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Ecm Feedback (Merged)


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#221 DocBach

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Posted 27 December 2012 - 04:26 PM

View PostKaptain, on 27 December 2012 - 04:22 PM, said:

[color=#CCCCCC]"stealth range removed completely; stealth goes to new technologies, [/color]Null Signature System[color=#CCCCCC] and [/color]Stealth Armor"

+1000


which, since MWO follows a 1:1 time ratio with the ingame universe, we shouldn't have to worry about for more than 10 years.

#222 Kaptain

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Posted 27 December 2012 - 04:33 PM

View PostDocBach, on 27 December 2012 - 04:26 PM, said:


which, since MWO follows a 1:1 time ratio with the ingame universe, we shouldn't have to worry about for more than 10 years.


That's fine by me. Range reduction, +increased lock time, Art, BAP, Tag, and narc counter and ALL for 1.5tons / 2slots. That's one powerful piece of equipment without all the stealth BS. IMO.

#223 ICEFANG13

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Posted 27 December 2012 - 04:36 PM

Man did PGI invent a time machine in MWO? And they brought back super ECM from the future?

Clan invasion? Who cares? We have ECM! (Yes I know that the clans will have ECM too, yadda yadda yadda).

#224 LynxFury

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Posted 27 December 2012 - 04:42 PM

View PostColonel Pada Vinson, on 27 December 2012 - 04:24 PM, said:

LRM's continue to be very noticeably absent.


And this takes us quite far from battletech, where ~30% of Inner Sphere variants have LRMs.

#225 steelblueskies

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Posted 27 December 2012 - 04:47 PM

View Postltwally, on 27 December 2012 - 02:43 PM, said:

So, just to make sure we have the chain of events correctly:

Dec 3:
Release patch with horridly imbalanced ECM, which altered game-play to such an extent that most people called it "broken."

Dec 17:
After two weeks of studying the horrific effects of this new and largely unwelcome piece of equipment, they make it slightly weaker, while increasing TAG range as if this is supposed to fix things. They ignore the irony that TAG is a direct-fire piece of equipment that is now necessary for long-range-missiles to work again.
They also nerf jump jets into something so useless that even those who had paid the full weight penalty for the before have now gotten rid of them. Apparently this was just icing on the cake

Dec 24
Go on holiday. Figure out how many players they can drive away while they're drinking eggnog.

neg. on the 17th they made ecm counter mode only affect 1 disrupt mode ecm, not all inside 180m.
this is a buff to ecm's hostile effectiveness, and a nerf to counter ecm toolset.

---------------------------------------------------------------------------------------------------------------------------


View PostMaxllmuS, on 26 December 2012 - 04:41 PM, said:

1 realy problem with ECM its mounting it on ATLAS if ECM will be moved to light and medium only we can see em much more in the games and this add some balance.
Realy now then repair no problem i see only way to make medium more usefull give em ECM ability.

Light become scouts.
Med will be support mech tag\narc\ecm etc.
Havy become damage dealers fast and good firepover.
Assaults wiil be slow moving not mobile tanks and death machines.


thank you for your opinion repost from elsewhere.

that's a fine and dandy artificial logic model.

it however tries to force roles upon weights instead of acknowledging weights had the roles divided up inside them, and were used according to task at hand.

you have striker lights and scout lights best used for guerilla type conflicts or against light fixed defenses with heavy mobile defenses.

you had mediums which included fast scout strikers like the cicada, or fixed defense attackers like the hunchback, and many role ranges between.

you had heavies with similar distributions. dragon being more prone to scout/flanker/antiflanker and cats as fixed defense wreckers from the rear.

you had assaults intended for heavily entrenched fixed defense attacks, with multirole designs therein as well. they were classically better when the firepower they faced was heavy, but not mobile. an atlas was designed with this in mind with extremely heavy frontal armor and weapon loadouts AND rear facing weapons so it never turns to expose its weaker rear to the heavy stuff, whereas an awesome with heavier rear armor can cope with advance flankers thanks to heavier rear armor.

also most lighter mechs had other features we lack, like reversible arms so they could fire to front and/or rear, whereas assaults were frontal arc only arms and commonly possessed rear gun ports.

we quite simply lack the situations that allow weight classes to have their place, and multirole properly.no combined arms, no fixed emplacements, etc etc. and the combined weight class situation attempting to force roles is well... ill conceived. with only one objective and no array of situations covering those objectives aside from the mobile defenses(enemy team) certain weight classes are advantaged by design.

View PostFrostiken, on 26 December 2012 - 04:51 PM, said:

Frankly I wish someone would take the lore and universe of Battletech and rewrite the rules to make and sensible fair and balanced game that is actually based somewhat in reality.

