I will share all of my thoughts on how ECM influences the game:
-For a short answer, I think it does have too much sway on how a match goes. In my experience, it is not impossible to win if only the enemy team has ECM, but you do often wish that someone on your team had it.
-Mordin made a good point: it seems that more and more matches devolve into closer-ranged brawls. From my perspective, I haven't been using LRMs a lot, even on my Catapult. I don't know what causes these brawls, though, so whether ECM is the cause of that is not my call, though ECM does make them more frantic and deadly for the following reasons:
-Problem: most mechs carrying ECM are quick light mechs. Despite the ECM bubble only reaching out to 180-200m, a light mech will close that distance quickly, and the ECM makes them an even bigger nuisance. Yes, there's the slow Atlas D-DC, but it's wrapped in quite a bit of armor, which leads to my next point:
-Problem: coordination between players is still an issue. Despite C3 VOIP integration and multiple TS3 servers, coordination is still an issue (if only for PUGs). In my opinion, some sort of voice callout or ping, like in many other multiplayer games, could alleviate this problem, though it will still fall on the players to some degree to pick up the slack.
-On the first page, hammerreborn does raise a good point about knockdowns: were these reimplemented (and I think the devs do plan to put them back in), it would be easier to deal with ECM-carrying light mechs.
-As for actual changes to the ECM, I agree that making it behave more like the tabletop version will be a better route to go, though tweaking it to achieve a balance between its current form and the tabletop version would be interesting, depending on how that is pursued.
Edited by Roland Verliden, 29 December 2012 - 02:54 AM.