line without guidance, just like SRM.
    • Negate the positive effects for targeting of BAP, ARTEMIS and NARC within the jamming range. TAG is unaffected and also keeps rockets guided as long as the TAG hits the target.
  • Provide a jamming range (e.g. 180m but imho less than that) for communication.
    • If you enter the jamming range you can still target the mech and gather target information for yourself.
    • If you enter the jamming range you cannot forward or recieve any target information to/from your teammates, therefore LRM indirect fire cannot lock on targets, if the information is provided by a mech effected by enemy ECM.
  • Show mechs with active ECM when within a certain range (1000m) on the radar/battlegrid even if no line of sight exists. This is due to catching an enemy ECM signal. Ideally this signal on radar/battlegrid would be uncertain blipping up on slightly different places to only give a rough estimation. Once the mech with ECM on is visually targeted the normal rules of target information are applied.
  • Make ECM available to a lot more mechs, maybe not to all, but give it to a wider range.
  • Make the pilot be able to turn ECM on and off.
What ECM should not do, based on actual implementation:
  • Do not reduce target acquiring range to 25%. Target acquiring range is unaffected. Enhanced target acquiring range of BAP is unaffected as well.
  • Scrap the Counter-mode completely. Reason: It makes the ECM System a lot harder to understand, and if the ECM less effective you don’t need a counter for it anymore.
  • Information gathering of targets is unaffected. But Information forwarding (maybe later for C3-Systems) by teammates affected in the jamming range will not be available.
Let’s see how this would cope with the above established goals:


On Goal1 (Provide more tactical depth in gameplay):
This is difficult to estimate. It will provide more tactical depth just as in providing additional options. The question is, will it end up to be overpowered and therefore a “must have” in limiting options like the original MWO ECM version? I am confident that it does not, or at least not that much. The reason is, that the ECM is less powerful and also with more negative effects.

Verdict on Goal1: There should be more options for tactical depth.

On Goal2 (Help to balance all kind of weapon systems, support systems and mech chassis):
Directly based on the verdict of Goal1, the mechs using ECM should not be mandatory, and there should be more mechs with ECM available in general. It still has an effect on weapon systems, but the effect should be less as the ECM usage should be less. Imho it still has a slightly negative effect on system balance, but it should be way smaller than in the original MWO ECM implementation.

Verdict on Goal2: Still slightly unbalances Weapon Systems, but with less effect as ECM is less powerful.

On Goal3 (Be easy to understand and handle in Game for people using ECM as well as people being affected by ECM):
No counter mode needed should make it way more easy to understand. It would come down to just being affected by a friendly ECM and/or an enemy ECM. This also means the ingame information for being affected is less complicated.

Verdict on Goal 3: Still makes MWO more complicated, unavoidable if you want more tactical depth, but less complicated than the original MWO ECM implementation.

On Goal4 (Don’t discourage new players by their effects or complexity):
The verdict of goal 3 holds true here as well. New players already have a hard time to learn the game, if now the additional layer of complexity by ECM comes on top it gets even more confusing and frustrating. As described above the complexity is less but still existing, therefore a system to teach new players need to take ECM into account (e.g. provide Newby-only matches with limited options).

Verdict on Goal4: See verdict on goal3. It will chase new players away, needs to be addressed by other means.

On Goal5 (It should fit in the canon):
No real big change here in regards to the original MWO EMC implementation.

Verdict on Goal5: Depends on point of view. Good in canon general, bad if you see it by tabletop rules.

On Goal6 (Make the community happy with a good game and therefore earn money to PGI.):
I really hope this ECM system will overall bring something in MWO and won’t be figured unfair or not understandable. Otherwise my wall of text would be just wasted.

Verdict on Goal6: Unpredictable, maybe your feedback in this thread can help. What do you think about this?


Final word:
I am no native speaker, please be kind on my English skills. As you can imagine I care a lot about MWO, otherwise I would not be bothered to write this wall of text. Therefore I am hoping I can do some good to MWO with this forumthread and hope on your support if you are likeminded.

Thank you for reading
Regards
Gori

Edited by GoriKarafong, 12 December 2012 - 12:05 AM.


#2 Zyllos

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Posted 05 December 2012 - 10:31 AM

I agree with the need of balancing ECM. But ECM does not need to radically changed (SSRM/LRM stop tracking at 180m, blur blipping, ect). Personally, the GECM (Guardian ECM) should only make the mech equipped with ECM un-lockable at 50% sensor range (BAP should be able to boost this). All other mechs within 180m of the GECM mech should just have the lock-on time increased.

