ECM is suppose to provide a bubble - it should still protect the people in the bubble, it just shouldn't turn them all into stealth 'Mechs.


What Should Ecm Really Do?
Started by WardenWolf, Dec 06 2012 12:14 PM
88 replies to this topic
#81
Posted 17 December 2012 - 03:49 PM
#82
Posted 17 December 2012 - 03:56 PM
Going to repost this here, I posted this in another thread but it is more appropriate here.
Actually think that ECM should have three modes.
1. Disrupt - stops targets past 200m form locking on (like it does now) except that those under 180 can target you.
2. Counter - Like it does now
3. Jam - Disrupts those under 180m but those over 180m can target you.
This makes it a risk vs rewards item instead of turn it on and profit like it is now except for the counter mode.
If enemy is close than switch to jam but that means LRM's can target you.
If enemy is far disrupt but if a fast mech gets in close they can lock on and use streaks.
Actually think that ECM should have three modes.
1. Disrupt - stops targets past 200m form locking on (like it does now) except that those under 180 can target you.
2. Counter - Like it does now
3. Jam - Disrupts those under 180m but those over 180m can target you.
This makes it a risk vs rewards item instead of turn it on and profit like it is now except for the counter mode.
If enemy is close than switch to jam but that means LRM's can target you.
If enemy is far disrupt but if a fast mech gets in close they can lock on and use streaks.
Edited by Virtusx, 17 December 2012 - 03:56 PM.
#83
Posted 17 December 2012 - 04:07 PM
ECM should be broken into 3 Modules
15,000GXP; 6,000,000 C-Bill - "Stealth" creates a static sphere 180m radius targeting range to 200m (TAG defeats)
10,000GXP; 4,000,000 C-Bill - "Jam" Prevent missile lock within 180m, TAG works, but does not transmit data to allies.
5,000GXP; 2,000,000 C-Bill - "Counter" counters Jam and Disprupt within 180m
15,000GXP; 6,000,000 C-Bill - "Stealth" creates a static sphere 180m radius targeting range to 200m (TAG defeats)
10,000GXP; 4,000,000 C-Bill - "Jam" Prevent missile lock within 180m, TAG works, but does not transmit data to allies.
5,000GXP; 2,000,000 C-Bill - "Counter" counters Jam and Disprupt within 180m
#84
Posted 17 December 2012 - 07:53 PM
bumping this thread because this is exactly how ECM should have been implemented
#86
Posted 17 December 2012 - 08:33 PM
following the pattern of everything else in this game "that was working as intended", im holding faith that the ecm will be changed in a patch
#87
Posted 17 December 2012 - 08:39 PM
I don't have a problem with ECM, what I do have a problem with is that it was released without other information warfare items that seem to me at least to be it's counter http://mwomercs.com/...mation-warfare/
Detectors? Those sound pretty useful. Perhaps you see an ECM blob, a detector is launched that has lets say a 4 square area of affect that is stationary and has a time limit and allows you to lock onto any enemy mech in those squares.
I'm sure ECM in it's current form would not be so rampant if some other information warfare items mentioned in dev blog 2 were also included.
Detectors? Those sound pretty useful. Perhaps you see an ECM blob, a detector is launched that has lets say a 4 square area of affect that is stationary and has a time limit and allows you to lock onto any enemy mech in those squares.
I'm sure ECM in it's current form would not be so rampant if some other information warfare items mentioned in dev blog 2 were also included.
#88
Posted 17 December 2012 - 08:40 PM
It should sexually pleasure the pilot.
#89
Posted 17 December 2012 - 11:08 PM
Whatever they do, they must weaken it. I just got my first ecm mech, it is way worse than the streak cats in cheapness. If they are looking for more people to join the game they need to weaken the ECM. As for the argument about adding other info warfare equipment, most new players won't have access to that equipment and thus will probably get turned off pretty quickly.
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