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A Proper Counter Or Drawback For Ecm, Home-On-Ecm Missiles


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#1 Javok

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Posted 21 December 2012 - 09:20 PM

Or "Home-on-Jam" as it is dubbed IRL, simply put a type of launcher or, better yet, a type of ammo that automatically locks onto enemy mechs carrying an ECM device...

Since the ECM is sending a signal to jam radar and targeting systems then another system can lock onto that same signal and ride it all the way back to that mech's ***.

That would put a swift end to this mistake called "introducing-ECM-before-lag-shield-is-removed", dont you think?

Edited by Javok, 22 December 2012 - 07:54 AM.


#2 yashmack

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Posted 21 December 2012 - 09:21 PM

Im fine with the ECM, and I can still kill lights pretty easily...

#3 Javok

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Posted 22 December 2012 - 06:53 AM

View Postyashmack, on 21 December 2012 - 09:21 PM, said:

Im fine with the ECM, and I can still kill lights pretty easily...


ECM is far too powerful in its present configuration and offers no drawbacks as the numerous threads on the issue attest. As far as killing lights easily I call BS on that, with the hit detection problems and lag issues still present lights are still a tougher target than they should.

Edited by Javok, 22 December 2012 - 06:55 AM.


#4 Major Cockburn

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Posted 22 December 2012 - 07:01 AM

View PostJavok, on 22 December 2012 - 06:53 AM, said:


ECM is far too powerful in its present configuration and offers no drawbacks as the numerous threads on the issue attest. As far as killing lights easily I call BS on that, with the hit detection problems and lag issues still present lights are still a tougher target than they should.


I disagree, ecm is fine and i don't run an ecm mech, I run a catapult. Lights are not that hard to hit if you know wtf your doing (and no that doesn't mean boat streaks...)

Edited by Major Cockburn, 22 December 2012 - 07:02 AM.


#5 Sarevos

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Posted 22 December 2012 - 07:11 AM

View PostMajor Cockburn, on 22 December 2012 - 07:01 AM, said:


I disagree, ecm is fine and i don't run an ecm mech, I run a catapult. Lights are not that hard to hit if you know wtf your doing (and no that doesn't mean boat streaks...)

agreed you could Flakapult you could meltapult just make sure you can aim...apult

#6 Javok

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Posted 22 December 2012 - 07:16 AM

View PostMajor Cockburn, on 22 December 2012 - 07:01 AM, said:


I disagree, ecm is fine and i don't run an ecm mech, I run a catapult. Lights are not that hard to hit if you know wtf your doing (and no that doesn't mean boat streaks...)


Here we go, another one of those guys...

ECM has no penalties for the carrying mech, it has a very low weight and crit requirement, AND it has a very sizable area impact that pretty much REQUIRES the other team to have ECM as well or fight under a considerable handicap. In addition to that they are usually present on lights, which make them even harder to deal with due to the well known netcode issues that some people seem to be oblivious to...

ECM is a must now, you dont want to be in a team that lacks such an indispensable item now, it is far too powerful if you dont thinks so picture what the game would be like if every mech was able to carry ECM... nice, isnt it?

#7 Felix

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Posted 22 December 2012 - 07:20 AM

PGI doesnt listen to its players so its kind of a waste of time trying to reason with them.

best bet is to just not give them any money until they get their heads out of their rears

#8 Roland Archer

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Posted 22 December 2012 - 07:21 AM

I'm sorry, and I hate to beat a dead horse, but a cliche lrn2aim, I run Atlai and I always kill lights, many times with a one shot alpha strike. I hit them with ac/20's, gause, srm, you name it, they get to close, they get dead. You do know you have to lead a moving target?

Edited by Roland Archer, 22 December 2012 - 07:22 AM.


#9 Major Cockburn

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Posted 22 December 2012 - 07:32 AM

View PostJavok, on 22 December 2012 - 07:16 AM, said:


Here we go, another one of those guys...

ECM has no penalties for the carrying mech, it has a very low weight and crit requirement, AND it has a very sizable area impact that pretty much REQUIRES the other team to have ECM as well or fight under a considerable handicap. In addition to that they are usually present on lights, which make them even harder to deal with due to the well known netcode issues that some people seem to be oblivious to...

ECM is a must now, you dont want to be in a team that lacks such an indispensable item now, it is far too powerful if you dont thinks so picture what the game would be like if every mech was able to carry ECM... nice, isnt it?


ecm is a nice toy and its useful but it doesnt win matches on its own sorry.

#10 Javok

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Posted 22 December 2012 - 07:34 AM

View PostRoland Archer, on 22 December 2012 - 07:21 AM, said:

I'm sorry, and I hate to beat a dead horse, but a cliche lrn2aim, I run Atlai and I always kill lights, many times with a one shot alpha strike. I hit them with ac/20's, gause, srm, you name it, they get to close, they get dead. You do know you have to lead a moving target?


And do you know what lag is? Do you know what a high ping does to this game hit register? Obviously, you dont.

We still have to lead a full mech length ahead (and often 2 lenghts!) in order to hit the actual mech, and that is with a laser, with any other weapon you have to set an appropriate lead on that invisible mech running a full lenght ahead of the in-screen one.

#11 Xenosphobatic

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Posted 22 December 2012 - 07:44 AM

Use a TAG. Use so many other methods of countering ECM besides ECM.