Then later, add AECM (Angel ECM) which makes all mechs around it within 180m un-lockable at 50% sensor range (BAP should be able to boost this). The mech equipped with AECM just increases lock-on time.

For each ECM (both AECM and GECM), you could have the Counter mode which goes out to 360m or possibly to 540m and block ALL ECMs within range (not the 1-to-1 ratio of now). This is to make having a ton of ECMs just dominate a team with a single ECM. It should be able strategic use of the ECM, not the number of ECM.

#3 General Taskeen

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Posted 05 December 2012 - 10:39 AM

A combination of both ideas is good. Something definitely needs to break from ECM's almost straight TT interpretation for a real-time game. It acts far too much like an ECM+Null Signature System, especially within the 180m envelope where any targeting is impossible. Even in the description of ECM, it says regular sensors can "sometimes" over ride ECM at that close of range. However, the way it was implemented made that a 20m gap, which is extremely hard to get. If an ECM is 180m away from a Mech, their sensors should always be able to over ride it, except lock-on time is reduced or missile accuracy is reduced, etc.

An Active/Passive 360 degree radar functionality would be a welcome addition as well.

Edited by General Taskeen, 05 December 2012 - 10:39 AM.


#4 nonplusultra

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Posted 05 December 2012 - 10:56 AM

Why so complicated? The answer is so easy. They mixed something up.

No it: "reduces detection distance to 25% of normal range"

But it should: "reduces detection distance by 25% of normal range" or
"reduces detection distance to 75% of normal range"

That is exactly like it was in the old games where it worked perfect. More tactical but not OP.

There is no need to change to whole game or weapons just to balance ECM.

#5 Salient

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Posted 05 December 2012 - 11:09 AM

I think its fine, the game is better when the enemy has to work at making their ez mode weapons viable.

#6 ChaosEngine

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Posted 05 December 2012 - 12:25 PM

How ECM is now implemented is far to strong for a single piece of equipment.
Why does it work like ECM + Null Signature System at once?

Previous MechWarrior-Games had ECM as a counter to BAP and vice versa
and that created some kind of balance to both equipment-systems.
This is no more, only ECM is able to counter ECM now, why should anyone bother to equip BAP now?
TAG won't make much of a difference as well, even if it is buffed to 750m range, it will just help occasionally.

Just my 2 cents.

#7 Helbourne

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Posted 05 December 2012 - 07:39 PM

View PostSalient, on 05 December 2012 - 11:09 AM, said:

I think its fine, the game is better when the enemy has to work at making their ez mode weapons viable.


Ez mode, LRMs are self guided missiles what do you expect. They are not wire guided missles, i suppose that would make you feel better if people had to manually guide the missles to their targets. Here is my take on the ez mode. Clan tech is ez mode compared to IS tech. So are you going to ask the devs not to put Clan tech into this game? Everything is lighter, more damage, longer range, less heat. Clan ECM - 1 ton and 1 crit... IS ECM - 1.5 ton and 2 crit. Clan = EZ MODE. Since people don't like 'ez mode' in this game, well devs, please do not put Clan tech into this game.

Edited by Helbourne, 05 December 2012 - 07:40 PM.


#8 Nari

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Posted 05 December 2012 - 11:09 PM

First, i like ECM very much, and i dont think its a gamebraker! I know a lot about ECM/ECCM/EPM in Reallife and i think in MWO its to weak!

But i have two points against ECM:
First, in RL (yeah i know its MWO not RL), ECM needs a lot power and generated a lot of heat. It can melt metal!
Second, it jams friendly targets too. Its very very complicated to counter it, if the jammer have enough power or stay in the "neighborhood".

So, let ECM generate heat (like a medium pulse laser or two) and reduce the sensorstrengh from friendly targets in 200m about 25%-50%.

If you have questions about RL ECM/ECCM/EPM write me. (But you see, my english skills are not so good.)

#9 nonplusultra

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Posted 06 December 2012 - 12:14 AM

Quote

Previous MechWarrior-Games had ECM as a counter to BAP and vice versa
and that created some kind of balance to both equipment-systems.
This is no more, only ECM is able to counter ECM now, why should anyone bother to equip BAP now?
TAG won't make much of a difference as well, even if it is buffed to 750m range, it will just help occasionally.

+1

Edited by Chaser187, 06 December 2012 - 12:14 AM.


#10 Goreshade

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Posted 06 December 2012 - 12:39 AM

Nope, nope, and nope.

