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What Is Ecm...
Started by HC Harlequin, Dec 07 2012 08:41 PM
52 replies to this topic
#41
Posted 10 December 2012 - 03:27 AM
Realism? In my Mechwarrior?
Preposterous.
Preposterous.
#42
Posted 10 December 2012 - 04:23 AM
HC Harlequin, on 09 December 2012 - 10:55 PM, said:
People are looking for a weight limit. all that is going to do is make it Atlas DDC/Raven to match
Don't forget the 2/2/2/2 system, also known as 2 ravens with ECM, 2 cicadas with ECM, 2 atlases with ECM, and whatever 2 heavies you want to throw in to complete the team.
In these ecm threads I see lots of people respond that the counter to a team with an ECM is your team having at least one ECM. So what about teams with 2 ecms? Or 3, 4, 5, 6, 7, 8? Is it not logical to conclude that this sort of arms race ultimately encourages matches with 16 ECMS on the battlefield? With equally skilled teams, the team with 1 more ECM than the other arguably has a distinct advantage. Given that a functioning ECM requires you to have LoS just to be able to track the movements of the mech running it, regardless of if they are in the LoS of another teammate, even in a match where no one has fielded a lock-on weapon the team with 1 more ECM than the other has a distinct advantage over the other.
The result is that the only effective way to guarantee you can counter the ECMs of an equally skilled team is to run an equivalent number of ECMs. If a large quantity of other teams are running 6-8 ECMs you feel obligated to do the same. I've actually been specifically asked in some groups not to run mechs that use lock-on weapons, even as a secondary weapons system, unless I am running an ECM capable mech. Being told not to run 2 (so OP) SSRMs on my CN9-D because "it doesn't have ECM" pretty much put it all into perspective for me: The Meta Game solution to ECM, is ECM, and all other suggested meta game answers make heavy reference to "bad players who use it as a crutch" and teams that choose not to run large numbers of ECM timing drops against one another.
TL:DR I just want one Meta Game solution to ECM that doesn't boil down to "get ECM too" and takes into account that its actually possible that a team equally as skilled and coordinated in all areas of play as yours is could choose to drop with 8 ECMs in hopes of gaining a competitive edge over yours if you chose not to do the same. If one can't be provided then perhaps it's not silly to think ECM needs to be reworked to make sure it plays a supportive role in a diverse team instead of playing a primary role in a homogenized one.
Edited by JebusGeist, 10 December 2012 - 04:26 AM.
#43
Posted 12 December 2012 - 01:29 AM
makes you wonder what heavy mech they will be putting ECM into
#44
Posted 12 December 2012 - 01:55 AM
What is ECM
Oh baby, don't lock me
Don't lock me, no more
Oh, baby don't lock me
Don't lock me, no more
What is ECM
Yeah
Oh, I don't know why you're not there
I give you my streaks, but you don't care
So what is friendly and what is not?
Gimme a counter
What is ECM
Oh baby, don't lock me
Don't lock me, no more
What is ECM
Oh baby, don't lock me
Don't lock me, no more
Whoa whoa whoa, oooh oooh
Whoa whoa whoa, oooh oooh
Oh, I don't know, what can I do
Where else can I run, it's up to you
I know I'm done, just core me now
I can't lock on
What is ECM
Oh baby, don't lock me
Don't lock me, no more
What is ECM
Oh baby, don't lock me
Don't lock me, no more
Whoa whoa whoa, oooh oooh
Whoa whoa whoa, oooh oooh
What is love, oooh, oooh, oooh
What is love, oooh, oooh, oooh
What is ECM
Oh baby, don't lock me
Don't lock me, no more
Don't lock me
Don't lock me
I want my raven, no other mech
This is your match, your kill
When we are together, I freak the **** out
Is it ECM?
(oooh, oooh)
What is ECM
Oh baby, don't lock me
Don't lock me, no more
What is ECM
Oh baby, don't lock me
Don't lock me, no more (oooh, oooh)
What is ECM?
Oh baby, don't lock me
Don't lock me, no more
Oh, baby don't lock me
Don't lock me, no more
What is ECM
Yeah
Oh, I don't know why you're not there
I give you my streaks, but you don't care
So what is friendly and what is not?