ECM should behave like ECM in real life. The ECM implementation is why ECM is the most overpowered piece of gear in every single Mechwarrior ever. The -detection range kind of stuff is exactly what it never works.


tt "sensors" had a 540m range by default. an active probe or ecm worked over a region of only about 120m and 180m respectively and were good only for preventing non line of sight detection, ie sneaking around a hill to point blank on an enemy, you could spot them using stealth but not ecm, or powered down over the hill through bap's active sensing range, which was very very short. ecm made that over the hill detection of a machine or it's buddies even with beagle not work.

it was still true however that if you or a teammate could visually see the enemy with los you could report that and blast them, even through indirect fire.

ecm behaving like real life ecm. the numbers of times i hear calls for real life, or worse people falling into an improper use of radar in the vernacular. if we follow that reasoning you wind up with something far more akin to world of tanks or arma. and while we are at it. a mech comes tromping up the valley between cave and hill on forest colony. you are standing on the hill looking away. you can hear it coming stomp stomp stomp. systems to detect that seismographic activity are part of your sensor suite nominally. heck vibrobombs("viBrABomB minefieldS
As with conventional minefields, players should determine
the minefield density of any vibrabomb minefields to be
placed before play begins.
Treat a vibrabomb like a conventional mine, with the follow-ing exceptions.
Vibrabombs can only be set off by the unique vibrations
created by an approaching ’Mech. No other units can trig-ger vibrabombs. Any ’Mech can set off a vibrabomb, and
vibrabombs go off automatically.
Vibrabombs have a variable sensitivity, and when placed
must be set to respond to a specific mass. ’Mechs massing 10
or more tons lighter than the vibrabomb setting will not set off
the minefield. A ’Mech massing more than 10 tons heavier than
the setting will set off the minefield at a distance of 1 hex for
each 10 full tons by which it is heavier than the bombs’ setting.
For example, if a vibrabomb minefield is set to respond to
a 40-ton ’Mech, and a 75-ton Orionenters a hex three hexes
away, the field explodes. A 30-ton Javelinwalking directly
through the hex containing the a vibrabomb mine would not
set it off.
A unit occupying the same hex as an exploding vibrabomb
takes damage equal to the minefield density determined
by the players before the beginning of the game, as shown
on the Minefield Density Table, to its Front side. Exploding
vibrabombs do not affect adjacent hexes. Use the ’Mech Kick
Location Table to determine damage to a BattleMech.")work as mines by being set to go off when the seismic impact threshold to rate of change is at a certain point generally tuned to chassis weight.no ecm or stealth system bypasses vibrabombs detection. null sig would make one invisible on thermal and to ir scans at range, but would need ecm to help cover other emissions and prevent active probe or sensor detection at closer ranges.

the trifecta of chameleon polarizations shield to stop visual acquisition, null sig for ir/thermal, and ecm for electronic/em still didn't render you undetectable. just harder to detect with precision.

View PostRansack, on 26 December 2012 - 06:35 PM, said:


It's working for me




or is this not what you are talking about.

try that again with the friendlies inside hostile ecm and you not.
your shots are in the clear, not in the problem zone.

----------------------------------------------------------------------------------------------------------------
also sparked a point not yet made. thermal vision and night vision.
one is ir detection, the other is electron acceleration of existing visible spectra light. the latter is older tech and crappier most new nv use ir.

also from tactical operations which i have been revisiting for the rules on look down radar/thermal sensing for use in sat scan and/or aerospace/vtol flyby (which would apply to say, a uav system logically), and again came to the dozen pages covering double blind and EXTENSIVE COVERAGE OF SENSOR TYPES RANGES AND THE NON BINARY INTERACTIONS BETWEEN STEALTH/ECM AND SENSORS OF VARYING TYPES.

<MONLITHIC BREAKDOWN phase 1> bottom line is ecm is broken because it is binary and the other systems are not, by and large present. quotations for the edification of the unaware.