Or just continue to beat the dead horses.

#12 Javok

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Posted 22 December 2012 - 07:45 AM

View PostMajor Cockburn, on 22 December 2012 - 07:32 AM, said:


ecm is a nice toy and its useful but it doesnt win matches on its own sorry.


Ok, let me restate since you clearly missed the point, ECM can be a values addition to the game but, introducing it in mechs that currently are already a tough target was a mistake, specially when they have no drawbacks for the carrying mech, hence the idea of creating such drawback in the form of a home-on-jam ammo or launcher, a true counter to an ECM module that currently lacks such a counter except in the form of another ECM module set on ECCM.

#13 Javok

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Posted 22 December 2012 - 07:51 AM

View PostXenosphobatic, on 22 December 2012 - 07:44 AM, said:

Use a TAG. Use so many other methods of countering ECM besides ECM.


Or just continue to beat the dead horses.


TAG requires you to use a hardpoint, to have LOS and keep it on target for the duration, and that only to partially counter the effects of an ECM module on a single enemy mech, in the meantime operating the actual ECM module requires neither.

You obviously have no idea of what a counter is.

#14 Skylarr

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Posted 22 December 2012 - 08:05 AM

Quote

Alternate Ammunition is the generic name for special munitions launched from LRM, SRM, and MMLs. Due to their specialist nature they tend to be more expensive and larger than their standard counterparts.

Quote

Anti-Radiation Missiles are special-purpose missiles which can be fired from SRMs, MMLs and LRMs. Similar to Listen-Kill Missiles, ARAD Missiles are able to home in on active electronic systems, however unlike L-K missiles they do not sacrifice their range or damage potential, and are not easily confused by ECM. They are however incompatible with Streak or Artemis IV systems. ARAD Missiles were first developed by Clan Smoke Jaguar in 3055 and put into production by 3057, followed by the Free Worlds League in 3065 and 3066 respectively.[1]
Game Rules
ARAD Missiles follow the same rules as Narc-equipped standard missiles, however they ignore the effects of ECM against targets tagged by a friendly Narc pod. ARAD Missiles receive beneficial to-hit modifiers against targets using one of the following: Active Probe, Artemis IV, Blue Shield Particle Field Dampener, C3 systems, communications equipment (1+ tons) or ECM suites. Against targets not using the above, ARAD Missiles suffer negative to-hit modifiers.


#15 matG

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Posted 22 December 2012 - 08:17 AM

Quote

TAG requires you to use a hardpoint, to have LOS and keep it on target for the duration, and that only to partially counter the effects of an ECM module on a single enemy mech, in the meantime operating the actual ECM module requires neither.

target stays taged for 3 seconds after hit with laser i think

Edited by matG, 22 December 2012 - 08:17 AM.


#16 Felix

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Posted 22 December 2012 - 08:19 AM

View PostSkylarr, on 22 December 2012 - 08:05 AM, said:

stuff


Good find! I would love to have these in game, and seeing as how PGI is already playing fast and lose with systems, I dont see why we shouldn't get them right now.

#17 Strum Wealh

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Posted 22 December 2012 - 08:29 AM

View PostJavok, on 21 December 2012 - 09:20 PM, said:

Or "Home-on-Jam" as it is dubbed IRL, simply put a type of launcher or, better yet, a type of ammo that automatically locks onto enemy mechs carrying an ECM device...

Since the ECM is sending a signal to jam radar and targeting systems then another system can lock onto that same signal and ride it all the way back to that mech's ***.

That would put a swift end to this mistake called "introducing-ECM-before-lag-shield-is-removed", dont you think?

It was stated in Ask the Devs 17 that alternate ammo types are planned for eventual implementation.

Quote

Q: Will alternate ammunition like Inferno missiles be available for missile systems and autocannons? [Solis Obscuri]

A: I believe this is the third time I'll have answered this, but yes, there will be alternate ammunition sources at some point, though they'll be later in development. [Garth]

The specific alternate munitions you're looking/asking for are "Listen-Kill Missiles" (which the Devs can modify to be slightly more effective than they were in BT canon) and/or "Anti-Radiation Missiles" (the same thing as LKMs, but canonically much more effective... and not canonically available to the IS until the mid-3060s).

"Dead-Fire Missiles" may also be effective - they have the guidance system completely removed (no tracking at all, but there is nothing for ECM to affect) in exchange for a larger and more powerful warhead (more damage per salvo).

#18 kingade

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Posted 22 December 2012 - 08:56 AM

ECM should use 20% of your max heat as long as it is ON

#19 Major Cockburn

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Posted 22 December 2012 - 09:21 AM

View PostJavok, on 22 December 2012 - 07:45 AM, said:


Ok, let me restate since you clearly missed the point, ECM can be a values addition to the game but, introducing it in mechs that currently are already a tough target was a mistake, specially when they have no drawbacks for the carrying mech, hence the idea of creating such drawback in the form of a home-on-jam ammo or launcher, a true counter to an ECM module that currently lacks such a counter except in the form of another ECM module set on ECCM.


light mechs die easy enough, the lag shield is way over rated on the forums and has achieved mythic proportions.

#20 Gremlich Johns

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Posted 22 December 2012 - 09:35 AM

Mate, you be talkin' ARMs





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