Ecm Revision Poll
#21
Posted 15 January 2013 - 10:45 AM
#22
Posted 15 January 2013 - 10:45 AM
All weapons that do not require lock on lose absolutely nothing of their effectivness. In my mind it stands to reason that if you rely on lock on weapons only that you already have an advantage and it is only fair that something comes and scrambles that advantage.
#23
Posted 15 January 2013 - 10:46 AM
~75% believe that some kind of change is required.
~50% would like to see a reset to Table Top rules with gradual adjustments for online play.
~45% have have some interest in Table Top rules and are more in favor of adjusting current rules governing ECM.
~20% are in agreement that ECM is implemented properly for this game.
~5% would like to see ECM removed indefinately.
Edited by Arcticfox9, 15 January 2013 - 12:22 PM.
#24
Posted 15 January 2013 - 10:50 AM
Joseph Mallan, on 15 January 2013 - 09:09 AM, said:
This.
Start with what Guardian ECM is supposed to be - the TT rules - and then, if necessary (which I doubt), slowly add features to improve it.
#25
Posted 15 January 2013 - 10:52 AM
malibu43, on 15 January 2013 - 10:45 AM, said:
If this is your position, then it's clear that you dislike the uncertainty and confusion around the first option. Understandably so, there are numerous threads regarding ECM and how players utilize it. If you think a change is required, the second option would probably offer you a proven model for ECM which would tell you how it should operate. Alternatively, you might want it removed outright. Otherwise, the third option is available to you if you are content with the current ECM implementation.
#26
Posted 15 January 2013 - 10:53 AM
malibu43, on 15 January 2013 - 10:45 AM, said:
I would guess that it means something between what ECM is currently doing and its TT effects.
Suggestions have included allowing BAP and NARC to counter ECM, increasing the detection radius, allowing lock-on against ECM with increased time, or just having a chance that ECM explodes at the beginning of a match.
#27
Posted 15 January 2013 - 11:01 AM
Arcticfox9, on 15 January 2013 - 08:05 AM, said:
The first option of the poll would require PGI to do a heavy investigation of the forums to try to develop an ECM solution that suits the community that plays MWO. This would be a time consuming implementation for research alone but may come up with a fit that best suits the majority of players that have a strong interest in the game.
The second option of the poll would have ECM operate as close to the Guardian ECM description as noted on Sarna.net and/or Table Top. While this might be the best starting place for ECM, it may not be the best solution since we all know that MWO and Table Top could never be properly compared in terms of gameplay.
The third option would have no changes to the current implementation of ECM. A majority poll on this option would indicate that ECM is fine and that there is a strong vocal minority against ECM at present.
The fourth option is self-explanatory.
Recap from the original post. To make this different from other ECM threads on this forum, the poll should be used to capture opinions about the general direction ECM should probably take for re-implementation. Simple answers are best.
Edited by Arcticfox9, 15 January 2013 - 11:02 AM.
#28
Posted 15 January 2013 - 11:03 AM
ECM Capable?: Yes
jumping ecm lol
#29
Posted 15 January 2013 - 11:03 AM
Arcticfox9, on 15 January 2013 - 10:59 AM, said:
Note that there has been some recent attention placed on NARC by the developers. Beacon times have been increased which means that there is awareness that NARC is not being used. NARC is already somewhat difficult to use and requires the user to enter close combat range of the enemy. This change would make a single target with the beacon visible for 20 seconds and would provide a very good premise for continuing to have it in this game.
1) NARC wasn't being used before ECM, and certainly isn't being used now.
2) Because of its short range and the fact that it dumb-fires, if you can it them with a NARC, you can hit them with a SRM, which makes the NARC pointless.
3) Even if NARC allowed lock-on for its duration, it wouldn't be used; the window is too short to acquire lock, fire, and allow for travel time of the missiles.
There is no way to fix NARC in the current state of the game; it could become useful if other things are changed.
#30
Posted 15 January 2013 - 11:10 AM
Even Dark, on 15 January 2013 - 11:03 AM, said:
ECM Capable?: Yes
jumping ecm lol
Yeah, THIS will be the mech that breaks the ECM issue through to the top of the pile. The amount of whine that will pour forth over an ECM Spider? Ridiculous. Even we RVN-3L drivers will be whining about it being OP. And THAT is saying something...
#31
Posted 15 January 2013 - 11:14 AM
Roadkill, on 15 January 2013 - 10:50 AM, said:
Start with what Guardian ECM is supposed to be - the TT rules - and then, if necessary (which I doubt), slowly add features to improve it.
Agreed.
30plusRAbbi, on 15 January 2013 - 10:42 AM, said:
Great points. However TT had things that the community needs and/or want. PGI just needs to get to making them: stealth armor and null signature.
Quote
Nonsense. Spider can not equip SSRM.
Edited by StalaggtIKE, 15 January 2013 - 11:20 AM.
#32
Posted 15 January 2013 - 11:16 AM
Instead of being completely unlock-able they should instead increase the time to obtain a lock on them and allies in their spear of influence. This makes much more sense.
Also in TT ECM can generate "Ghost targets". Its be interesting if an ECM mech could clone itself for a few seconds at a time to confuse the enemy. I'd rather have that than being completely unlock-able.
#34
Posted 15 January 2013 - 11:17 AM
StalaggtIKE, on 15 January 2013 - 11:14 AM, said:
Nonsense. Spider can not equip SSRM.
And with the teams of ECMs running pack right now, SSRMs do you no good in a 3L if you get dogpiled by ECM mechs. It's useless ammo. Counter one ECM, and the other ECM is still running.
(Maybe it's time to point out that this has started to show up as a viable tactic, and thus the packs of ECM lights hunting down enemy ECM lights.)
Lasers, however, seem quite immune to ALL of ECM's effects. And I see laser hardpoints on the Spider. The new Death's Knell Commando might just get upstaged...
#35
Posted 15 January 2013 - 11:19 AM
#36
Posted 15 January 2013 - 11:23 AM
30plusRAbbi, on 15 January 2013 - 11:17 AM, said:
And with the teams of ECMs running pack right now, SSRMs do you no good in a 3L if you get dogpiled by ECM mechs. It's useless ammo. Counter one ECM, and the other ECM is still running.
(Maybe it's time to point out that this has started to show up as a viable tactic, and thus the packs of ECM lights hunting down enemy ECM lights.)
Lasers, however, seem quite immune to ALL of ECM's effects. And I see laser hardpoints on the Spider. The new Death's Knell Commando might just get upstaged...
Craven has 3 laser hardpoints and more armor, to the Spiders 3 lasers hardpoints and less armor. Your point is still invalid.
#37
Posted 15 January 2013 - 11:24 AM
Wolf of Fenrir, on 15 January 2013 - 11:19 AM, said:
Ah, so PUG players aren't allowed to run certain mechs, huh? Nice!
#38
Posted 15 January 2013 - 11:27 AM
#39
Posted 15 January 2013 - 11:29 AM
As it stands - it appears that developers should probably provide an briefing on ECM starting with the Table Top rules. Directly citing each rule that was not met, there should be an explanation as to why this was the case. Keep in mind that there are probably some very valid reasons why ECM has been implemented in its current form.
#40
Posted 15 January 2013 - 11:39 AM
Codejack, on 15 January 2013 - 11:24 AM, said:
Ah, so PUG players aren't allowed to run certain mechs, huh? Nice!
huh? I said it made it a crap shoot. Just because something you'd like to do can get countered in a game doesn't mean a viable part of the game should be changed/removed.
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