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Devs You Need To Tweak Ecm. This Is Idiotic


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#1 Skyfaller

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Posted 21 December 2012 - 07:58 AM

I get it. ECM is part of the game.

But you fellas implemented it in a way that is absolutely absurd.

How can you justify giving any mech a passive flip-switch that instantly disables half the weapons in the game (that need lock), blinds EVERYONE on the other team to itself and its friends 200m~ish around it... without losing ANY capability for such an ability?


The game has become nothing but a freaking ninja group rush after another. Its worse than pugstomping (which still happens with 4 man pugs btw thanks to 1 of them always being ecm...or all 4 being ECM in most pugstomps i see).


You MUST change ECM so it is not a 1-click super ability.


Split the ECM module into five different functions. One of those function is 'OFF', Two of them will be passive 'bubble' abilities and two of them will be active that require LOS.

2 modes will be 'bubble' and 2 modes will be 'directed'. 1 will be 'Off' mode.

Bubble Modes:

Signal Jamming -
* ‘Cloaks’ friendlies within 180 meters (reduces detection distance to 50% of normal range).
* Disrupts enemy sensors (targeting system), as well as targeting communication (sharing of targeting information) within 180 meters.
* Disables enemy NARC

Signal Dispersion -
* Disables broadcasting of TAG (if friendly is within sphere of influences); However, if you TAG a mech with ECM OUTSIDE of their sphere of influence, it allows you and your friendlies to target.
* Disables Artemis effect.
* Slow down target gathering by 25%
* Slow down weapon locks by 25%
* Active Probes do not gain any benefits against ECM equipped enemies

As you can see, signal jamming involves the ECM mode as actively jamming signals that come within its bubble range. Dispersion mode messes up outside electronics that try to actively harm the bubble. This split permits the game to have a 'stealth' movement mode to be active and a 'combat defense' mode active but not both at the same time. When battle is joined the ECM boat needs to decide if its more important to keep the team 'cloaked' or if they benefit more from combat defense support.


Active modes:

The active modes that require LOS & have limited range.

ECCM (Electronic Counter-Counter Measures) -

*10 degree fore arc. LOS required. 400m range: Works only against ECM equipped mechs: Cancels out Signal Jamming effect.

ESM (Electronic Support Measures) -

* 25 degree fore arc , 800m range:
*Enables detection of any ECM equipped mech. =ECM mech only=
*Increases target information acquisition module speed (links with it) by 25%. =ECM mech only=
*Increases effect of Artemis by 10% on ESM'd target. =Any LRM/SRM impacting lit up tgt=

'OFF' mode:

* Self explanatory. Switches the ECM module Off.

Additional effects/limits of using ECM:

1- Switching between any mode takes 5 seconds (5 second timer triggers every toggle click not that you have to wait 15 seconds to toggle through three modes... you can click toggle 3 times quickly and each toggle refreshes the timer to 5 seconds).

2- Using the ECM reduces the heat cooling off rate of the ECM mech. Bubble mode: 25% slower cooling, Active mode: 50% slower cooling. Off: Normal cooling rate.


With this system the ECM module becomes truly versatile and balanced. It can support and counter ECM's in a variety of ways and it does not give a single ECM mech the ability to completely remove several modules and weapon systems from being useful all at once.

Switch timers and heat add limiters to the ECM mech's capability. The ECM is a weapon onto itself hence it should be added to heat management play. The timer prevents a player from just toggling all modes quickly and exploiting the benefits of the ECM ...and the heat management aspect prevents the ECM mech from having the supreme advantage of an ECM mode plus its own weapons.

Edited by Skyfaller, 21 December 2012 - 07:59 AM.


#2 StalaggtIKE

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Posted 21 December 2012 - 08:16 AM

I agree, ECM is a joke, given it's tonnage and critical slot capacity. It does way too much for so little, the best part being that it's passive. There have been probably a 100 ways posted to fix it, however I am not a fan of your suggestion. I rather see it simply lose the cloaking ability, which will bring it more in line to TT rules. It currently functions as an Angel ECM Suite, stealth armor and Null Signature System all-in-one.

