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If the ECM is blocked then Artemis is working, I am not confusing anything sir. Artemis and Streaks are exactly what ECMs were designed to nerf.
Against a competent premade team you wont block their ECM. We overlap our ECMs in counter mode so that exact thing cant happen. You only need one person in disrupt mode everyone else goes counter.
And again.. just because ECM works a certain way in tabletop doesnt mean it should work that way in MWO. Hard counters as a game design philosophy were mostly abandoned in the 90s for a reason... because they lead to predictable and stale gameplay. Kindve like how ECM has turned MWO into a laser and ballistic joust. Zzzz.
The reality of whats going on here is that you have such a hatred for LRMs that you would rather see them not be viable at all than be balanced fairly with the other weapons in the game. Probably because you either pilot a light or medium mech which I imagine is the source of your bias. LRMs are simply not good enough to justify jumping through so many hoops to use them (direct fire weapons are 1000% better right now), and fixing Artemis so its not hard countered by ECM is a necessity for getting LRMs back on the right track. Nerfing indirect LRM fire is another step that needs to be taken as well to balance LRMs once ECM super stealth invisibility mode is removed.
If missiles are overpowered its missiles that need to be fixed. Introducing ECM as a new overpowered element to bandaid an old overpowered element is just an absurd way to balance things.
1) Streaks should not be hardcountered by ecm. Instead disrupted streaks should fire as normal srm2s. that is an example of an intuitive soft counter that closely follows the rules of tabletop.
2) Likewise artemis, bap, narc, etc... should not be hardcounted by ecm. Instead they should be soft countered in a way that reduces their effectiveness but doesnt render them useless. TAG is an example of this done properly. Artemis, BAP, and NARC were not handled with the same thoughtfulness as TAG.
3) ECM should not grant super stealth mode. It does not do this in tabletop nor in any previous game. If they want to add super stealth mode to the game the only equipment that should do it is null signature system .
4) LRMs should be balanced in accordance with tabletop. The biggest problem with LRMs as I see it is the accuracy of indirect fire. So simply reduce the accuracy of indirect fire, like in tabletop, and make artemis no longer function on indirect targets. Simple as that. Now LRMs are balanced, ECM is balanced, and no piece of equipment is hard countered into obscurity.
Edited by Khobai, 10 December 2012 - 11:16 AM.