Quote

"ECM SUITES
The rules below expand on the use of ECM suites.
ECCM
An ECM suite can be tuned to act as electronic counter-coun-termeasures (ECCM) in order to negate enemy ECM systems. The
ECM loses its normal functions when used in this way. The player
must announce the switch to ECCM in the End Phase of any turn,
or may set the suite for ECCM at the start of the scenario. In either
case, note the change on the record sheet of the unit in question.
While the ECCM suite is active, the electronic countermeasures
of an enemy unit within the ECCM’s radius will not work. Also, any
LOS traced through a hex that is encompassed by both ECM and
ECCM will be unaffected by the ECM, even if the actual unit carry-ing the ECM suite is outside the ECCM bubble.
If multiple units equipped with both ECM and ECCM are on the
map, the interaction between the two types of electronics systems
becomes complicated, because multiple ECM suites operating in
the same area can counter an enemy’s ECCM (see ECCM diagram,
p. 101). One ECCM suite can counter one ECM suite.
If the amount of friendly ECCM in a hex is equal to or greater
than the enemy ECM in that hex, ECM does not function in that
hex. For this purpose, the Angel ECM suite (see p. 279) counts
as two ECM or ECCM suites, or the player can choose to run the
Angel at 1 ECM and 1 ECCM.
Communications Equipment: Communications equipment
(see p. 212, TechManual) can be used to generate an ECCM field
with the same area of effect as an Inner Sphere Guardian ECM
Suite. Any unit that mounts 3 to 6 tons of communications equip-ment equals half of an ECM suite when generating an ECCMfield. If the unit mounts 7 or more tons of communications
equipment, it equals 1 ECM suite when generating an ECCM.
Any time communications equipment is used to generate an
ECCM field, all other bonus modifiers are lost."




so in theory two mechs should be able to sacrafice target sharing to counter 1 ecm disrupt.


Quote

"Ghost Targets
An ECM suite can be tuned to generate “ghost targets”
that may affect the ability of enemy units to properly target
friendly units. The ECM loses its normal functions when used
in this way. The player must announce the switch to ghost
target generation in the End Phase of any turn, or may set the
suite for ghost target generation at the start of the scenario. In
either case, note the change on the record sheet of the unit
in question.
At the start of every Weapon Attack Phase when an ECM
is tuned to generating ghost targets, the controlling player
makes a Piloting Skill Roll with a +2 modifier; no other modi-fiers are applied to this roll. If the roll fails, he did not tune the ECM correctly and no effects are applied for that turn. On a
successful roll result, he attuned the ECM properly; the player
should note the result’s Margin of Success.
During a turn’s Weapon Attack Phase, if a weapon attack
passes through the ECM bubble of an enemy ECM tuned to
generating ghost targets and the controlling player made
a successful Piloting Skill Roll that turn, the attacking player
must also make a Piloting Skill Roll before making a to-hit roll
for the weapon attack in question; the only modifier added to
this Piloting Skill Roll is the MoS of the enemy ECM unit. If the
roll is a success, the to-hit roll is made as normal; the attacker’s
targeting and tracking system is able to differentiate between
all the ghost targets. If the roll fails, for every 2 MoF (round
down), apply a +1 to-hit modifier to all weapon attacks that
pass through the ECM bubble for that turn by that attacker.
Note that an attacking player only makes a single roll, regard-less of how many weapons are firing, applying any modifiers
to all weapon attacks equally.
If an attack passes through multiple ghost target-generating
ECM fields, only a single roll is made. Determine the highest Mar-gin of Success from those multiple enemy ECM fields, applying
an additional +1 for each additional field, and then applying the
total modifier to the Piloting Skill Roll. A +4 to-hit modifier is the
maximum that can be applied to a weapon attack through the
use of ghost target ECM fields. For example, if an attack passed
through three ghost target-generating ECM fields and the highest
Margin of Success of those fields was a 3, the modifier applied to
the Piloting Skill Roll would be 4 [+3 (highest MoS of the three
ECM fields) +2 (2 additional ECM fields) = 5, but only a maximum
+4 can be applied].
Angel ECM Suite:An Angel ECM Suite can be tuned to be 1
ECM or 1 ECCM while it generates ghost targets.
Communications Equipment: Communications equipment
(see p. 212, TechManual) can be used to generate ghost targets
with the same area of effect as an Inner Sphere Guardian ECM suite.
However, to do so, the unit must mount 7 or more tons of com-munications equipment. Any time communications equipment is
used to generate an ECCM field, all other bonus modifiers are lost.
ECCM:Just as standard ECM functions cease when inside an
enemy ECCM field, an ECM cannot generate ghost targets if the
amount of friendly ECCM in a hex is less than the enemy ECCM
in that hex.
Active Probe:For any unit making an attack that also mounts
an active probe, apply a +1 modifier to the die roll result when
making the Piloting Skill Roll to determine the to-hit modifier as
described above.
Targeting Computers:Any units making an attack with a
weapon wedded to a targeting computer (see 143, TW) apply a
+2 modifier to the die roll result when making the Piloting Skill
Roll to determine the to-hit modifier as described above.
Cockpit Command Console:If a unit mounts a cockpit com-mand console and has a second pilot that enables all its other
abilities to function (see Cockpit Command Console, p. 300), it can
be used to generate ghost targets with the same area of effect
as an Inner Sphere Guardian ECM suite. Additionally, apply a +3
modifier to the die roll result when making the Piloting Skill Roll
to determine the to-hit modifier for attacks from such a unit as
described above"

and that before we even hit the double blind rules.


