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#341
Posted 03 January 2013 - 04:03 PM
#342
Posted 03 January 2013 - 04:09 PM
Apoc1138, on 03 January 2013 - 02:48 AM, said:
why should it? in the game upon which MWO is based, BAP is completely blocked by ECM, it does the same in this game as well
the only thing BAP should do is give you an indication that ECM mechs are somewhere around anywhere on the map... though you already know there are mechs around every time you drop so it's a moot point
Well, your response seems fairly nonsensical since in the game MWO is based upon ECM doesn't do half of what it's doing here.
#343
Posted 03 January 2013 - 04:16 PM
HiplyRustic, on 03 January 2013 - 04:09 PM, said:
Well, your response seems fairly nonsensical since in the game MWO is based upon ECM doesn't do half of what it's doing here.
Edited by Apoc1138, 03 January 2013 - 04:23 PM.
#344
Posted 03 January 2013 - 04:17 PM
Just Another Poster, on 03 January 2013 - 02:13 PM, said:
Actually they said that when this occurs, you don't take damage from it. It's a client side visual bug only; server doesn't register it as a hit unless it actually had pathing to you. So it's not really a "legitimate complaint" to nerf LRMs.
With the last patch, this was supposedly fixed. I have not noticed it occurring since, though I could be mistaken.
The Black Crusade, on 03 January 2013 - 04:01 PM, said:
I think I get the intent with it.
Honestly, had they opted for ECM only affecting the mech it is equipped on... everyone would equip it. As it is? Only most everyone equips it
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If it was the same disrupt/counter toggle as now, but only for yourself and then only against 1 mech, well, the usage of ECM becomes wonky. If you have ECM, enemy mechs can't get a lock; unless they have ECM and counter. So now they are on counter, and now they are vulnerable to missiles as well as their target. Their friends' ECM doesn't help hide them, nor does it prevent another mech from countering them to hit with missiles... so now everyone has ECM, but everyone using missiles is just countering their target... it would be... strange. I can't even describe what I envision happening quite right.
I don't know what to suggest, but I like the idea behind only "needing" 1 or 2, maybe 3 ECM mechs on a team.
#345
Posted 03 January 2013 - 04:18 PM
Apoc1138, on 03 January 2013 - 04:16 PM, said:
Not with anything intelligent or logical.
Edited by Just Another Poster, 03 January 2013 - 04:18 PM.
#346
Posted 03 January 2013 - 04:22 PM
Add in anti-radiation missiles, a variant that actually follows ECM MORE effectively than no ECM. Make the ECM mechs think about their tactics and whether they run with disrupt running constantly.
#347
Posted 03 January 2013 - 04:23 PM
#348
Posted 03 January 2013 - 04:31 PM
Apoc1138, on 03 January 2013 - 04:16 PM, said:
Fair enough, here you go...the appropriate reference page for Guardian ECM...please point out to me where it prevents locks or provides complete non-line of sight invisibility outside 180m:
Link: http://haveno.info/B...0TechManual.pdf
- ↑ TechManual, p. 213
Look, if the decision's been made to have ECM confer stealth armor attributes (which it currently does from an LRM lock and radar visibility perspective) then give it some disincentive and force it to carry the same costs...7 crit slots, forced to be carried in 7 different locations, and if one gets critted the whole system fails.
Edited by HiplyRustic, 03 January 2013 - 04:51 PM.
#349
Posted 03 January 2013 - 04:34 PM
Edited by Apoc1138, 03 January 2013 - 05:00 PM.
#350
Posted 03 January 2013 - 04:47 PM
As i dont carry it myself when pugging im essentially forced to rely on 1 of my team having it and knowing what to do with it and either i keep facing premades or random teams with so much ECM they can just blanket cover there entire team
It should have a small duration or something, having the entire team target less strolling down a hill like it was a warm summers day laying into us with all of there weapons while im forced to poke with a few mediums really ruins the fun of the game for me.
