

Ecm - Game Ruining Experience, Must Rebalance
#1
Posted 22 December 2012 - 08:57 AM
Ive been in matches where our last cicada/raven killed 2-3 enemy assaults and wins the game. Not that I`m complaining about winning, Ive also been on the losing team where 2-4 our the mechs cant kill an ecm'ed light.
Ecm light/fake med cicada
- Impossible to be targeted by streaks, which is such a foolish idea because streak is suppose to be 100% hit rate, hence the extra ton and cost to buy a lesser dmg streak instead of a srm. The problem is NOT netcode. Its the rediculous ecm which can kill enemy mech wep.
Ecm disruptions - ridiculous
- The ability for such a device to totally kill the radar and every single lock items is simply, ridiculous.
Ecm MUST change, the complete disruption of lock weps is seriously ruining every1 fun, when someone went into a game with streak or lrm as your main weapon, get ready for a terrible game.
I know the purpose of ecm are meant to be shields, but at the current stage its invulnerability, whic his game breaking to say the least, its more of game ruining. I hope ecm going to be rebalance to more of a shield. Remove any nonsense lock disable mechanism and change it to +50-100% lock time, a light can still outrun a lock but currently its god mode.
The cloaking itself is extremely game changing already, not to mention it can easily wipe a small party with the disruption and none of them would know where they r at that crucial moment, only after when they perish or by other means.
#2
Posted 22 December 2012 - 09:03 AM
#3
Posted 22 December 2012 - 09:08 AM
2) Angel ECM turns Streaks into normal SRMs. So even if the devs insist on making Guardian ECM work like Angel ECM, then at the very least it should only turn Streaks into normal SRMs, not prevent them from firing at all.
3) ECM is not supposed to cloak mechs from sensors. The piece of equipment that does that is called Null Signature System. If the devs insist on keeping that benefit of ECM, at most, ECM should at most reduce detection range to 400m-500m, not the absurd 200m it is now.
Edited by Khobai, 22 December 2012 - 09:11 AM.
#4
Posted 22 December 2012 - 09:11 AM
??????????
Profit
#5
Posted 22 December 2012 - 09:11 AM
#6
Posted 22 December 2012 - 09:12 AM
PING active radar ping mode.. Lights up all enemy mechs for 1-2 seconds ecm or not. 350 m radius
also gives your position away.
EW counter mode to ecm god mode...
Makes a piece of equipment usefull
Also makes it the premier scouting equipment..
If you got the stones to hit the enemy formation and light them up so your team can see.
#7
Posted 22 December 2012 - 09:17 AM
mekabuser, on 22 December 2012 - 09:12 AM, said:
PING active radar ping mode.. Lights up all enemy mechs for 1-2 seconds ecm or not. 350 m radius
also gives your position away.
EW counter mode to ecm god mode...
Makes a piece of equipment usefull
Also makes it the premier scouting equipment..
If you got the stones to hit the enemy formation and light them up so your team can see.
I like this a lot. Currently BAP is a piece of garbage.
#8
Posted 22 December 2012 - 09:21 AM
I have found that ECM is a bit OP. It's great when you're team has several units with it, but almost game ending when you lack it. The light units are taking full advantage of being un-targetable. I've watched lights literally pick teams apart. I understand ECM is a part of the game, as it stands it is quite unbalanced.
I believe the solution would be to simply add collisions back into the game. As it stands the lights run around without worry because even if they hit something they can turn and be back to full speed shortly thereafter. It makes it very hard to target them when they just bounce off of everything. If the light pilots have to be concerned with actually controlling their mechs, It wont be so easy for them to exploit not being able to be targeted.
#9
Posted 22 December 2012 - 09:24 AM
#10
Posted 22 December 2012 - 09:29 AM
Noth, on 22 December 2012 - 09:03 AM, said:
you don't need to run ECM to not have a problem with it, I run an a1 cat exclusively and enemy ecm is a minor annoyance at most.
#11
Posted 22 December 2012 - 09:32 AM
I always do a spot check at the beginning of a match. If I see 4 or 5 lights on my team without ECM, I get a feeling of dread. There's an extremely high chance we're about to fight a 4 man light ECM team.