continuing by skipping down into concealing information we find

Quote

"AvAilABle informAtion
Any unit that is not deployed under the Hidden Units rules
is visible to an opponent as soon as game play starts.
Consequently, each player can see the location and gen-eral type of every opposing unit. For example, an enemy will
recognize a CPLT-C1 Catapult as a Catapult, but he will not
know that it is the CPLT-C1 model. Similarly, an opponent will
recognize the general type of an infantry unit—foot, motor-ized, jump, mechanized or battle armor—but not the type of
armament the unit carries.
To obtain further information about an opposing unit, a
player must have one of his own units examine the opposing
unit by successfully scanning it with an active probe or stan-dard sensors, or by visually inspecting it during play.
ScAnning
Active-probe scanning provides the most detailed and
accurate information about enemy units. However, when
such sensors are unavailable, standard ’Mech or vehicle
sensors or a simple visual inspection can reveal a certain
amount of information.
Active Sensors
Any unit that has active sensors (is not shut down, its sen-sors are not destroyed and so on) can always tell the following
basic information without any scanning required.
Armor condition:How much armor is left in a given loca-tion. The sensor readings follow a color code, based on the
percentage of armor left compared to its standard undam-aged condition: 100-90 percent = green; 90-50 percent =
yellow; 50-10 percent = red; 10-0 percent = black. For example,
a player is facing a Centurion that took damage from a medium
laser hit to its right arm. When the player asks his opponent
what the Centurion’s status is, the opponent responds that all
locations are green except for the right arm, which is yellow
[16 (original armor value) – 5 (damage) = 11 / 16 (original
armor value) = .68, or 68 percent (yellow)].
heat condition:The unit’s current heat level. Once again,
the sensors follow a color code: 1-7 = blue; 11-14 = green;
15-21 = yellow; 22+ = red.
Active Probes
Any time a unit enters the range of any type of active probe
operated by an opponent, the player must reveal that unit’s
record sheet to the opponent. The player must leave the sheet
face up and available for the opponent to examine as long as
the unit remains within the probe’s effect radius.
Any unit mounting an ECM suite can potentially defeat an
active probe on a 2D6 dice roll against a Target Number of 8. If
the roll fails, the unit must reveal its information.
Standard Sensors
Any ’Mech, vehicle, battle armor or aerospace unit can use
its standard sensors (radar, magscan, IR and so on) to examine
one target (a Large Craft can scan up to four targets) within
its line of sight; aerospace units must be grounded, or on the
playing area if using the Aerospace Units on Ground Map-sheets rules (see p. 91, TW), or in the hex corresponding to the
ground mapsheet if using Low-Altitude Movement (see p. 80,
TW) to make a sensor scan. Units may make only one scan ....."


so to get target information we need line of sight scanning, but to get a target at all we do not.
furthermore to get highly accurate target information we need better sensors than the standard radar/ir/magscan equipped by default.

double blind ranges by type for detection, in 360 degree hexes.hexes remain 30 meters a piece.

Quote

"perSensor System Short (2D6 = 7–8) Medium (2D6 = 5–6) Long (2D6 = 2–4)
Beagle Active Probe* 1–12 13–24 25–36
Bloodhound Active Probe 1–16 17–32 33–48
Clan Active Probe* 1–15 16–30 31–45
Clan Watchdog/Light Active Probe 1–9 10–18 19–27
’Mech IR/Magscan Sensor† 1–10 11–20 21–30
’Mech Radar 1–8 9–16 17–24
Vehicle IR/Magscan Sensor† 1–9 10–18 19–27
Heat Sensor‡ 1–9 10–18 19–27
Vehicle Radar/Improved Sensor§ 1–6 7–12 13–18
’Mech Seismic Sensor 1–2 3–4 5–6
Vehicle Seismic Sensor 1 2 3"



and also the table for

Quote

"EcM/STEALTH MODIFIER TABLE
Target Unit’s ECM System
Spotting Unit’s Probe/Sensor|Void-Sig|Angel or Null-Sig|Std Clan,Watchdog,or Guardian|Stealth Armor*or EW System
Beagle +6 +5 +4 +3
Bloodhound +4 +3 +2 +1
Clan Active Probe +5 +5 +4 +3
Light Active Probe +6 +6 +5 +4
Watchdog +6 +5 +4 +3
EW System +7 +6 +4 +4
’Mech Sensor +7 +6 +5 +4
Vehicle Sensor/Improved Sensor§ +7 +7 +6 +5
Communications Equipment/Command Console +7 +7 +6 +5
Seismic/IR/Magscan NA NA NA NA NA NA NA"


sat uplinks are generally treated to extend the various sensor ranges by 1 hex. as we will have issues with chance to detect mechanics, simply modifying range of detection works just dandy, with a notification of jamming if range is reduced on an appropriate target like an ecm carrier at range, but not something like null sig or chameleon.