Sorry there is a simple way to make it balanced and people are looking to deep and trying to find ways so they can still use their OP streakapults. You can't make the game completely based off the tabletop, it being a real time FPS makes it a whole different breed. Also it being a GAME, it doesn't need to be based off real life, thats why its science fantasy.

Current ECM:
1. Blocks Targeting
2. Blocks Target Forwarding
3. Blocks Target Lock
4. Allows Targeting, Target Forwarding, and Target Lock with TAG outside the 180m
5. ECM can Jam 1 other ECM when in counter

New ECM:
1. Same as the current ECM 1, 2, 3, 4, 5
6. Allow NARC to give Targeting, Target Forwarding, and Target Lock of the NARCed Target
7. Buff the darn NARC to 30 sec duration, "cause no one uses it"
8. Make the NARC able to fire both Straight fire like SRM and Homing with Lock, PGI should do this to the Streaks too, but thats whole another topic.
9. Allow sub Targeting on targets in or with ECM, giving you just a box around the target with the letter and no target info. You can only target them if they're in line of sight, there would be no target forwarding. This would allow people to focus fire as long as they can get line of sight with the enemy. It would help so you can relay to your group to focus fire the ECM mechs.

Edited by Goreshade, 06 December 2012 - 01:01 AM.


#11 GoriKarafong

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Posted 08 December 2012 - 09:45 AM

I fear my first post is a bit over the top. Guess mostly no one reads it anyway.

So to summon up as small as possible:
ECM in general for adding tactical varianz is very much appreciated, but the current implementation is overpowered and will ruin the game, it already has started by overusing it in mostly 8vs8 games. I want ECM but make it balanced and compatible with canon as well as what ECM technically really is. Therefore my suggestion.

#12 GoriKarafong

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Posted 12 December 2012 - 12:04 AM

I feel the need to bump my post up as there is a lot of ecm discussion going on but I don't see enough analysis about what the problem is in the first place. Maybe some of you are willing to read it and start thinking about it like I do.

#13 Red3

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Posted 12 December 2012 - 12:42 AM

Sorry Gori, TL;DR
I like ECM's the way it is, with one exception. The ability to dumb-fire missiles should be implemented ASAP

#14 Tachykard

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Posted 12 December 2012 - 01:53 AM

View PostGoriKarafong, on 05 December 2012 - 10:10 AM, said:



1. Summary (Please read at least this chapter)
The introduction of ECM in MWO changes the gameplay massively. It should provide more tactical options, but as it is unbalanced and supports overpowered tactics it does the contrary. In regard to this we will have less tactical choices and less Mech choices due to the need to run ECM.

Most of the problems come down to the issue that the current ECM implementation in MWO makes target acquisition and tracking very hard. So the idea is basically to reduce the effectiveness of ECM in a logical and canonical way. This is done by my suggestion:
  • Not effecting target and information acquiring at all.
  • Only effecting information forwarding and receiving while affected in the short range of an enemy ECM (may prohibit, LRM indirect fire target acquisition).
  • Neglect the targeting bonus of BAP, ARTEMIS and NARC. No effect on TAG.
  • LRM and SRM can be shot on ECM covered targets, but loose tracking ability once inside the short ECM range, and will therefore just fly to the targets last known position (means SSRM work as SRM inside the ECM range).
  • Mechs with ECM on will provide a blur blip information about their rough position on radar and battlegrid once inside 1000m range. This is due to sensing an ECM signal somewhere distant. If the ECM mech can be targeted directly the normal radar/battlegrid target handling takes over, until direct target information is lost again.
  • No ECM counter mode needed any more, due to less effective ECM in the first place.
  • Provide more mechs with the ability to use ECM.
  • Make the pilot able to switch ECM on and off.

Hey GoriKarafong!
Good article about ecm. I support your suggestions. Hope they will fix it this way. The game will benefit a lot if they balance ecm.

Greetings

#15 Theodor Kling

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Posted 12 December 2012 - 03:44 AM

I actually like ECM as it is! Sure it is powerfull. But it works.

Although I like the idea of it generating heat ;)

And sure, I would like a more complicating system, with mag and seismi sensors, the later ones showing you the weight of an oponent, but not more unti lyou get LOS, mag showing you the reactor size and lock missiles to it, but nothing else. Only LOS giving you detailed info. Half accuracy of LRMs shot at a target spotted by someone else, if no TAG or C3 network is involved. .. but then again this is more a FPS then a simulation. And within that frame I thin current ECm is fine. A bit of number tweaing might be in order. But that´s it.

