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Ecm Patch Notes Clarification

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#1 AHZeruel

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Posted 18 December 2012 - 02:10 PM

Quote

ECM will now fully counter only the closest enemy Mech.


This phrasing has arisen some doubts, confusion ad concern. Can we please get a clarificaction?
"Fully" and "Counters" does not explain what happens to which of the various effects ECM has in friendly and enemy mechs.

Edited by Niko Snow, 18 December 2012 - 04:02 PM.


#2 Grym

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Posted 18 December 2012 - 02:14 PM

This could simply mean that ECM can only counter the closest ECM.

It could also mean that ECM in any mode will only affect the single closest enemy unit.

Im betting streak cat pilots are praying for the second.

#3 Glucose

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Posted 18 December 2012 - 02:23 PM

The most logical explanation is to replace ECM with ECCM.

Counter mode, has to nullify 1 ECM, seems to fit the bill.

#4 Jacmac

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Posted 18 December 2012 - 02:23 PM

PGI had to know this was like throwing a grenade into everyone's face. Why do they do things like this?

#5 Paul Inouye

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Posted 18 December 2012 - 02:27 PM

ECM counter nullifies another Mech running with ECM disrupt. The key word there is "Mech", as in not plural. Previously 1 Mech in Counter mode would be nullifying any enemy Mechs in range when it was supposed to only nullify the 1 closest Mech.

#6 steelblueskies

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Posted 18 December 2012 - 02:29 PM

View PostJacmac, on 18 December 2012 - 02:23 PM, said:

PGI had to know this was like throwing a grenade into everyone's face. Why do they do things like this?

stockpiling new years fireworks. also, didn't you know mechs are able to run their massive energy weapons and all only because of their super secret fusion engine designs? the fusion engines actually turn rage and tears generated on the internet, wirelessly into usable power for the machines.

but no seriously, it was a good question i asked in the 100+page ecm feedback before they switched to the new patch for the feedback section.
edit: paul is a ninja. good hard answer is good though.

Edited by steelblueskies, 18 December 2012 - 02:31 PM.


#7 Solis Obscuri

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Posted 18 December 2012 - 02:30 PM

View PostPaul Inouye, on 18 December 2012 - 02:27 PM, said:

ECM counter nullifies another Mech running with ECM disrupt. The key word there is "Mech", as in not plural. Previously 1 Mech in Counter mode would be nullifying any enemy Mechs in range when it was supposed to only nullify the 1 closest Mech.

So it is now even more advantageous to have more ECM 'mechs on your team than it was before...

#8 Az0r

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Posted 18 December 2012 - 02:50 PM

View PostPaul Inouye, on 18 December 2012 - 02:27 PM, said:

ECM counter nullifies another Mech running with ECM disrupt. The key word there is "Mech", as in not plural. Previously 1 Mech in Counter mode would be nullifying any enemy Mechs in range when it was supposed to only nullify the 1 closest Mech.


Thanks for the clarification, but I don't think it worked like this at all? It used to only counter one enemy mech within its sphere not all. Now it only counters the closest which is a significant nerf when running say a group of lights with ECM vs other groups of lights with ECM.

#9 Jacmac

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Posted 18 December 2012 - 02:51 PM

View PostSolis Obscuri, on 18 December 2012 - 02:30 PM, said:

So it is now even more advantageous to have more ECM 'mechs on your team than it was before...

Agreed.

#10 Xendojo

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Posted 18 December 2012 - 02:52 PM

View PostAz0r, on 18 December 2012 - 02:50 PM, said:

Thanks for the clarification, but I don't think it worked like this at all? It used to only counter one enemy mech within its sphere not all. Now it only counters the closest which is a significant nerf when running say a group of lights with ECM vs other groups of lights with ECM.



I have to agree, I only ever saw a 1:1 ratio for counter mode. Never saw one ECM take out more than one ECM.

#11 Tolkien

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Posted 18 December 2012 - 02:56 PM

While the true effect of this change isn't yet clear, it sounds like a small adjustment.

