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Why Not Give Ecm A Duration And A Cooldown?


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#1 DogmeatX

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Posted 24 December 2012 - 11:51 PM

Let me preface this by saying I do use ECM but think it could do with some improvements. I think it works ok on the DDC (big slow mech, can use it as a sort of mobile missile shield but it's easy to get tagged).

However I also think it's largely relegated my Jenner to scrap and I'm more interested in the Raven 3L because of the advantage it gives - given the current problems with lag/ping and streaks.

I don't think anyone has considered this but why must ECM be a constant effect item? Why not make it have a duration and a cooldown?

i.e. once triggered it lasts for X seconds and then needs Y seconds to recharge.

Maybe that's not how it works in tabletop but, frankly, I don't care. This is about trying something else (could work out better) in a FPS direct aim video game, not a dice roll turn based thing on a table.

I think this could open up the game a bit more. ECM mechs would have a period of vulnerability. It would have to be used more tactically rather than just flip it on and forget about it.

Maybe have it so the bigger the mech it is equipped to the longer duration it has (which gives the DDC continued usefulness for it given how slow the mech moves)

In short it would encourage more tactics and add more depth to the game. It would also have the benefit the devs could simply tweak the duration and cooldown values based on feedback rather than getting into contortionist twists trying to add/change other things to counter it or balance it...

Edited by DogmeatX, 24 December 2012 - 11:53 PM.


#2 Rifter

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Posted 25 December 2012 - 12:16 AM

How about they just make Guardian ECM Guardian ECM.

Not Guardian ECM + Angel ECM + Null signature system all rolled into one.





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