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[Disco] Maybe Ecm Needs A Bigger Trade Off?


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#1 Elwood Blues

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Posted 14 December 2012 - 10:35 AM

To start out, I like what ECM is doing to the game. It is promoting teamwork. The problem is, it is WAY too common. I believe it that it is powerful enough, that in order for a mech to take it, it should have to give up more than 1.5 tons. Taking it needs to result in a big enough DPS reduction so we don't just see 2 specific variants of light mechs in competitive drops, 1 variant of Cicada, and only one variant of Atlas. These aren't the only mechs, just the only variants of those chassis, just to be clear. Mech diversity, though, is at an low point for the game.

Doesn't ECM seem like just too easy of an advantage to equip? I think it should be a disadvantage to bring too many ECM mechs to the field due to a significant loss of DPS.

Some simple ideas I was thinking about:
- Increased Tonnage: 5 Tons
- An ECM Mounting Upgrade that can be applied to any mech but 6 critical spots in each of the right and left torsos, in addition to the 1.5 ton equipment itself. This mounting equipment can be considered to be amplification infrastructure.
-ECM Mechs can't mount LRMs or SSRMs due to interference with the missiles' guidance systems.

Any agreement? Ideas? Disagree completely?

#2 Zyllos

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Posted 14 December 2012 - 10:59 AM

View PostElwood Blues, on 14 December 2012 - 10:35 AM, said:

Some simple ideas I was thinking about:
-ECM Mechs can't mount LRMs or SSRMs due to interference with the missiles' guidance systems.


The other options I am not sure about but this one is a VERY good start.

LRMs/SSRMs can not be used with ECM in Disrupt mode. They can still be mounted but you can not lockon to mechs with LRMs/SSRMs in Disrupt mode.

In addition, with the above, add these suggetions:

Quote

Honestly, the implementation of ECM seems ok. Just the numbers seem off.

- Make 1 Counter ECM counter all Disrupt ECM in range. I personally think making 1 Counter ECM work against all Disrupt ECM a big one because then it isn't always about fielding more ECMs, but instead using your Disrupt ECM to scout and not run into another equipped ECM mech to be countered and open for locking weaponry. This also doesn't make the Atlas D-DC team (4+ ECMs) just invincible against lock-on weapons because your team didn't decide to take 5+ other ECM mechs. This is really a way to give a reason for a team to take mechs other than ECM but to take at least 1 ECM mech for disruption.

- Make ECM reduce sensor range by 50%, not 75%. ECM is ment for scouting, not keeping certain mechs locked out of firing. Even at 400m sensor range, LRM users will only have 220m worth of workable distance to lock on with missiles while SSRMs will only have 90m.

- Let the BAP display some indication that an ECM equipped mech is within normal sensor range (according to Sarna saying BAP is jammed by ECM but indication is notified). Maybe give BAP users "pings" (kinda like how Thermal Mode shows the ping sweep, which seems like to me PGI is already testing out) so they can spot where ECM mechs are physically at. Once teams start to only take 1 or 2 ECMs, having BAP which gives pings to physical locations could be used to detect where ECM mechs are located at so you could chase the ECM mechs and destroy them with direct fire weapons. Then you might see teams start to take no ECM and work together with BAP users to counter ECM.

- As many have said, fix the issues with hit detection. This will really help out in the department of having light mechs survive a disproportional amount of fire according to their weight. But this is obvious, just extremely important and I am sure PGI is working on.

Edited by Zyllos, 14 December 2012 - 11:00 AM.






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