This is odd since the question to the devs about the massive cost/benefit imbalance of ECM
http://mwomercs.com/...ost__p__1598770

Received over 138 likes at last count and is by a Factor Of Eight the most liked question put to the devs.

Paul... what up?

#12 twibs

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Posted 18 December 2012 - 04:08 PM

***. This. ****.

Devs, wtf? For real?

#13 BrkDncr

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Posted 18 December 2012 - 04:22 PM

View PostJacmac, on 18 December 2012 - 02:23 PM, said:

PGI had to know this was like throwing a grenade into everyone's face. Why do they do things like this?


To see what works and what doesn't. Get to the battlefield and report back if it's working as intended, and your opinion on the functionality.

View Posttwibs, on 18 December 2012 - 04:08 PM, said:

***. This. ****.

Devs, wtf? For real?


You think this stuff gets done perfectly right, exactly the way you want it? Go test the changes and report back.

#14 twibs

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Posted 18 December 2012 - 04:28 PM

This change does nothing to lessen the impact of passive ECM, on the contrary. This makes it even more powerfull to boat several ECMs.

And to that we have gathered feedback worth of one hundred pages from the last patch.

I think it's time the dev shared some of their insight to this wonderfully balanced piece of equipment that they made even harder to counter.

#15 steelblueskies

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Posted 18 December 2012 - 04:35 PM

View PostBrkDncr, on 18 December 2012 - 04:22 PM, said:


To see what works and what doesn't. Get to the battlefield and report back if it's working as intended, and your opinion on the functionality.



You think this stuff gets done perfectly right, exactly the way you want it? Go test the changes and report back.

100+pages in ecm feedback thread +~50 pages scattered elsewhere on it not to mention scattered relevant individual posting in even more places, and we need to test a buff?. sigh. alright. and here we are stuck with it through the new year to boot.

#16 StUffz

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Posted 18 December 2012 - 04:44 PM

LRM boating seems to raise since latest patch. also there are lots of mechs who are now running around with TAG. although changes on the passive effects of ECM were not done, the buff of TAG is basically the nerf of ECM.

#17 Alik Kerensky

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Posted 18 December 2012 - 04:50 PM

View PostPaul Inouye, on 18 December 2012 - 02:27 PM, said:

ECM counter nullifies another Mech running with ECM disrupt. The key word there is "Mech", as in not plural. Previously 1 Mech in Counter mode would be nullifying any enemy Mechs in range when it was supposed to only nullify the 1 closest Mech.


So will Mulitiple ECM Mech's only disrupt the closeset one ECM Mech eventhough that Mech is already countered or the next nearest ECM Mech within range?

#18 StalaggtIKE

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Posted 18 December 2012 - 05:33 PM

View PostPaul Inouye, on 18 December 2012 - 02:27 PM, said:

ECM counter nullifies another Mech running with ECM disrupt. The key word there is "Mech", as in not plural. Previously 1 Mech in Counter mode would be nullifying any enemy Mechs in range when it was supposed to only nullify the 1 closest Mech.
...
Posted Image

Edited by StalaggtIKE, 18 December 2012 - 05:33 PM.


#19 warp103

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Posted 18 December 2012 - 05:49 PM

View PostTolkien, on 18 December 2012 - 02:56 PM, said:

While the true effect of this change isn't yet clear, it sounds like a small adjustment.

This is odd since the question to the devs about the massive cost/benefit imbalance of ECM
http://mwomercs.com/...ost__p__1598770

Received over 138 likes at last count and is by a Factor Of Eight the most liked question put to the devs.

Paul... what up?

basically they give less the s h it about it, then they nerf the counter lol

#20 ICEFANG13

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Posted 18 December 2012 - 06:29 PM

Excellent, I am so pleased. Instead of talking about any suggestions they buffed it? (I will admit, I only saw one counter work on an ECM, so the 'bonus' seems kinda 'bogus' to me.) TAG will help LRMs a bit, but to be in the open and trying to hit an ECM mech is dangerous, that is, if you don't have ECM to counter the scouts that can come to you, and give you radar protection.





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