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Ecm Really Ruins This Game For Normal Players Like Me


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#141 Nightcrept

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Posted 05 December 2012 - 07:06 PM

View PostKaelin, on 05 December 2012 - 06:56 PM, said:


how are you helpless? if you've only got LRM's then try "leading the target" estimate the flight time of the missiles, and make a guess where the target is going to be in that time, then pull the trigger. you might hit, you might miss. kinda applies to any weapon that's not hitscan.

but helpless...? really?

<SSRM oversight notwithstanding>


Yes helpless. LRM flight time and speed are so slow that even the d-dc can simply sway out of the way and that isn't considering terrain. And once inside the 180 mark they bounce. That leaves you to fend off the d-dc and anyone following with your secondary weapons.

And if you carry only one lrm launcher then your just wasting space that could be used to brawl with as ecm stops all lrms not just the ones boated.

#142 wanderer

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Posted 05 December 2012 - 07:07 PM

View PostKaelin, on 05 December 2012 - 06:56 PM, said:


how are you helpless? if you've only got LRM's then try "leading the target" estimate the flight time of the missiles, and make a guess where the target is going to be in that time, then pull the trigger. you might hit, you might miss. kinda applies to any weapon that's not hitscan.

but helpless...? really?

<SSRM oversight notwithstanding>


LRMs fired in dumb-fire mode at a target past 300m that's moving is an exercise in futility. The missiles will go to whatever point your target was when it was fired on, meaning the missiles will simply cruise on over and past the target as it closes and impact on nothing but dirt, since longer range shots are literally measurable in up to 10 seconds between launch and impact due to the extremely low speed LRMs have in flight. Even a 48kph Atlas will end up safely out of the way, as long as he's chugging along. Inside 300m, it's about as effective as a poor man's LB-10X for an LRM 20 from 180-300m, never mind smaller launchers.

#143 TANTE EMMA

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Posted 05 December 2012 - 08:14 PM

QQ me a river, plix. I am so happy that I must never face you PuGGies again(8vs8 anyone???)....and I have not read from a single dedicated team that ECM is overpowered, must be a pugthingy, now that premades are not longer available to be blamed for their lack of skill.... :)

#144 Cynwulf

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Posted 05 December 2012 - 08:21 PM

ECM is countered with ECM on jamming. If your team has missle boats have your ecm mechs jam there ecm problem solved. Ohh wait that takes teamwork.

#145 Budor

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Posted 05 December 2012 - 08:25 PM

Stick to the ECM D-DC than. Oh look you can suddenly brawl in a hunch without getting smashed by LRM/SSRM spam instantly...

The game is WAY BETTER after the addition of ECM. The only thing that should be considered is the matchmaker taking into account ECM spread on opposing teams.

I have no idea how it plays out in 8vs8 but in PUG drops everything is still viable but theres less camping involved. All it added is depth to the game.

All people crying that LRMs are useless in PUG drops because of ECM just need to l2p. A friend off mine boats LRMs because he has 10fps max infight and cannot do anything else atm. I did approx 40 pug drops with him today and again he dominated every friggin round with most dmg and 3/4 of them with most kills. After 10 rounds or so i stopped spotting/tagging for him on my 3L and switched through 6 different brawler chassis. He continued to pwn the **** out of noobs like the complainers in this thread. Equip a TAG and learn to move/spot/position.

Added bonus: We invited a guy from the forums that downloaded the game yesterday and was about to buy his first mech. He was amazed at how easily we steamrolled most other ECMd teams with the LRM support from the 10fps guy. Best thing however was that the guy in the 4SP did better than 3/4 of you friggin complainers i drop with since closed beta. With 10 hours into the game...

/rage off

Edited by Budor, 05 December 2012 - 08:37 PM.


#146 Thirdrail

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Posted 05 December 2012 - 08:30 PM

Having played quite a bit in both formats, I would say...

ECM adds a lot to 8v8.

ECM detracts a lot from pick up games.

This is another one of those situations where PGI doesn't quite think out the order of things. (Like the weeks/months they spent fiddling with LRM balance, only to make all those little tweaks pointless by introducing ECM a few weeks later.)

AFTER properly integrating voice chat, ECM would have been a great addition for everyone, instead of just real teams.

TAGs need a serious buff (range and duration), and they need to give people who don't need TAG for their own purposes a better reason to carry it. ECM really helps you a lot, aside from helping your team. Thus, many people will mount it and you'll find it in tons of PUG games. The counter to ECM - TAG - doesn't have those kind of advantages, so strangers you meet randomly are far less likely to be using it. That fact alone unbalances the ECM/TAG dynamic.

#147 Scryed

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Posted 05 December 2012 - 08:36 PM

this game needs a deathmatch mode, this base cap mode is rather boring.

#148 Asmudius Heng

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Posted 05 December 2012 - 08:43 PM

View PostCynwulf, on 05 December 2012 - 08:21 PM, said:

ECM is countered with ECM on jamming. If your team has missle boats have your ecm mechs jam there ecm problem solved. Ohh wait that takes teamwork.


So the other team takes an ECM to counter you ... so you take another ECM to counter hem .... do you see a problem here.

#149 Romansky

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Posted 05 December 2012 - 09:48 PM

Noobs can't shoot in something, that can't been targeted ))) lol

EMC is ok, after two evenings playing, see may be 2 or 3 streack ****. Enjoy your ********!

#150 Tokimonatakanimekat

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Posted 05 December 2012 - 09:56 PM

Attention, LRM and SSRM spammers:
Posted Image

You thought you will ALWAYS be able to have a solid lock on target which is not behind 10-meters high cover and peppering them with craploads of LRMs from safety? Or that you will be able to run around the mech with 90 km/h, use jumpjets and screw it with your SSRMs without even aiming to the parts which get all the damage?


