Should The Counter To Ecm Be As Low-Effort As Ecm Is?
#21
Posted 10 December 2012 - 04:50 PM
#22
Posted 10 December 2012 - 05:16 PM
Vlad Ward, on 10 December 2012 - 03:27 PM, said:
Oh, so it'll be all ok once the single largest flaw in the game which the devs haven't managed to make visible headway against is all gone?
Whew, that's a relief, I was concerned I might be tempted to play MWO again sometime before 2017. Guess I'll continue to have plenty of free evenings and weekends...
Vlad Ward, on 10 December 2012 - 03:27 PM, said:
#23
Posted 10 December 2012 - 05:25 PM
#24
Posted 10 December 2012 - 05:47 PM
#25
Posted 10 December 2012 - 05:53 PM
Ceistant, on 10 December 2012 - 05:47 PM, said:
Right, just like how you can't expect to take on an Atlas alone in a Jenner and win.
OHWAI....
#26
Posted 10 December 2012 - 05:53 PM
Adapt.
#27
Posted 10 December 2012 - 10:27 PM
Gaeb, on 10 December 2012 - 05:53 PM, said:
Adapt.
The problem is tenfold for new players. Single heatsinks, very limited access to ballistic weapons, and no ECMs. There is no way to adapt when you have no options. You're only option is to slug through fail after fail until you can afford a mech and immediately find the quickest way to mount a ECM.
#29
Posted 10 December 2012 - 10:34 PM
TAG is an additional system to break ECM... and it works great... i have one in all my mechs, and i will keep it...
Edited by Adrienne Vorton, 10 December 2012 - 10:35 PM.
#30
Posted 10 December 2012 - 10:38 PM
Solis Obscuri, on 10 December 2012 - 05:16 PM, said:
dunno about you, but i realized large improvements on that issue... i have no problems anymore to hit a jenner with lasers... a few weeks ago that was different... yep, i hit them when i shoot at them, directly...i didn´t realize any warping for a while now as well... it´s not an everybodies problem there, and it´s becoming better for many... might be your turn soon...
Edited by Adrienne Vorton, 10 December 2012 - 10:39 PM.
#33
Posted 10 December 2012 - 10:44 PM
#34
Posted 10 December 2012 - 10:50 PM
Adrienne Vorton, on 10 December 2012 - 10:34 PM, said:
TAG is an additional system to break ECM... and it works great... i have one in all my mechs, and i will keep it...
Look, I'm perfectly fine playing in teams that consist largely of AS7-D-DCs and RVN-3Ls. I just want competition, and I will always adapt to use what is best at any given moment. However, a large portion of the player base is *very* unhappy with this paradigm. If we simply say "ECM will always be the only effective counter to ECM" then people are going to complain about the unbalanced state that this creates.
#35
Posted 11 December 2012 - 04:10 PM
#36
Posted 11 December 2012 - 04:12 PM
Lefty Lucy, on 10 December 2012 - 03:13 PM, said:
I agree. I think ECM is fine. I just think that streaks are still *not* fine, and ECM lets you play the streak game while simultaneously denying your opponent the same.
Again, having to be rock to beat rock is bad game design.
No disrespect but LRM boats and streakcats are bad game design
#38
Posted 11 December 2012 - 04:53 PM
Lefty Lucy, on 10 December 2012 - 10:50 PM, said:
Look, I'm perfectly fine playing in teams that consist largely of AS7-D-DCs and RVN-3Ls. I just want competition, and I will always adapt to use what is best at any given moment. However, a large portion of the player base is *very* unhappy with this paradigm. If we simply say "ECM will always be the only effective counter to ECM" then people are going to complain about the unbalanced state that this creates.
Im one those people that are unhappy. I dont have a problem with ECM, I have a problem with the fact that to effectively counter it you have to run it. Rock vs Rock as someone said before. Im actually against nerfing it. Lets build up other systems to fix it.
TAG: Make the range 750m. Awesome! But make it cut through ECM like a hot knife thru butter. Any mech that can be TAGged at any range should be able to be locked onto. The ECM carrier should be directly protected against Artemis, but those under the bubble should take full effect from Artemis. Im fine with it taking a laser slot, but they need to give it a toggle on/off.
NARC: Its a sh_tty busted system to start with, so first make it lighter, give it more ammo per ton, make it travel as fast as a SRM, increase duration to 30 seconds, and remove the BS LOS that you have to have on it for it to work. Make it fire and forget as it should be and make it directly counter ECM the same I laid out for TAG.
BAP: Who the h_ll knows what they can can do to fix it. I think making it a single slot item and lowering the weight would be a good start. As far as making it a counter to ECM, I dont know. Maybe make it detect active ECM modules inside of 300m? I honestly dont know, so Ill punt and let someone else make a good suggestion.
#39
Posted 11 December 2012 - 04:59 PM
ECM DOES have a passive counter ECM mode. Hit the ECM toggle.
Tag works great if you have 'spearheading' mechs running ECM in counter mode....ie:
Have 1 or 2 Cicadas running ECM, preferably one of these or a support medium will be carrying TAG behind them. Switch both ECM's to Counter right before hitting the first ECM on the other team....TAG....launch LRM's and repeat.
ECM defeated.
You guys are all looking for fixes to something that is clearly about tactics not about balance or game design. Oh, and if you can't coordinate your PUGS to run counter at the same time, or they don't follow the logic, then SORRY....but it's a team game.
ECM needs no fix. It works fine. And the counter to it works fine too.
Learn to adapt, not ask for fixes.
#40
Posted 11 December 2012 - 05:10 PM
Also don't boat streaks... Now should they be allowed to dumb fire (with less range or some other draw back when dumb fired) yeah I agree.
But I sense supreme B U T T H U R T from a streak cat pilot. Kinda like that guy who wanted knock downs to be a module cause he got killed once that way... WTF?
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