further note that nothing outside a meteor shower, being airborne, or an earthquake can disrupt seismic/magscan. and that ranges are somewhat extreme for various sensor systems when broken down specifically, but that how much harder to spot at various ranges each ew system makes things is actually specified.

so we begin to see, that without going into strange evolutions like making an ecm hot, or poof a fellow from thermals, or playing with matchmaking ecm allowances, simply by incorporating enough of the rules in a sane and interrelated way and tweaking then together, we can balance things. ecm being a purely on/off system is not only broken, but flat wrong.

while 540m may be the general "sensors range for lowest tier rules, we see that when engaging in double blind with ecm mechanics the interplay balance places generic sensors like mech radar at 720m, which is right about where it is in game.
we do not however have our command consoles, comms equipment(and this is why vivox c3 integration while calling ts/skype/voip a third party program/ cheat and restricting its use while in game becomes relevant) which can have effects controlled and modified in game, including mode switches, interference, and range limitations, and flat out other sensor types matter. you want voice comms? mount the comms system. they should be part of a designs weight and crit allocation by default, unlike c3 systems.five non ecm mechs find one ecm mech among them? switch comms off and everyone overrules the comms+ecm capability of the one target. furthermore, looking at it, if you thought ecm could be over the top, spend the time(and it takes a while) to read through all the things a command console has rules to allow it to do(it has rules letting it do almost everything there is a rule for, at least optionally. true jesus box).

if one further extends to actually looking at(gasp) the mechwarrior rpg ruleset's vehicle quirks and perks, along with pilot traits and deficits some piloting modules make sense, as do some mech performance impacting modules. however a few, like 360 target are animals created by the broken balance point of fov detection only. it has consigned los and "sensors" to too narrow a role, while 360 bubbles like ecm far outclass them. this is a fundamental mistake in need of correction.

also lets hope people can begin to get the mistake of radar vs sensors when talking ecm, null sig, chameleon, and stealth is .. well a red herring. lastly i believe this also present why ghost target vs hide mode is almost certainly the better path at this point. with multiple untagged contacts one must still try to specifically cycle to pick out the real one for things like locks, and tag can be used to paint or indicate the real vs the ghosts instantly helping individuals locate the one to stick to when they manage to cycle to it. being unable to share targeting data while inside the bubble and thus unable to pass on tag markers, *could* also be fine and dandy.

it has and continues to seem that much of the don't care about the canon/lore/rules/tt crowd simply do not have access to understand exactly how inclusive the rule rabbithole goes, and that many of the outside the box solutions are generally flat inferior or create further problems for which there are no prescribed solution paths.

while the cry of tt is not realtime is an excellent point, ignoring so many interrelated systems then trying to come up with solutions to the dregs pulled piecemeal is a very different issue. the flow and combination of the many rule systems in tt give the worlds and universe its own spirit to be adhered to even if the specific letter of the laws is not closely held. and it provides sufficient width and breadth to allow one to scale multiple systems together and maintain that spirit. further in ignoring or pulling peicemeal so many parts of the base systems one readily paints oneself into a corner with regards to future development.
it is in short a problem of ignorance, of lack of information, in much the same way as the technical issues are small individually then compounded exponentially in combinations, and omissions.

high time to start the information warfare properly. go forth and educate.

#226 MaxllmuS

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Posted 27 December 2012 - 05:13 PM

Right now ECM must dubble(mb tripple ) enemy targeting time for lock weapon and disable enemy mech targeting if get in close range.This will be ok and close to TT rules.
If you want mech invisible to radar go add to ECM Null Signature System(7 crit slot +10 heat generation) or Stealth Armour(8 slots) if you want your mech invisible like predator or crysis suit go add Chameleon Light Polarization Shield (6 slots).

Edited by MaxllmuS, 27 December 2012 - 05:27 PM.


#227 steelblueskies

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Posted 27 December 2012 - 05:32 PM

View PostMaxllmuS, on 27 December 2012 - 05:13 PM, said:

Right now ECM must dubble(mb tripple ) enemy targeting time for lock weapon and disable enemy mech targeting if get in close range.This will be ok and close to TT rules.
If you want mech invisible to radar go add to ECM Null Signature System(7 crit slot +10 heat generation) or Stealth Armour(8 slots) if you want your mech invisible like predator or crysis suit go add Chameleon Light Polarization Shield (6 slots).
If all this will be added to the game and changed like it work in TT then all will be great.But now ECM ibma and need to be changed.

failure to read post before posting i see.

you just proposed changes that literally would NOT make the systems indicated "like tt" and said they would.

worse the quoted truth contradicting you is posted right above your post, specifically in the sensor range table and the ew/stealth system detection difficulty modifier table.

null sig makes you appear 8 points cooler to thermal detection systems and heat seekers, with the hits you noted. not "invisible to radar". chameleon again blurs your profile. anti visual detection. 6 heat while active+crit slot in every mech section.

ibma=/= imba. its an acronym for "I'M a Bad A**".

can't make people read.

