First and foremost, ECM breaks the game because it means one side of the game (the team with more ECM) can use OP streak missiles and the other team can't. If one side has 3 lights and the other side has 2 lights, skill plays a big role. If one side has 3 lights with streaks and ECM and the other side has 2 lights with streaks and ECM skill plays NO ROLE WHATSOEVER and the team with 3 and streaks wins automatically.
A lot of people have a problem with ECM, they say stuff like "ECM is so OP!" or "ECM makes this game stupid, I don't have fun anymore".
Some of these people are saying that because they PUG 100% of the time and with ECM it makes it really hard to have fun in a PUG (true). MOST of these people say it because they use SSRM2s and LRMs (known as LOWS, or lock on weapon systems).
Now that ECM pretty much obsoletes those weapons, we have a really fun and strategic direct fire and scouting game in 8v8. Very skillful, very fun. But this game isn't gonna survive on 8 mans, it's gonna survive on PUG games. PUGs right now are screwed by ECM. No one can see a target to focus even if they wanted to, it's not just that people are bad it's a lack of comms... How are you supposed to shoot the guy in E8 if you're in E4 and your minimap doesn't show friend OR foe?? It's just stupid. A *lot* of capture rushes by 4 man premades as well.... PUGs just suck in the ECM environment, just like in the LOWS environment where you knew who to shoot but you dies in less than ten seconds when the LRMs started coming in or you walked around a corner and oh whattya know an A1 with streaks.
I think the problem is that the developers intentionally made LOWS ridiculously overpowered for the user and instead decided the skill ought to lie in the team makeup and team play aspects, IE. ECM. What they failed to realize was that no one wants to play LOWS vs. ECM: Online. LOWS and ECM *BOTH* need a huge nerf so that PUG games aren't dominated by either. Before ECM the team with more LOWS won by default, now the team with more ECM wins by default... It definitely isn't worse than before, but it is only a smidgeon better. If ECM was less of a dominant choice, and LOWS were less of a dominant choice, this game would be a lot better.
I think streaks should generate 25-100% more heat, and hit both legs and arms. LRMs should deal 25-75% less damage and fly much faster, but not re-acquire targets if a broken lock is re-acquired. ECM should EITHER shorten lock ranges, OR block transmit data. Maybe counter mode could block transmit data and disrupt mode could block targeting range? By transmit data what I mean is "my friend sees the enemy and locks him, therefore I can target and lock him". Currently ECM disables both of those functions. ECM definitely has some room because of the multiple modes to make them more distinct.
Another option is to make the beagle active probe disable the r-target range reductions but NOT fix the locking blocking. This keeps LOWS from being used at long range without a TAG but lets people r-target to call "alpha primary!" or whatever.
Basically nothing should win the game by itself. Before LOWS won the game by themselves, now ECM wins the game by themselves. We need the game to be less dominated by single aspects and more dominated by skill. Everyone who said LOWS deserve to be OP because this is a "simulator" need to shut their mouths because ECM is just as stupid as LOWS and anyone who blindly defends either is stupid. ECM is "simulator" just the same way LOWS are simulator, in that neither are simulator and you are blind to game balance if you think "simulator" means imbalance in a competitive environment is acceptable.
I'd rather have ECM than have LOWS if it were a choice and I crusaded HARD against LOWS in the past, but I really want the game to be dominated by neither than by either. Keep in mind that when the clans come we could have up to SSRM6, and mechs with up to 7-8 missile hardpoints. Do you think the A1 with SSRM6s would be balanced? Even a little? Do you think that mechs that in canon have 8 LRM15s will work in MWO? I don't want people to boat, but not by nerfing boating but by nerfing weapons so that boating just simply is not as competitive as NOT boating. I want diverse and fun builds to be the competitive way to play.
EDIT: Adding in my mechs tierlist right now so people can think about that as well...
MECH TIERS
S - God tier (stack these guys to win cheesy)
Atlas DDC (Streaks + Whatever), Raven 3L (Streaks), Catapult A1 (SRM6+Artemis), Cataphract 1X (5xLL), Cataphract 3D (4xML, 2xGauss, JJ), Catapult K2 (2xGauss/AC20)
A - Highly Competitive
Commando 2D (streaks), Cicada 3M (MPL/ML), Hunchback 4P (9ML), Atlas D/RS, Ilya Muromets (3xUAC5/AC10), HBK-4SP, Dragon 1C (4xLL, Endo, DHS, XL), Catapult C1, Dragon 5N (3xAC2), Cataphract 4X (4xAC2/AC5).
B - Workable
Catapult C4, Cataphract 2X, Jenner D (Such a fall from grace), Jenner F (Barely even acceptable now as well),
F - No way jose
Jenner K, Dragon 1N, Commandos, Ravens, Hunchbacks/Centurions, Cicadas, Awesomes.
WEAPONS
S - God tier
Streaks (OP, if you can use 'em), Artemis SRM4/6 (Short range but OP damage), Gauss (ideal alpha/dps), AC10 (great alpha/dps), Medium Laser (ideal mix of range, damage, and heat), Large Laser (Great mix of range, damage, and heat)
A - Highly Competitive
UAC5 (Jams, but works great when boated), AC20 (sick alpha, high heat), AC2 (high heat high dps), Medium Pulse Laser (nice DPS/heat) , PPCs (high heat high alpha),
B - Workable
LRMs (too hard to land, but good damage), non-artemis SRMs (not enough range), AC5 (not enough dps), LBX10 (not enough range), ER Large Laser (too hot), Large Pulse Laser (too hot, not enough range), Small laser (not enough range), Small Pulse Laser (not enough range), ER PPCS (too hot).
Edited by Captain Midnight, 15 December 2012 - 03:40 AM.