

Ecm Must Change
#141
Posted 06 December 2012 - 08:45 PM
#142
Posted 06 December 2012 - 08:50 PM
Codejack, on 06 December 2012 - 08:35 PM, said:
I hope Salient enjoys playing with himself, because that attitude will kill this game.
i have to admit ssrm boats are too easy and have had it too easy but a system that renders all missles useless unless you can sneak in a TAG without being spotted is just as narrowminded of gameplay as the streak cat was. this game only plays well when you have lots of different mechs being able to do different things but everyone's determined to do the same things over and over and not giving a damn about anyone else's misfortunes. i'm just getting bored of it.
BunnyWabbit, on 06 December 2012 - 08:45 PM, said:
ditto i've alphad an commando with 4erlrg lasers twice and he didn't go down and that was a lot of time wasted.
#143
Posted 06 December 2012 - 09:14 PM
#144
Posted 06 December 2012 - 09:40 PM
#145
Posted 06 December 2012 - 10:34 PM
To the topic: I have learned that in games such as these, changes are contunuously happening. If this new ECM is super powerful, I will justy "imagine" that I am fighting in a war where a recent technological discovery has caused a huge imbalance on the battlefield, and make do or adapt as much as possible until something else changes. (I may have to buy a light ecm mech and fight fire with fire for a while). It's a fun way to approach this sort of thing (to me anyway).

Good hunting, pilots!
#147
Posted 06 December 2012 - 11:58 PM
Tilon, on 06 December 2012 - 03:35 PM, said:
When this becomes somewhat true, ECM will be balanced. Currently, it is jamming mechs far outside of its effective range, which makes no sense.
What, is the enemy mech somehow jamming itself to prevent LRMs from locking on at 800 meters distant?
Current implementation makes no logical sense whatsoever.
+1
#148
Posted 07 December 2012 - 03:33 AM
#149
Posted 07 December 2012 - 03:40 AM
Codejack, on 05 December 2012 - 07:05 PM, said:
I only PUG; my friends don't play PvP games (I'm only here because I am, and always have been, a Mechwarrior fanatic) and I'm not interested in the guild/house/[REDACTED] system so I can play with random strangers, so the choice I face every drop is: Run my ECM mech and hope that the other side doesn't have more, or run one of my fun mechs and hope that everyone on the other side is stupid.
That's the entire balance of the game. The Rochambeau system has been turned into rock-paper-shotgun.
At the very least, there need to be counters to ECM other than, "more ECM." NARC and BAP should each counter ECM in different ways (one long range and one short range?). TAG shouldn't have to keep painting the target so you can lock. The detection range decrease is just insane.
As near as I can tell, the ECM system was balanced against the current state of the game, which is just ALL screwed up due to optimization and netcode issues. Basically, they set out to eliminate the streakcat, and they wound up eliminating all but 4 mechs.
there is othe rcoutner to ECM. Fire a lot of weapons at the ECM mech and eventually the ECM will stop.
ryoken12, on 07 December 2012 - 03:33 AM, said:
I dont get it. I barely feel any difference in game with ECM. I had not a SINGLE moment where I perceived myself to have been negatively affected by the presence of an ECM boat. I dotn get how this can destroy the game?
Do peopel really play usign the mini map as their main way of orientation? jsut LOOL
#150
Posted 07 December 2012 - 03:48 AM
Urza Mechwalker, on 07 December 2012 - 03:40 AM, said:
Do peopel really play usign the mini map as their main way of orientation? jsut LOOL
No i came here to play Battletech. They said this was going to be Battletech, just online instead of pen/paper/minis. This is sadly NOT Battletech because they are using names only, and changing all the gear in game to do what they want it to do, and not what it does in "real Battletech" So all you are going to get is the first person shooter junkies, as all the Battletech players leave to go play a real Battletech game.
#151
Posted 07 December 2012 - 04:07 AM
ryoken12, on 07 December 2012 - 03:48 AM, said:
wai wait. they said woudl be MECHWARRIOR. MEchwarrior is like a parallel franchise that ALWAYS took liberties to make a more interesting comptuer game than battletech.
Yes ECM is more powerful on some areas here, but hta because tis main usage( to cotner C3) will not be present since we will not have C3 in game.
#152
Posted 07 December 2012 - 04:09 AM
#153
Posted 07 December 2012 - 04:14 AM
#154
Posted 07 December 2012 - 04:22 AM
its fine.
#155
Posted 07 December 2012 - 04:27 AM
#156
Posted 07 December 2012 - 06:42 AM
Mack1, on 07 December 2012 - 04:09 AM, said:
Wow. Your interpretation of reality differs from reality itself by ... uhm ... about ... 100% ? It was mostly the noobs using the missiles. Currently those noobs learn to use direct-fire weapons, while more experienced players continue to use their missiles.

Edited by Lerzpftz, 07 December 2012 - 06:44 AM.
#157
Posted 07 December 2012 - 06:43 AM
#158
Posted 08 December 2012 - 08:56 AM
I would find it an interesting option to give PPCs a secondary effect, of disturbing ECM in the hit mech for some seconds.
After all PPCs seem a little bit underpowered for their costs (esp. heat)... allowing them to temporarily countermeasure ECM if you manage to hit the ECM-mech with the bolt of high-energy ions would be a nice bonus and somewhat technically conclusive.
#159
Posted 08 December 2012 - 09:02 AM
Nuclear Weapon, on 08 December 2012 - 08:57 AM, said:

Says the COM-2D packing 3 streaks... Streak Cats: march with me bro, I'll make u live again.
Tag along with a firend... 2 players using ECM or 1 of them at least can guarantee A LOT OF FUN PUG'in... I havent lost a single game this morning and I havent stop been PUG'ing yet
#160
Posted 08 December 2012 - 09:18 AM
Belkor, on 05 December 2012 - 08:49 PM, said:
It was possible to play with low frame rate or bad ping before by using weapons that compensate for the cement shoes some players wear. The option to allow those players to enjoy the game even without being able to hit with ballistics or lasers added to the player base.
Weapons with a high power/skill ratio make the game more accessible for new players. They should not be a first-order optimal strategy the way streak-cats were, but they should be good enough that a new player (or a player with bad ping/fps) can still feel as if they are contributing. Not everyone is a veteran, and new players should have the opportunity to learn and improve without just getting wrecked every game.
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