#228 StUffz

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Posted 27 December 2012 - 06:10 PM

so steelblueskies, what would you propose how to balance the excessive over of ECM technology?
It is hard to read through your heavy quotes but I would understand that you consider other options rather than doing workarounds on ECM, or am I wrong in my interpretation of your "wall of text"?

#229 steelblueskies

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Posted 27 December 2012 - 06:13 PM

bottom line. sensors would let you see the ecm unit or any unit without los, but would deny target information. even with a target in those situations you could not fire say lrms, indirectly without a friendly unit that DID have los.

that basic communications gear could do double duty as ecm or eccm, or even ecm/ghosttarget generator is kind of a big point.

that a command console could do the same is a further point.

are we to infer that none of our mechs have any comms gear?

if they don't then how do we communicate? if they do then cumulative mech comms gear could counter certain amounts of ecm at a cost of target sharing.

furthermore. again, while its nice to say doesn't translate. when boring down to what the systems are doing and their ranges and varieties: yes, yes they do. directly and/or indirectly.

when saying radar covers 720m for the basic version and guardian makes it 6/12ths harder to be detected for information gathering at say, close range vs medium or long flatly dictates it should not be untargetable at that range.

that the impact of each system is spelled out for basic ir sensors and magscan also to be considered default alongside the radar, and each with their own ranges and counter indications from specific ew/stealth /ecm systems, it is flatly convertible to realtime.

if all ranges are these values together, and all these systems are present by default, then if we impact range down for balance on one, we can decrease the others using the same scale, as they are interrelated.

likewise if ecm is not intended to prevent targeting, and can clearly be seen to NOT disrupt these other systems in a simple on/off fashion regardless of range, this also translates.

its a gray area based on distance. there's no magical difficulty there.

lastly you choose adnd and nwn. nwn was turn based presented in a realtime fashion, ie an turn based active combat system.
the real problems with adnd types of systems is with where and how to use universal tools like "rope".

the need for all the tactical operations manual quotations is simple.

the rules exist. they cover almost 60 pages in that one manual alone.

but they dictate the spirit of how things interact.

you can fudge the specific values any way you like so long as the spirit remains, the intent for how things worked in a general way.

else you wind up with the strangeness akin to the motorcycle helmet laws that only specified a helmet need be firmly attached, and individuals wearing one firmly attached- to their knee, to skirt the letter and ignore the spirit of the thing.


View PostStUffz, on 27 December 2012 - 06:10 PM, said:

so steelblueskies, what would you propose how to balance the excessive over of ECM technology?
It is hard to read through your heavy quotes but I would understand that you consider other options rather than doing workarounds on ECM, or am I wrong in my interpretation of your "wall of text"?


you have options.

ecm is presently binary. it must not be binary. ranges and impact on ranges by sensor types are specified.

an ecm mech isn't cutting basic radar to 200 meters for detection. it isn't cutting bap to the same 200 meters either.

it is impacting the detail level of target information gained respective to range, and decreasing detection range however.

so fix number one is make it not flat neutering of other systems.

fix two in the counter department can be as simple as allowing basic comms systems to have some level of ecm/eccm mode at a cost of info sharing. make it a toggle like bay doors. at worst four mechs for one ecm unit, and a fifth to counter the other mech carrying the ecm unit's comms system in such a mode.

it prevents needing the dedicated system everywhere, but allows for the counter everywhere to limited degree.

note however that the comms counter would only be needed in supremely close ranges(ie the active zone, the 180m bubble, which yes ecm gets, but does not confer non detection.) to counter systems disruption by being in the field zone.

there are of course everal other approaches outlined in the information above, and far more available in the half a hundred pages not cited.

point being the approaches are there. that the system itself is broken is not in question. but it's not the bubble that's wrong. its the degree of effect.

alternately one could simply work to the ghost targets angle, as opposed to disrupt.

this would allow tag systems to directly point out the "real" target, as would having a teammate with the target already locked, so long as you or they are not inside the 200m field zone that disrupts information sharing. you still have impaired target information detail, and the complication of trying to discern which target is real when outside clear bounding box to visual alignment situations.

me, i want to be fairly flexible about it, but when you proceed to consider some of the impacts these systems and future systems have on DIRECT FIRE accuracy, then one has to proceed cautiously lest one be forced to rework everything massively several times over, and having people seriously consider those factors with respect to suggestions is relevant and important.. the core point however is that the options to play with as a base, exist, and need not be drawn from whole cloth. the more we do pull them from the aether willy-nilly the worse the results seem to be down the road.