LRMs and SSRMs were most effective in damage dealing compared to anything else, having as much LRM boats as possible and at least 1-2 SSRM boat in premade was mandatory for a looong period in this game, which was not right.

Nerf time has come, rightfully placing LRMs and SSRMs in support weapon category.

Edited by Tokimonatakanimekat, 05 December 2012 - 10:16 PM.


#151 Das Wudone

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Posted 05 December 2012 - 10:25 PM

hello OP,

im sorry but i have to disagree with u here. ECM actually makes the game better for all of us whether ur team has it or not. if ur team doesnt have ECM u can still win by sticking together at all times. also it doesnt make missiles useless since any mech with an energy hardpoint can mount TAG and give ur missile equipped mechs a lock on. if ECM wasnt in place there would be more moaning and groaning on the forums and in game about how ridiculous missile boats are. now i see a lot more civil arguments on the forums and lesser whining. so thank u ECM!... ahem... seriously though the game is more sensible now. the only thing that needs balancing is the distance to detect an enemy mech thats inside the ECM bubble or the one thats using ECM. instead of detecting a mech thats inside the bubble at 200m they should put it at around 400m instead and detect the one thats using ECM at around 300m.

#152 geek

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Posted 05 December 2012 - 10:35 PM

This is what the current state of ECM will escalate to eventually:

4 man pugging, all 4 with ECM. Imagine 4 ECM DDCs, coordinated. Some with anti-light/med with SSRMs some brawl with SRM6s. Facemelt central.

#153 Tokimonatakanimekat

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Posted 05 December 2012 - 10:47 PM

View Postgeek, on 05 December 2012 - 10:35 PM, said:

This is what the current state of ECM will escalate to eventually:

4 man pugging, all 4 with ECM. Imagine 4 ECM DDCs, coordinated. Some with anti-light/med with SSRMs some brawl with SRM6s. Facemelt central.


Another team: 4 man pugging, 2 jenners and 2 ravens with ECM, all sneaking to the enemy base and capping it before D-DCs can return.

#154 Scratx

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Posted 05 December 2012 - 10:49 PM

View Postgregsolidus, on 05 December 2012 - 04:52 PM, said:

I don't know what to tell you but I can see across the map and more importantly see the mechs that are across the map.


Well, I can see mechs at around ~800m distance. After that, it's a toss-up whether they'll even render.

View PostJagdCrab, on 05 December 2012 - 05:17 PM, said:

Stop playing on calculator, get a PC.
ECM isn't make mechs invisible, it just not allowed you to target them. If you have problems with slight - it's your PC/Prefs problem, but not a ECM.


And it's a 2 year old laptop in my case, which at the time was not quite top end but not far off. i7 quad-core, 8GB RAM and a geforce 330M if I recall correctly.

Are you going to tell me I must upgrade? (I actually do want to, but this still chugs along well)

Guys ... just so it's clear, MWO does have an issue with rendering distances. I think that's the main way it's making sure the framerate is good. Unfortunately, coupled with ECM it hoses a lot of people. I can't possibly snipe because I can't see far enough. (ironically, in september I could see much further than I can see now...)

If you want us to use Eyeball Mk1 to see things, fine, but don't be surprised that you get angry stares when you praise the awesomeness of ECM and how great it is that people are forced to see their opponents at very long distances instead of aiming at a targeting indicator...

#155 Aidan Malchor

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Posted 05 December 2012 - 10:57 PM

View PostNightcrept, on 05 December 2012 - 05:39 PM, said:


No i don't i have tried running them tonight.


A stunning example of how inept you are.

Maybe if you learned the newly introduced mechanics you would have a some semblance of an idea of why what you are saying in this thread is wrong.

#156 Aidan Malchor

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Posted 05 December 2012 - 11:03 PM

View PostTokimonatakanimekat, on 05 December 2012 - 10:47 PM, said:


Another team: 4 man pugging, 2 jenners and 2 ravens with ECM, all sneaking to the enemy base and capping it before D-DCs can return.


Yeah but my 4 man wrecking crew of dual ac20 cats who couldn't care less about ECM would eat you D-DCs, yours lights, and they'll even eat the dingo before it gets to the baby.

Everything has a counter. If your pugging then you accept the chance that because you don't want to play with a team you may just get curb stomped by not having effective counters or teamwork.

#157 GalaxyBluestar

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Posted 05 December 2012 - 11:07 PM

sorry quote button's stuffed but i wanted to quote this:


This is not true.

If you are not running streaks or LRMs, nothing has changed.

You just cant use radar as a crutch anymore, you have to have more situational awarness and look for the mechs, rather than waiting for the radar *blip*.


unquote


i thought mechwarrior was about planning with the radar instead of being a LOS shooter like every other shooter game???

#158 geek

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Posted 05 December 2012 - 11:11 PM

View PostTokimonatakanimekat, on 05 December 2012 - 10:47 PM, said:


Another team: 4 man pugging, 2 jenners and 2 ravens with ECM, all sneaking to the enemy base and capping it before D-DCs can return.


Don't roll more then 500m away from base until a few enemy is dealt with?

#159 ciller

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Posted 05 December 2012 - 11:17 PM

I like the new ECM!! LOOOVE IT actually because it adds a nice depth to game play and not always relying on the HUD to play the game. TAG's operating distance does need to be increased, I hope they push it to 700m.

#160 geek

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Posted 05 December 2012 - 11:18 PM

What about PPCs hits disabling ECM for a good chunk of time? Like 30 seconds?





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