Yes but when you run in Countermode you still won't be able to Capture with this Mech.
So the ECM Module kills the possibility that this Mech can Capture at all.
And when it Cloaks it kills the Possibility that ANY friendly Mech within 180 Meters can Cap.
I described the optimum way with the new rules for a capture lance. Two cloaker and 6 Capture Mechs.
And thats when you play simply on cloaking and hope that the Enemy don't have Medium or fast Heavy's to block it.
This would simply buy time.
And reduce the effectivness of the all ECM teams.
Or a Team with 6 ECM and 2 Capture Mechs is very likely to get outcaptured, or worse, one of the non-ECM mechs got killed..
So in the End it would improve the variety of Mech Usability, as it would make sense to have Non-ECM Mechs in a Team. And a good Mix of 4 ECM and 4 Non ECM would be essential for a winning.
Edit.:
Gamedesign is about making small changes and thinking about the Possibilitys how it would inflict on gameplay.
A Change like:
Ecm Covered Mechs or Mechs with operational ECM Module onboard can't capture.
would be a Small rule, but would improve Gameplay by far.
Atm the Gameplay is: Get as many ECM Modules into your Team, and get your Mechs as fast as possible into the Base because it's likely to have a Cap Race.
The Get as Many ECM Modules Aspect would negate the Cap Race aspect,
when a ECM equipt Mech can't Capture.
And the Reason why we so many Cap races is:
Even if you spread out, an ECM Heavy Enemy will overrun your Scouts as his first warning would be: Low signal... then he dies in 20 sek and you have lost them again.
So classic Light Scout Work scouting is not done, and you have a 50% chance to hit the enemy on your way to the base. And the Second warning you get that he is near your base is: Base is under attack, when his first Raven enters the base.
Edited by Elkarlo, 11 December 2012 - 03:29 AM.