Edited by steelblueskies, 27 December 2012 - 06:26 PM.


#230 DocBach

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Posted 27 December 2012 - 06:18 PM

tl:dr version of his post:

you should be able to detect ECM equipped 'Mechs.

#231 ICEFANG13

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Posted 27 December 2012 - 07:24 PM

Man this gets sucks really bad, I'm so sick of this game. I try to enjoy it, but the lack of tactics is just so bad. Bleh. I used to really enjoy MWO.

#232 DocBach

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Posted 27 December 2012 - 07:33 PM

List I made on what I think Information Warfare should look like in the game from a different post:


ECM needs to be toned down and other components like Beagle and Narc need to be toned up. ECM should not provide stealth 'Mech ability to an entire team, it should:

-Disrupt Beagle's ability to detect shut down 'Mechs
-Negate the tight groupings of Artemis-enhanced missiles
-Negate the tight groupings of Narc-enhanced missiles, as well as prevent indirect fire on a Narc'd 'Mech without LOS (more on this later)
-Prevent spotters in the ECM bubble, or on the other side of, with line of sight passingh through a bubble from transmitting target data to team mates outside the bubble
-Make target ID slower to acquire, but not block locks or targeting completely
-Generate ghost targets - bring up the command map with B in ghost target mode and plot a false radar signal that shows up like a target shrouded by ECM - target-able by R, but no target data available
-Run counter ECM

Artemis:
-No Changes, should tighten LRM groups against targets in line of sight

Beagle should:
-Detect shutdown 'Mechs outside of ECM bubbles
-Negate ECM's target acquisition slowdown while outside the bubble
-Notify the user that they are in the ECM bubble, sort of how we automatically have now with the low signal our sensors would know there is an ECM around, but not know where the actual bubble starts or ends.

Narc should:
-Tighten LRM/SRM grouping on targets in line of sight
-Allow targets marked by Narc to remain targeted even when LOS is lost so LRM attacks can continue indirectly without spotters
-Last for either an extended duration than current or until the location the Narc hit is destroyed

A couple simple changes would make all of the advanced EW equipment viable, while remaining faithful to the source material without being game breaking or overpowering. ECM would still be useful to take, especially for protection against LRM spotters, as it would prevent them from sending target data to their LRM boats, protect you from Narc which would actually be a useful item if it kept enemies lit up on radar for indirect fire without a spotter like the rules say it does, and give Beagle expanded roles like countering ECM outside of the bubble (inspired by detection rules from MaxTech), and serving as a warning system that you are inside the bubble propper, which would be useful for spotters trying to Narc targets or transmit data.

The above changes would make information warfare have counters to each other, beyond just ECM, ECM, ECM. It would make it everything a useful addition to a team, but not an absolute necessity or gamebreaker.

#233 thefinn

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Posted 27 December 2012 - 07:47 PM

View PostStalaggtIKE, on 19 December 2012 - 06:25 AM, said:

  • stealth range removed completely; stealth goes to new technologies, Null Signature System and Stealth Armor
  • increase lock-on time for guidance (same as it does now)
  • disrupt features of ECM 180m bubble work as it does now
  • counters BAP, NARC TAG and Artemis , within disrupt bubble, as it does now



Increase lock-on time ? What are you smoking - there IS NO LOCKON. ECM needs to be reduced to a single or dual facet module like any other. You shouldn't have half a page of modifiers for a single 2 slot item of ANY KIND.

TT isn't Internet, it doesn't translate.

ECM should just increase lockon time that's it.
If ECM made lockon time x2 or x1.5 I'd be going "ouch" as a catapult pilot, but at least I would eventually be able to get to a target. This is a very reasonable outcome for ECM - it's STILL more useful than my beagle.

As far as NARC/Artemis are concerned:
Although frankly I think NARC is already useless as hell and Artemis is 1.5m CBills + extra slots and more CBILLS for ammo etc.. I really think countering all of that with a 2 slot ECM item is absurd.

Also having TAG - currently being the only counter for a unit that is ECM'd - nullified by ECM is similarly absurd.

ECM should only be available for Assault mechs with specific fittings for it at most.

Light Intel Mechs should COUNTER ECM, not HAVE ECM.

View PostStalaggtIKE, on 19 December 2012 - 06:25 AM, said:

As for LRM, we already had a counter, AMS. They should have buffed it. There is no reason any LRMs should be able to get within 100m of a squad of 4 with AMS.


My experience says this is already true. In fact 2 AMS do a damned good job. The issue here is that people rarely install them.

Frankly I think ECM should just plain be removed. I cannot understand why this kind of metagame is necessary at all.