#351
Posted 03 January 2013 - 04:52 PM
Khobai, on 03 January 2013 - 09:28 AM, said:
The concept of ECM is fine. The implementation is not.
1) ECM grants too much stealth
2) ECM hard counters missiles too much
ECM should not grant as much stealth, it should reduce sensor range to like 400m or 500m at most, not 200m. Also ECM should not prevent streaks from firing. At worst it should turn streaks into normal srms. Lastly, LRMs need an indirect fire nerf because indirect fire with LRMs is still way too good. In tabletop, you basically needed roll 11 or 12 on 2d6 to hit with indirect fired LRMs... they were extremely inaccurate unlike MWO.
+1 for mech3 LRMS then we wouldnt need this horrid ECM
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#352
Posted 03 January 2013 - 05:04 PM
Apoc1138, on 03 January 2013 - 04:34 PM, said:
I linked you the entire tech manual, the page reference # happens to come from the sarna ECM page...what more would you like? The tech manual is the definitive reference for what a piece of tech does.
Mechs not in line of sight are most assuredly visible to targeting systems. What exactly is it you think radar does? ECM does not by definition, not, confer a radar cloak. That's stealth armor's job. Read?
Edited by HiplyRustic, 03 January 2013 - 05:11 PM.
#353
Posted 03 January 2013 - 05:05 PM
Amdrauder, on 03 January 2013 - 04:47 PM, said:
As i dont carry it myself when pugging im essentially forced to rely on 1 of my team having it and knowing what to do with it and either i keep facing premades or random teams with so much ECM they can just blanket cover there entire team
It should have a small duration or something, having the entire team target less strolling down a hill like it was a warm summers day laying into us with all of there weapons while im forced to poke with a few mediums really ruins the fun of the game for me.
Have you tried tag?... I get great results self tagging and engaging targets at 400-600m with LRMs or 180-270 with streaks
HiplyRustic, on 03 January 2013 - 05:04 PM, said:
I linked you the entire tech manual...what more would you like? The tech manual is the definitive reference for what a piece of tech does.
On what page are the full rules because one paragraph on page 213 does not constitute all of the rules
#354
Posted 03 January 2013 - 05:06 PM
so.
No counter.
Edited by WolvesX, 03 January 2013 - 05:06 PM.
#355
Posted 03 January 2013 - 05:07 PM
Apoc1138, on 03 January 2013 - 05:05 PM, said:
Have you tried tag?... I get great results self tagging and engaging targets at 400-600m with LRMs or 180-270 with streaks
On what page are the full rules because one paragraph on page 213 does not constitute all of the rules
I wasn't aware tags countered ECM?
#358
Posted 03 January 2013 - 05:09 PM
PiemasterXL, on 03 January 2013 - 05:07 PM, said:
It does until you get within 180m of the mech with ecm. tag is handy for lrm boats, not so much for lights.
Well now i just feel stupid for even posting i actually used one last night but it didnt seem to help, do i still need the lock on or just the beam on them and fire the rockets?
#359
Posted 03 January 2013 - 05:10 PM
PiemasterXL, on 03 January 2013 - 05:07 PM, said:
It does until you get within 180m of the mech with ecm. tag is handy for lrm boats, not so much for lights.
Streaks are trickier, but not impossible... the trick is to let the raven engage a teammate while you get to 180-270 to fire your streaks
Amdrauder, on 03 January 2013 - 05:09 PM, said:
You need the beam plus target plus lock... don't feel stupid, the only stupid question is the one that goes unasked... glad I could help
Edited by Apoc1138, 03 January 2013 - 05:12 PM.
#360
Posted 03 January 2013 - 05:17 PM
Amdrauder, on 03 January 2013 - 05:07 PM, said:
If they're driving an Atlas.... or are stupid enough to stand still.... and let you stay outside of 180m..... and don't shoot you in the cockpit while you are holding perfectly still to keep TAG on them and get lock... then, yea, TAG does... something to ECM.
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