Gimme a counter
What is ECM
Oh baby, don't lock me
Don't lock me, no more
What is ECM
Oh baby, don't lock me
Don't lock me, no more
Whoa whoa whoa, oooh oooh
Whoa whoa whoa, oooh oooh
Oh, I don't know, what can I do
Where else can I run, it's up to you
I know I'm done, just core me now
I can't lock on
What is ECM
Oh baby, don't lock me
Don't lock me, no more
What is ECM
Oh baby, don't lock me
Don't lock me, no more
Whoa whoa whoa, oooh oooh
Whoa whoa whoa, oooh oooh
What is love, oooh, oooh, oooh
What is love, oooh, oooh, oooh
What is ECM
Oh baby, don't lock me
Don't lock me, no more
Don't lock me
Don't lock me
I want my raven, no other mech
This is your match, your kill
When we are together, I freak the **** out
Is it ECM?
(oooh, oooh)
What is ECM
Oh baby, don't lock me
Don't lock me, no more
What is ECM
Oh baby, don't lock me
Don't lock me, no more (oooh, oooh)
What is ECM?
Edited by The Cheese, 12 December 2012 - 01:57 AM.
#45
Posted 13 December 2012 - 06:09 AM
Lol?
#46
Posted 13 December 2012 - 07:25 AM
All I want is a shark with a laser beam attached to its head.
Edited by CygnusX7, 13 December 2012 - 07:26 AM.
#49
Posted 04 January 2013 - 01:32 AM
Interesting.. the mods haven't locked this thread yet...
#51
Posted 04 January 2013 - 01:44 AM
What is ECM indeed... fairly balanced in other titles, I guess:
MW3
A very valuable device for the resources required to carry it. Will disable enemy Targeting Computers, Artemis IV systems, NARC beacons, C3 Computers, Streak Missiles and Beagle Active Probes. TAG is unaffected by ECM, being an optical device. Pilots facing opponents with missile systems, will benefit greatly from the addition of an ECM suite. It is highly recommended. Enemies using Targeting Computers to assist with ballistic weapon targeting will suufer a decreased effectiveness of their targeting capability.
MW4
The Guardian Electronic Counter Measures is a defensive array that decreases the range that your mech is detectable at and reduces the effect of being hit with a NARC. Due to the strong signal it emits however it is rumored that enemy missile lock-on time may still be decreased.
MW:LL
GECM, is an advanced electronic warfare suite that can be used to reduce the range at which enemy units can detect you on Radar, and can be mounted on both Mechs and Vehicles. In MWLL, this effect is represented by a unit's radar signature being reduced by 500 meters. This does not stack on top of a unit's reduced signature when in Passive Radar mode. Regardless of GECM, the moment an asset overheats, they are equally visible to having no radar protection and running in Active Radar.
MW3
A very valuable device for the resources required to carry it. Will disable enemy Targeting Computers, Artemis IV systems, NARC beacons, C3 Computers, Streak Missiles and Beagle Active Probes. TAG is unaffected by ECM, being an optical device. Pilots facing opponents with missile systems, will benefit greatly from the addition of an ECM suite. It is highly recommended. Enemies using Targeting Computers to assist with ballistic weapon targeting will suufer a decreased effectiveness of their targeting capability.
MW4
The Guardian Electronic Counter Measures is a defensive array that decreases the range that your mech is detectable at and reduces the effect of being hit with a NARC. Due to the strong signal it emits however it is rumored that enemy missile lock-on time may still be decreased.
MW:LL
GECM, is an advanced electronic warfare suite that can be used to reduce the range at which enemy units can detect you on Radar, and can be mounted on both Mechs and Vehicles. In MWLL, this effect is represented by a unit's radar signature being reduced by 500 meters. This does not stack on top of a unit's reduced signature when in Passive Radar mode. Regardless of GECM, the moment an asset overheats, they are equally visible to having no radar protection and running in Active Radar.
#53
Posted 04 January 2013 - 08:08 AM
well. they locked all the others.
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