As with any piece of powerful, exclusive gear, players are going to gravitate toward the most effective setups which can utilize ECM.
ECM is VERY powerful... I will leave it at that so that this does not become an "ECM is overpowered" thread.
This is why we see such a massive influx of 2D commandos, 3L ravens, 3M cicadas, and DC atlases on the field.
What we see, is a shift in diversity. Not only in the chassis being used, but the variants of the ECM carrying chassis as well.
Why? Because not only is ECM something you want (need) to have, the particular variants they were given to are (with one exception) regarded as the best of the chassis, and were the best choice to use even BEFORE ECM was added:
Commando 2D - With commando variants, everything is identical except hardpoint configuration. Having three missile and one energy hardpoints, allowing the 2D to become a mini streak-boat, the 2D is and always was the best, even before ECM was introduced. (Haven't tried it yet? Keep reading for the "how to" on the ultimate TROLOLOLMANDO)
Raven 3L - Raven variants actually have different speed caps, and the 4x can mount jump jets. Of the 3, it is the 3L which moves the fastest (for all intents and purposes can keep up with jenners). By having the best hardpoint layout, with the most missile points and zero ballistics (cmon, ballistics on a light is simply a novelty), and the aforementioned speed advantage, the 3L is and always was the best, even before ECM was introduced.
Cicada 3M - Now I will admit, I have not completed my cicada grind and do not know all the nuances. Assuming all speed caps are the same (input needed) the 2A appears superior with 6 energy hardpoints, over the 3Ms 4 energy hardpoints and 1 ballistic. This would be the exception that I mentioned earlier.
Atlas D-DC - All Atlases are great, with the only one hovering the line of "worst" being the overpriced and under-hardpointed K. The DC has for quite some time been considered one of, if not THE best, for its 3 missile hardpoints. So once again, the preferred and most used variant before ECM was introduced.
What we have is a situation, where a clear "best" variant arises in 3 of the 4 ECM mechs. This accomplishes 2 unfortunate side effects:
1 - Limitation to player choices and diversity by presenting a clearly superior variant representing each class.
2 - Non-ECM variants becoming a liability to teams AND a chore to play / level, not only because they lack ECM, but because they are less combat effective then the ECM version would be even without ECM!
If you ask me, the ECM-capable mechs should be less combat effective then other variants of the chassis. There is currently zero incentive for a player to select a non-ECM version of a particular chassis over the ECM version of the same chassis... clearly the ECM one is the best BY FAR. The only time you will see the non-ECM versions out there is when people are forcing themselves through the grind, a product of the poorly designed XP system.
The Cicada is the only instance where this feels CLOSE to being right. The Commando and Raven though? Oh man. It's night and day going from the ECM to non-ECM variants.
On the chance you do not believe me, and since leveling requires playing through the different variants anyway, I offer you to try:
LONEUNKOWN'S NON-ECM CHALLENGE ™
Phase 1 - Purchase and equip a 3L Raven OR 2D Commando (Commando guide below!)
Phase 2 - Kick *** until you amass enough XP for master (that would be completing first tier, and banking 43,000xp for second and third tier, if not already unlocked). Pay notice to how much fun you have, how awesome you feel, and how great your stats will look.
Phase 3 - Purchase and equip a different variant of the chassis you selected in phase 1 (if taking the commando route and feeling particularly masochistic, select the 1D)
Phase 4 - Play the new variant as long as you can, in the attempt to earn as much XP as you did with the ECM variant. Once again, pay attention to things like feelings of fun, awesomeness, and your overall performance via stats.
(Disclamer: LoneUnknown does not endorse or hold responsibility or liability for any side effects to the player by taking part of the NON-ECM CHALLENGE ™, including but not limited to: frustration, madness, broken game peripherals, spousal conflict, incoherent shouting, overuse of expletives, substance abuse, conversions in faith, and the kicking of puppies)
BONUS
Ultimate TROLOLOLMANDO guide!
Commando 2D
200XL engine
Ferro Fibrosis
Endo Steel
STANDARD heat sinks (engine + 2 extra)
Max Armor
x3 streak SRM2s
3 tons ammo
ECM
Modules = Whatever you want.. this is some OP shizz. 360 targeting and capture accelerator if you really want my opinion and want to spend the money (I personally did not)
Fire group 1 = All three streaks in chain fire
Fire group 2 = All three streaks alpha strike
Keep ECM in disrupt mode at all times and keep using your speed, and you will be murder to any non-ecm light.
Although you can operate somewhat independently, stay close enough to your team where you can easily pull back to them, and dont dive into the middle of their ranks thinking you are invincible.
Eliminate the enemy ECM first, then you can have your way with the rest of them.
If supported by your team and want to take down an enemy ECM that has wandered into your ranks, switch to counter mode and streak away.
Use terrain, use cover, keep moving, hit and run, stay alive. You will start racking up 500+ damage and 3, 4 or more kills per match. Have fun!
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Edited by LoneUnknown, 08 December 2012 - 11:02 AM.