#16 Snuglninja

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Posted 12 December 2012 - 04:25 AM

I think ecm should not stop missiles from locking. Guardian never did that in tt. I feel that a missile pilot should have to require lock after each volley but don't take out lock. If you still want a null signature I think a pilot should be able to switch to passive sensors making their signature undetected to within 300m or so, also limiting their sensors to 300m, adjusted by bap. So then a mech with ecm and passive sensors acquire about the same as the current ecm.

#17 Bobzilla

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Posted 12 December 2012 - 05:43 AM

I think it should be changed like this.

From what I got from OP, the ECM's range would be 180m and any mech/missle outside of that range is unaffected by it, otherwise it acts the same as is now (other than ECM cancelling ECM. and intermitant hud dot and any mech able to use it).

I think they should really test not changing anything other than making its range truely only 180m and anything outside that being unaffected. LRM's could be used but would dumb-fire the last 180m, streaks would have a 90m window and no null signature for mechs. This may help slow all the rush basecapping and rush brawls that happen 90% of the time now from not knowing where the enemy is / not worring about long range dmg.

Also, to say it's fine the way it is now is just wrong. There is no other item in this game that comes close to its usefulness and effectiveness. Any item that has had a large effect on play either got nerfed or had another item to counter and took up much more valuable mech tons/slots.

#18 Hoshi Toranaga

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Posted 12 December 2012 - 06:58 AM

Very good and constructive post and very well written.
I also like your suggestion as it brings it back in line with canon and TT and also adds some new quirks that a video game needs.

Some input for your post as you say you are not an expert in ECM in TT and canon:
Even taken canon into account the current ECM implementation is better than the Angel ECM (which is tech from the 3060s) and even includes features of the Null-Field and "Cloaking Armour".

As for new players experience:
I played some PUG matches with my Atlas D-DC and many newbies do not know what the heck is going on. One even ranting I was a hacker as he could not lock the SSRMs of his trial Awesome.
Also if you get a team of 4 together, PUGstomping is now even more easy mode than before. Just take an Atlas D-DC and 2 ECM Cicadas and one support mech and you can wipe out newbies in under 2 minute games...

Of course twitch based fans will argue ECM is fine. Those players usually drive Ravens or Cicadas which easily will chew through any newbie in PUG matches. As the only chance is to get in close and brawl it out, where they have superior twitching skills than the newbie ahead and kill them easily. If they get near you you counter their ECM and blow them to hell, they rage quit the game or rant... But this kind of thing belongs into an FPS game and not into MWO in my humble opinion.

#19 HammelHauer

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Posted 12 December 2012 - 07:12 AM

View PostTerry Ward, on 12 December 2012 - 06:58 AM, said:

Very good and constructive post and very well written.
I also like your suggestion as it brings it back in line with canon and TT and also adds some new quirks that a video game needs.

Some input for your post as you say you are not an expert in ECM in TT and canon:
Even taken canon into account the current ECM implementation is better than the Angel ECM (which is tech from the 3060s) and even includes features of the Null-Field and "Cloaking Armour".

As for new players experience:
I played some PUG matches with my Atlas D-DC and many newbies do not know what the heck is going on. One even ranting I was a hacker as he could not lock the SSRMs of his trial Awesome.
Also if you get a team of 4 together, PUGstomping is now even more easy mode than before. Just take an Atlas D-DC and 2 ECM Cicadas and one support mech and you can wipe out newbies in under 2 minute games...

Of course twitch based fans will argue ECM is fine. Those players usually drive Ravens or Cicadas which easily will chew through any newbie in PUG matches. As the only chance is to get in close and brawl it out, where they have superior twitching skills than the newbie ahead and kill them easily. If they get near you you counter their ECM and blow them to hell, they rage quit the game or rant... But this kind of thing belongs into an FPS game and not into MWO in my humble opinion.


+1

I saw most ppl who think ecm is fine how it is atm play an ecm mech too or play with 7 friends and only say that it is easy to counter but it needs a change.

@GoriKarafong well done and good suggestions

#20 MaddMaxx

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Posted 12 December 2012 - 11:14 AM

I would be a "GO!" for these with some slight modifications.

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6. Allow NARC to give Targeting, Target Forwarding, and Target Lock of the NARC'd Target (check)

7. Buff the NARC to 30 sec duration, On Full Time once it is attached.

Seeing as the Beacon has only 2HP I assume it can be removed/destroyed by either Missile (or any other form) fire and or friendly fire as well, in a pinch.


P.S. Please increase the speed to 500, increase the max range to 540m, and removed the volley delay entirely as well.

Edited by MaddMaxx, 12 December 2012 - 11:18 AM.






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