It's sad when you'd rather face an Atlas than a Raven.
#12
Posted 22 December 2012 - 09:34 AM
Oh also, ECM does not stop direct fire weapons, of which there are 21 useful ones, You might want to use them and not depend purely on the 5 weapons that are effected by ECM. Oh, did ya also know that Tag counters ECM? so you can still direct fire your LRM's...
#13
Posted 22 December 2012 - 09:34 AM
The very fact that you allege that you bring THREE to FOUR ECM mechs.....does that smack of balance to you man?? The play has NOT gone well, and you cant even "boat" ECM....wow. No...your post just makes you sound completely ignorant, sorry.
Youre seeing a lot of Stalkers because they are new and it happens every new release...once the shiny wears off people will remember that its easier to faceroll in there D-DCs and go back to them once they have the stalker chassis mastered out.
So clueless, /facepalm....thats what makes me post these vitriolic replies. Clueless people are clueless.
#14
Posted 22 December 2012 - 09:34 AM
Khobai, on 22 December 2012 - 09:08 AM, said:
2) Angel ECM turns Streaks into normal SRMs. So even if the devs insist on making Guardian ECM work like Angel ECM, then at the very least it should only turn Streaks into normal SRMs, not prevent them from firing at all.
3) ECM is not supposed to cloak mechs from sensors. The piece of equipment that does that is called Null Signature System. If the devs insist on keeping that benefit of ECM, at most, ECM should at most reduce detection range to 400m-500m, not the absurd 200m it is now.
this
I like guys like that penguin guy who say its fine because it doesnt affect them lol
Edited by Mechwarrior Buddah, 22 December 2012 - 09:36 AM.
#15
Posted 22 December 2012 - 09:39 AM
I have to actually move around learn how to target mechs outside ECM effect.
On top of which I have to actually put some direct fire weapons on my mech because the enemy can now get closer to me cause I wasn't paying attention.
This has to change I have lost me easy missile dominance and now have to actually use some strategy. Change it now or I quit.
#16
Posted 22 December 2012 - 09:46 AM
AlexWildeagle, on 22 December 2012 - 09:39 AM, said:
I have to actually move around learn how to target mechs outside ECM effect.
On top of which I have to actually put some direct fire weapons on my mech because the enemy can now get closer to me cause I wasn't paying attention.
This has to change I have lost me easy missile dominance and now have to actually use some strategy. Change it now or I quit.
If you couldn't mitigate missile damage before ECM came about you were doing something wrong.
#18
Posted 22 December 2012 - 09:48 AM
You can't call targets
TAG is not a counter. Not even close. Try it, it sucks.
Makes HV mandatory to use all the time
Has resulted in high-alpha pop-out builds (ick)
Scout spotting is essentially dead
The game is now "hide in a clump and play peekaboo until our invincible lagshielded lights do enough damage that we can come out."
#19
Posted 22 December 2012 - 09:48 AM
I will agree that some things need to be tweaked. Allowing streaks to dumb fire while under ECM would be a huge improvement and would likely stop a bunch of complaints. Also making the Beagle Probe the counter to ECM would have probably been a good idea too. This way you have two pieces of equipment. One jams, while the other counters and if you want both then you have to clean out 3 tons of space.
Ok, now that spoken my piece.
Enough with the ECM threads already. The Devs obviously get that point that you want to see a change so please stop cluttering up my front page with "OMG ECM is OP!!!" threads.
Dmitri
P.S. Also, something to keep in mind. Be glad PGI didn't go the cyber warfare route and give mechs modules that could hack other mechs and shut them down or force weapon malfunctions. The setting is in the year 3050 and that is a perfectly viable option. Just sayin.
#20
Posted 22 December 2012 - 09:48 AM
every1 knows it... if you could tear lights appart like medium mechs it wouldnt bother you at all.
PGI came up with ECM to nerf the ssrm and lrm i have no clue why they did that.. it were the only reason why you hadnt 4 lagshield mechs in every match.
Edited by siLve00, 22 December 2012 - 09:49 AM.
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