Edited by StalaggtIKE, 21 December 2012 - 08:20 AM.


#3 JTAlweezy

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Posted 21 December 2012 - 08:21 AM

I have a proposal to how ECM will work initially so its not downright crazy every match. Check this out and vote/comment on it and let me know what you think.

http://mwomercs.com/...2-skill-system/

Thanks

#4 Zyllos

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Posted 21 December 2012 - 08:31 AM

Proposed ECM Changes

Quote

- Make 1 Counter ECM counter all Disrupt ECM in range. I personally think making 1 Counter ECM work against all Disrupt ECM a big one because then it isn't always about fielding more ECMs, but instead using your Disrupt ECM to scout and not run into another equipped ECM mech to be countered and open for locking weaponry. This also doesn't make the Atlas D-DC team (4+ ECMs) just invincible against lock-on weapons because your team didn't decide to take 5+ other ECM mechs. This is really a way to give a reason for a team to take mechs other than ECM but to take at least 1 ECM mech for disruption.

- Make ECM reduce sensor range by 50%, not 75%. ECM is ment for scouting, not keeping certain mechs locked out of firing. Even at 400m sensor range, LRM users will only have 220m worth of workable distance to lock on with missiles while SSRMs will only have 90m.

- Let the BAP display some indication that an ECM equipped mech is within normal sensor range (according to Sarna saying BAP is jammed by ECM but indication is notified). Maybe give BAP users "pings" (kinda like how Thermal Mode shows the ping sweep, which seems like to me PGI is already testing out) so they can spot where ECM mechs are physically at. Once teams start to only take 1 or 2 ECMs, having BAP which gives pings to physical locations could be used to detect where ECM mechs are located at so you could chase the ECM mechs and destroy them with direct fire weapons. Then you might see teams start to take no ECM and work together with BAP users to counter ECM.

- Any mech equipped with ECM, running in Disrupt mode, should not be able to lockon with LRMs/SSRMs. This provides a pro/con for having equipped ECM.

- As many have said, fix the issues with hit detection. This will really help out in the department of having light mechs survive a disproportional amount of fire according to their weight. But this is obvious, just extremely important and I am sure PGI is working on.

- Change NARC to provide non-LoS targetting for an extended period of time. Allow PPCs to destroy them on hit (or location destruction) and Disrupt ECM within 180m to stop the beacon while it is broadcasting.


#5 Elder Thorn

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Posted 21 December 2012 - 08:38 AM

given the amount of LRMs in play since removal of RnR, i think it cannot be that bad

-by it i think of ECM :)

Edited by Elder Thorn, 21 December 2012 - 08:40 AM.


#6 Child3k

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Posted 21 December 2012 - 08:47 AM

I actually don't think ECM is so much overpowered - the much bigger problem in non-organized games is, that if one side fields a 4-man with at least two ECM-ravens plus one additional ECM-mech that team almost auto-wins because it takes way too much time to kill lights (especially with ECM) because of bad netcode ... but it certainly feels good if you get the job done :)

Edited by Child3k, 21 December 2012 - 09:16 AM.


#7 Darwins Dog

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Posted 21 December 2012 - 09:31 AM

View PostSkyfaller, on 21 December 2012 - 07:58 AM, said:


How can you justify giving any mech a passive flip-switch that instantly disables half the weapons in the game (that need lock), blinds EVERYONE on the other team to itself and its friends 200m~ish around it... without losing ANY capability for such an ability?



Exaggerate much? Lasers, Ballistics and SRMs are completely unaffected. 5 (that's about half of 25) weapons are countered by ECM. Unless you have TAG. Then they work again. I can still see enemies with ECM. It doesn't blind anyone, just takes away the red square.

There is a cost to it. 1.5 tons may not seem like much, but to the lights that means giving up ~10 kph, or 25% of your armor, or 20% of your weapons.

I will agree that some tweaks are necessary, but it's not that bad.





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