Mechwarrior isn't about stealth, but is about clever tactics. Don't confuse the two.

People play and have always played MW to see titans smashing each other.
ECM currently completely detracts from this.

I'm off to play planetside 2 :)

Edited by thefinn, 27 December 2012 - 07:56 PM.


#234 ShadowSpirit

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Posted 27 December 2012 - 08:32 PM

Who cares about Phase 3 if we don't make it through Phase 2? People dropping like flies. I'd like to see the numbers on active players. There was a time when I would rarely drop against the same group or person and now it happens at least a few times a night.

Lance with no ECM vs. a Lance with 3 ECM. ECM is the king of MWO. The matchmaker is broken.

Lance with 1 or 2 Assaults vs. a Lance with 4 or more. Atlas D-DC anyone? The matchmaker is broken.

ECM completely takes groups out of the game when the lance you drop with has ZERO. I should not feel forced to drop in a mech with ECM just to make a group competitive!! You don't think this is broken PG?

Thanks.

#235 Rocket2Uranus

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Posted 27 December 2012 - 08:52 PM

um.

two teams with ECM.
the team with more skilled pilots will win.

but it is pretty funny when I drop in a PUG game where i'm the only Assualt. And everyone else is rolling Light Mechs.
we got steam rolled.

Matchmaking broken? Yes.
ECM OP? No. ECM is a game changer.
It's only unfair when your team has no ECM and the enemy has some.
I honestly think ECM should be balanced. The range should be determined by the size of your mech.

#236 ShadowSpirit

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Posted 27 December 2012 - 09:06 PM

View PostRocket2Uranus, on 27 December 2012 - 08:52 PM, said:

ECM OP? No. ECM is a game changer.


If that is the case then this is a game I won't pay to play. I don't understand what issues PGI felt were so important that they had to make ECM the end all, be all of MWO.

ECM defines matches more often than not .... this game isn't about the mechs anymore it's about ECM. Sure, tactics come into play but seriously ...

1) Scrambles radar at close range -- can't target a damn thing

2) Provides lock immunity -- Streaks & LRMs out

3) Provides radar invisibility -- nearly requires the use of heat vision to counter -- which leads to the question why have all the pretty scenery?

4) Limited to only a few mechs which reduces the diversity of mechs on the battlefield. There was no such limitation in tabletop and ECM didn't do nearly as much. There have been online battetech game based on the table top and they were great successes (MPBT, MPBT 3025 come to mind) before EA pulled the plug because they didn't want to give money to Microsoft.







Thanks.

#237 kapinga

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Posted 27 December 2012 - 09:07 PM

well lets see, o ya
i dont mind ecm what i want to know is how come a mech by itself that when close enough it dont read ecm on my radar , how come he was coverd by it when no one around? its got me confused at how it works for so many and how far the range is ? and i agree a lance with no ecm against a lance with one is a wipe , ive snuk around corners until all of a sudden wham the whole lance is there and bam each one gets a shot off and im dead. so what mechs can use ecm anyway my jenner had it but when they goofed the jets they took it away?!!? and just like bap why cant all mechs use ecm? right now either the fast mechs have to slow down or everybody loses ecm coverage, or everbody has to stay with the slow mech to gain benefit. i dont know what needs to be done but im sure itll get worked out.

#238 torgian

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Posted 27 December 2012 - 09:19 PM

.... I can't say i can suggest how this might get fixed. Personally, I think ECM isn't as much of a game changer/breaker as many think it turns out to be. There are ways to counter it, but until with get the ability to allow INDIRECT fire for LRMs via someone else's targeting info, well, LRMs will be at a disadvantage. And no, I'm not talking about TAG or NARC.

#239 Noth

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Posted 27 December 2012 - 09:24 PM

View Posttorgian, on 27 December 2012 - 09:19 PM, said:

.... I can't say i can suggest how this might get fixed. Personally, I think ECM isn't as much of a game changer/breaker as many think it turns out to be. There are ways to counter it, but until with get the ability to allow INDIRECT fire for LRMs via someone else's targeting info, well, LRMs will be at a disadvantage. And no, I'm not talking about TAG or NARC.


We have that already, but sine ECM doesnt allow locks or even detection, it cantbe done.

#240 ShadowSpirit

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Posted 27 December 2012 - 09:27 PM

My suggestion is to make it work just like it does in the tabletop.

Counters: NARC, TAG, and Artemis

Simple, elegant, and useful. Worthy of 1.5 tons and 2 crit slots.

If it must do more then force locks take longer. Even let is counter modules.

What it *should not* be is a cloak of invisibility on the battlefield and it should not jam radar.

Thanks for reading.

Edited by ShadowSpirit, 27 December 2012 - 09:30 PM.






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