Ecm Live Forever111!
#21
Posted 19 January 2013 - 08:56 AM
#22
Posted 19 January 2013 - 09:01 AM
Mancu, on 18 January 2013 - 07:57 PM, said:
Do you happen to know which thread he posted that in? I'd like to see what he said exactly.
#23
Posted 19 January 2013 - 09:07 AM
Demoned, on 18 January 2013 - 09:01 PM, said:
does this count?
but I've not had to much trouble with ECM since it came about
why because i never run a SSRM/LRM build
News flash, ECM does a lot more than stop LRM/SSRM...
JohnnyC, on 19 January 2013 - 09:01 AM, said:
Do you happen to know which thread he posted that in? I'd like to see what he said exactly.
Here
Edited by StalaggtIKE, 19 January 2013 - 09:14 AM.
#24
Posted 19 January 2013 - 09:09 AM
#25
Posted 19 January 2013 - 09:19 AM
#28
Posted 19 January 2013 - 09:28 AM
Redmond Spiderhammer, on 19 January 2013 - 09:19 AM, said:
True. I can usually take one ECM/SSRM mech out but its usually a high cost. That's with my almost perfect accuracy and killing them as fast as possible before they get me. Sometimes I can take down two, but it gets really risky by then since ammo is a premium here.
#29
Posted 19 January 2013 - 09:36 AM
It's kinda... nice.
#30
Posted 19 January 2013 - 01:58 PM
Garth Erlam said:
ECM being used on all ECM-able Mechs does show that it is overly powerful. The reason no changes have been made is it takes time to figure out what, exactly, is making that the reason. Is it the lock prevention? The 'cloak'? The range it works at? The weight? Crit space? Variants that use it? That it makes LRMs incapable of lock? SSRMs?
So while total numbers used isn't an indicator it's fine, it does mean people won't just go to ECM because it makes you instantly win. In fact, many builds aren't affected by ECM at all (my Cicada, in particular, does not discriminate.)
So we use that, suggestions, feedback, numbers gathered, watching 8v8's, etc, and eventually we come up with ideas. Then we test them. Tweak them. Test them. Tweak them. etc.
So while I'd love to tell you what changes we've made, none are in stone and until I have something to tell you that won't be wrong as of 9am the next day, I will.
I hope you all understand, we don't do this to be cruel, we do it because there is, quite literally, nothing of use to tell you yet, beyond that we've gathered our data, your suggestions, and are going through testing them now.
Why do you need data to tell you that GECM needs to be changed? You had it's original functionality changed. The data is not going to tell you that it's broken. I'll tell you why it's broken - it's very simple really:
-Prevents targeting. GECM wasn't intended to block radar functionality. Now, we have a dead radar in the game when GECM is around other mechs. A team full of GECM mechs means radar is completely useless. Targeting inside the bubble just to get a read on the mech's loadout and status is a poor consolation.
-Prevents lock-on instead of slowing the lock-on rate (interference). SSRM + LRM bandaid. Self explanatory.
-Bubble intended to be actual area of effect of GECM (180m maximum), not 180m to shield your allies. Allies should receive absolutely no benefit from GECM. Currently, GECM has unlimited range where it should have a max range of 180m. The bubble is supposed to be 180m and affect only the mech carrying the GECM.
-Current implementation of GECM has it doing the job of two additional pieces of equipment: Angel ECM (shielding your allies from a whole host of other equipment + SSRMs and not LRMs) and Null Signature System (no radar blip at all). This alone makes it ridiculously OP.
To balance GECM simply restore it's true functionality as it should be. Make it affect only the mech carrying it, give it a maximum range of 180m, have it so that the only things it blocks are Artemis FCS, NARC (ironically used as a counter to GECM currently) and C3 master and slave (yet to be introduced), and slow the lock-on rate of missiles.
That's it. That is how you fix GECM.
Edited by ArmandTulsen, 19 January 2013 - 02:04 PM.
#31
Posted 19 January 2013 - 02:06 PM
PoLaR, on 19 January 2013 - 09:36 AM, said:
It's kinda... nice.
Yeah, it becuase people are leveling up the other variants to make the L3 more speedy.... ECM will resurface once the variant is master'ed, i assure you.
#32
Posted 19 January 2013 - 03:17 PM
The current ECM is like a BUILD-IN-aimbot-radar-hack for MWO. (ecm+streak)
A single ECM player in a PUG team is far from overpowered.
But the real threat/problem is where ECM premades come into play. A competent 4 man premade with 2 ECM against a normal PUG team is unbeatable, and worse, they take the fun out of the game!
My suggestion to fix this, is to make ECM like one of those flashlight tingies like it is in one of the other egoshoters -> battery style -> ECM power is used up over a limited time and it need time to recharge to be available again.
There are many other good suggestions to nerf the darn thing. PLEASE PGI, do some thing against it, ASAP!
Now, ECM is like an aimbot, to chase other players away from this game. And i will use it like U PGI want it to be, and continue to beat the **** out of other players.
Edited by Garagano, 19 January 2013 - 03:18 PM.
#34
Posted 19 January 2013 - 03:35 PM
Mancu, on 18 January 2013 - 07:57 PM, said:
link please?
Edit: Never mind, someone already posted it.
Edited by The Cheese, 19 January 2013 - 03:35 PM.
#35
Posted 19 January 2013 - 03:39 PM
#37
Posted 19 January 2013 - 03:50 PM
How long is this stupidity going to continue PGI? I've kept my mouth shut about this so far, but I'm getting tired of this one stupid thing making or breaking matches. I have an Atlas DDC and it feels like I'm cheating using it.
EDIT: Apparently PGI has FINALLY figured out there's a problem and commented that changes are needed. Thank God.
Edited by Secundus, 19 January 2013 - 03:54 PM.
#38
Posted 19 January 2013 - 04:07 PM
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