PGI has also stated before that they had a problem with missile boating’s impact on balance, but not individual missile modules. I think this is the reason they’ve been dragging their heels on addressing ECM. I’ll also admit that without ECM, missile boating would probably be the most OP thing in the game. So here’s a suggestion to fix both ECM and missile boating. My suggestion is not perfectly lore friendly, but gameplay > lore.
Roll ECM balancing suggestion #323567:
1) Split the current ECM into separate modules for their effects.
- Guardian ECM: Slows missile lock time. I’m thinking 3x for the mech it’s on, and 2x for nearby friendly mechs.
- Shroud ECM: This is where the hiding effect goes. Reduces detection range on enemies on bearing and nearby friendly mechs by 75%. I think this is a bit much, but it’s the current value and it can be tweaked later if that’s true.
- Disruption ECM: This is where the close range disrupt effect goes. Any enemies in the area of effect lose targeting & HUD information from their allies, and their allies lose information from them. Instead of preventing missile locks though, this would prevent receiving detailed targeting information – enemies can’t see what weapons you and your allies are carrying, or which parts of the armor are weakest.
- ECCM: This is where the counter effect goes. Shuts down any ECM or ECCM effects from the targeted mech. Does nothing else on its own.
2) Create an Information Warfare hardpoint, similar to AMS hardpoint, where ECM/ECCM modules can be placed. Later on, things like Recon drones could also go here. I'd also suggest things like the Beagle Active Probe go into this slot (and maybe buff it a bit to bring it in line with the other information warfare modules listed).
3) Allow many more mechs, possibly most or all to have 1 Infowar slot. Certain mechs which are supposed to be dedicated electronic warfare platforms (I’m thinking of the Raven) can have more than 1 slot.
4) For missiles, require a separate lock-on for each missile system you want to fire. You will continue to acquire locks until you have one for each missile system you carry, but can only fire as many missile systems as you have locks off cooldown. Locks don’t need to be tied to a specific missile system until fire-time, to prevent added complexity if you carry multiple types of systems. You don't lose the lock when you fire, that lock will just go on cooldown for as long as the missile system that used it does. If you’ve ever played the Armored Core series, this is how locks work in that game. This isn’t perfectly realistic, but gameplay > realism.
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I think that will bring both ECM and Missile boats down to a better place in game balance. I don’t believe there’s too much dev work to do here, since presumably most of these functions are already written. I expect the missile lock change to be the most dev-expensive.
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Expected Effects:
- This nerfs missile boating without nerfing single missile systems, or rendering missile boats completely unviable. You can still run an A1 with 6x streaks, but it’s going to be a lot harder to get them all on cooldown at once, especially against lights. This nerfs missile boating proportionally to how many missile systems you carry and expect to fire at once.
- A player’s weapon modules are never rendered completely useless by ECM. There’s nothing in the ECM modules I listed that completely shuts down locks, so the situation where one or many mechs can be rendered completely useless just by an ECM mech being nearby won’t happen anymore. They might have a much harder time with their missiles, but they won’t be completely useless.
- Increases mech build diversity. The builds that were invalidated by ECM will become viable again, although not as powerful as they were. Builds that have arisen since ECM will also not become unviable. Allowing many more mechs to carry ECM means that 8-man team builds won’t need be based around incorporating or countering Raven 3Ls and DDCs.
- Increases 8-man team build diversity. Along with allowing more mechs to be viable, there’s more strategy involved in coordinating ECM choices amongst 8-man teams and figuring out how that affects overall strategy and tactics.
- Increases tactical depth and role warfare. Because each of the ECM modules has a single specific job instead of the current situation where one module does it all, there’s more room for tactical maneuvering and decision making to maximize your electronic warfare capabilities while minimizing the enemy’s.
- Decreases chance of PUG team imbalances. Right now, sometimes one PUG group will drop with 6 ECMs, and the other will drop with 0 and multiple missile boats. This isn’t a very fair match. Under this proposal, this kind of imbalance won’t occur nearly so often as it’s much more likely that any given PUG team will have at least some ECM effects on their side since most mechs can carry it, and even if they’re not matched, it won’t ever completely shut down half the team. Allowing every or most mechs to carry at least one module would mean that you can at least get the ECM effect that’s important to you on your own mech.
- Provides developers a lever to balance missile boating. Even if missile boating aren’t perfectly balanced right after implementation, this should give developers an easy way to adjust the balance by tweaking lock-on times. If they need to add an extra half of a second lock-time, it isn’t going to matter much to someone with only one missile system, but it will seriously hurt the A1 streakapult.
- Provides more room for future development. I could easily come up with another half dozen electronic warfare modules to stick into information warfare hardpoints, and I imagine the devs could too. This also creates some more room for pilot tree modules.
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While this might not wind up being perfectly balanced, I think this will be much better than the current situation, and balance should be achievable from there just by tweaking values in a database.
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Tl;dr: Split up the ECM module into separate components, allow ECM on more mechs, and require separate locks for each missile system a player wants to fire.
edit: Adding poll, removing PPC portion. Sorry, can't add public poll to existing topic, and apparently editing causes a bump, so I don't want to recreate it now.
Edited by ObsidianSpectre, 06 March 2013 - 05:48 PM.























