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Should The Counter To Ecm Be As Low-Effort As Ecm Is?


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#21 Corvus Antaka

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Posted 10 December 2012 - 04:50 PM

ECM should not be negating locks outside the 180m radius it has. not TT, not good for gameplay = overall terrible idea.

#22 Solis Obscuri

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Posted 10 December 2012 - 05:16 PM

View PostVlad Ward, on 10 December 2012 - 03:27 PM, said:

The durability of Light mechs is due for a massive decrease once Netcode is fixed and collisions are reintroduced without any other action on the Developer's part.

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...

View PostVlad Ward, on 10 December 2012 - 03:27 PM, said:

On top of that, once the Stalker is introduced (and later the Highlander), we'll actually have Assault Mechs to choose from whose primary function is to blow everything up. Taking an AS7-D-DC in those cases is depriving the team of a large chunk of potential firepower.

Posted Image

#23 Vlad Ward

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Posted 10 December 2012 - 05:25 PM

Pfft. It's not like it's a King Crab or a Devastator.

#24 Walrus Jockey

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Posted 10 December 2012 - 05:47 PM

ECM is the Counter to ECM, thats why it has Two modes. How much more balanced and simple can it be. You can't expect every mech, to be able to counter every other mech.

#25 Solis Obscuri

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Posted 10 December 2012 - 05:53 PM

View PostCeistant, on 10 December 2012 - 05:47 PM, said:

ECM is the Counter to ECM, thats why it has Two modes. How much more balanced and simple can it be. You can't expect every mech, to be able to counter every other mech.

Right, just like how you can't expect to take on an Atlas alone in a Jenner and win.



OHWAI....

#26 Gaeb

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Posted 10 December 2012 - 05:53 PM

Quit. Whining. About. ECM.

Adapt.

#27 Robert Diablo

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Posted 10 December 2012 - 10:27 PM

View PostGaeb, on 10 December 2012 - 05:53 PM, said:

Quit. Whining. About. ECM.

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.

#28 Lefty Lucy

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Posted 10 December 2012 - 10:30 PM

View PostGaeb, on 10 December 2012 - 05:53 PM, said:

Quit. Whining. About. ECM.

Adapt.


Not. Every. Feedback. Thread. Is. Whining.

#29 Adrienne Vorton

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Posted 10 December 2012 - 10:34 PM

ECM is countered by ECCM, which ECM brings with it :) (ECCM is the counter mode of the ECM module, just if you don´t know...it negates an active ECM)

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 Adrienne Vorton

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Posted 10 December 2012 - 10:38 PM

View PostSolis Obscuri, on 10 December 2012 - 05:16 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?


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.


#31 OneEyed Jack

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Posted 10 December 2012 - 10:38 PM

View PostJoseph Mallan, on 10 December 2012 - 03:26 PM, said:

The counter to ECM is ECCM and or close range fire.

This.

#32 Sam Slade

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Posted 10 December 2012 - 10:39 PM

http://mwomercs.com/...71#entry1556071

use this idea

#33 Capriocorpus

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Posted 10 December 2012 - 10:44 PM

What i would like to see is the BAP extend the ring that rests between 180m-200m, that allows you to target ECM protected mechs like they weren't ECM protected, to 180m to somewhere between 280m and 380m so that instead of a 20m ring thats impossible to stay in to a 100m to 200m ring that while u can stay in it it takes some skill.

#34 Lefty Lucy

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Posted 10 December 2012 - 10:50 PM

View PostAdrienne Vorton, on 10 December 2012 - 10:34 PM, said:

ECM is countered by ECCM, which ECM brings with it :) (ECCM is the counter mode of the ECM module, just if you don´t know...it negates an active ECM)

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 Laoks

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Posted 11 December 2012 - 04:10 PM

I beleave ecm as is, is ok but it should not counter out LOS. If you see it you should be able to hit it. For lrms that means you can get a lock. If you no under ecm your self you can transmit that lock to your team mates, if your under ecm you only get that lock. But LOS should not be effectived by ecm after all your looking at the mech. SSRM's or different then lrm's as they will not fire with out a hard lock. But ssrm should be able to act like a srm2. Sence ecm was not entended to stop all locks. It was to make the finding of mechs harder but once los then the effect of ecm went way down only thing it did was stop others on your team from seeing what you targeted.ECM should stop comuactuons between mechs. but once agan not LOS.

#36 AlexWildeagle

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Posted 11 December 2012 - 04:12 PM

View PostLefty 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

#37 Lefty Lucy

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Posted 11 December 2012 - 04:16 PM

View PostAlexWildeagle, on 11 December 2012 - 04:12 PM, said:


No disrespect but LRM boats and streakcats are bad game design


No, that's what I mean. Streaks are still way OP, but ECM is just kind of "hiding" this fact. In PUG games ECM+streaks=god mode

#38 Kaldor

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Posted 11 December 2012 - 04:53 PM

View PostLefty 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 RobinSage

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Posted 11 December 2012 - 04:59 PM

Am I the only one that uses "COUNTER" on their ECM?

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 BlackSquirrel

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Posted 11 December 2012 - 05:10 PM

technically streaks can fire... just not in the hear no evil speak no evil bubble. (H,S bubble. Come on catch on!!) you just need to stay outside 180m.

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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