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Balancing Ecm


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#1 Roburn Bliss

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Posted 19 December 2012 - 08:28 AM

A few thought on how to better balance ECM.

ECM counters:

BAP -

Can still target ECM mech at normal range. (Non BAP range)

Can't pass on target info to team mates.

LRM's and SRM's can lock with a 4x increase in lock time.

Normal (i.e non BAP) target information speed.

TAG -

An ECM mech being targeted with TAG can be locked onto with a 2x increase in lock time.

PPC -

A hit from a PPC shuts down ECM on the target mech for x seconds. (Good luck hitting a light mech with a PPC :))

Flamer -

ECM becomes intermittent whist the target mech is being hit by a flamer. (a use for flamers!?!)



ECM Drawbacks (pick one):

Whilst ECM is active heat sinks operate at 50%.

Whilst ECM is active heat sinks are disabled (No heat reduction at all :ph34r:).

Whilst ECM is active weapons are disabled (A little harsh maybe :)).

#2 Ceribus

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Posted 19 December 2012 - 08:59 AM

View PostRoburn Bliss, on 19 December 2012 - 08:28 AM, said:


ECM Drawbacks (pick one):

Whilst ECM is active heat sinks operate at 50%.

Whilst ECM is active heat sinks are disabled (No heat reduction at all :)).

Whilst ECM is active weapons are disabled (A little harsh maybe :)).


How about, instead of it having an effect on heat sinks (which makes no sense), make it that while ECM is in disrupt mode your mech cannot lock on to any targets

#3 Roburn Bliss

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Posted 19 December 2012 - 11:07 AM

Quote

View PostCeribus, on 19 December 2012 - 08:59 AM, said:


How about, instead of it having an effect on heat sinks (which makes no sense), make it that while ECM is in disrupt mode your mech cannot lock on to any targets




Like it!





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