Using it has some Problems in it: when you tinker with it then maybe Nobody notice it.
But when you hit a target to hard the Foam falls up and you wound somebody.
The trick is learning how to use it that the Target gets hit, knowloedge of it, but is not wounded.
In an Interview the Devs says exactly that:
They have still some Problems about the complexity of Nerfing, when you change one thing
thousand others Change too.
So they need Patience and Time for Learning.
Hopefully they are Quick learner and don't destroy too much.
With ECM they have pulled out a Big Mistake as it IS Overpowered in Several sections and involve serious
Changes in Gameplay. It will be hittet by the Nerfbat, like others Systems had been.
And here is one important hint for the Dev's:
At some Point after Introducing new things you have throw all other of your Nerfes away and
have to start over Balancing again.
You have the TT Rulessets they are in a Way balanced in themself.. By Nerfing at Various Locations you start the Nerfing Spiral at some Point you have to abandon it and start Balancing all over again. Then you have experience what which Changes do to Gameplay. When you don't denerf you end in a Chaos nobody will look through.
Keep the Number of Nerfes small.
And sometimes one Module Nerfes unintended another Module,
like the BaP is nerfed into unusability thanks to the ECM. Which was never intended in the TT Rules,
as the BaP is one of the TT _Counters_ for the ECM. As it would allow Locking a GECM Mech at 360 Meters.
(Tactical Handbook/Maximum Tech Double Blind Rules Sensor Ranges)
And Balancing a MMO title like MWO is one of the harder Tasks.
Edited by Elkarlo, 15 December 2012 - 12:57 AM.