

Ecm Still Greatest Factor In Team Winning Or Losing
#1
Posted 01 February 2013 - 04:29 PM
#2
Posted 01 February 2013 - 04:35 PM
#3
Posted 01 February 2013 - 05:05 PM
chance to win = 100% * (a / b ) * (x / y)
a = bads on enemy team
b = bads on your team
x = ecm on your team
y = ecm on enemy team
Edited by Khobai, 01 February 2013 - 05:07 PM.
#4
Posted 01 February 2013 - 05:09 PM
Khobai, on 01 February 2013 - 05:05 PM, said:
100% * (a / b ) * (x / y)
a = bads on enemy team
b = bads on your team
x = ecm on your team
y = ecm on enemy team
ECM has become a LOT less important with the reduced lag shield on lights. Now that you can hit the ******** every time and easily you don't need to rely on streaks or LRMS which require no aim or talent to use. You see a LOT less of it. It's still important and you still need a few mechs with it, but you don't need to stack it the way you did and it no longer makes light mechs god.
#5
Posted 01 February 2013 - 05:10 PM
Quote
Nah its still important from preventing LRMs from killing your whole team. Without ECM your team is basically LRM bait.
#6
Posted 01 February 2013 - 05:12 PM
silentD11, on 01 February 2013 - 05:09 PM, said:
ECM has become a LOT less important with the reduced lag shield on lights. Now that you can hit the ******** every time and easily you don't need to rely on streaks or LRMS which require no aim or talent to use. You see a LOT less of it. It's still important and you still need a few mechs with it, but you don't need to stack it the way you did and it no longer makes light mechs god.
This. I have fun blasting the legs off ECM lights that try to harrass my team. Usually I see 2-3 ECM mechs on the enemy team. A raven and maybe 2 DDCs. Either way my Cataphract has no problems with ECM mechs.
#7
Posted 01 February 2013 - 05:13 PM
Khobai, on 01 February 2013 - 05:05 PM, said:
chance to win = 100% * (a / b ) * (x / y)
a = bads on enemy team
b = bads on your team
x = ecm on your team
y = ecm on enemy team
8 bads on both teams and 8 ecm mechs on both teams means there is no chance of you losing?
#8
Posted 01 February 2013 - 05:16 PM
Quote
if you have 8 bads on your team you really shouldnt be playing this game.
#10
Posted 01 February 2013 - 05:22 PM
I've gone from my first 500 games in mechs with no ECM to a mech with ECM.
My win/loss rate hasn't changed appreciably. It's improved based on my playing better but nothing I'd tie to ECM.
Having multiple ECMs on your side though? Significant advantage - IF people take advantage of it.
This is where premades have a good edge. When you're packing ECM but the rest of your team wanders off out of range and gets smoked by LRMs it's useless. If they all stay together in ECM range and the enemy can't even target you not to mention LRM or streak you without TAG or ECM of their own, that's another matter.
ECM is a force multiplier. If you've got multiple ECM units on your side who act together and a team that is at least aware that ECM only helps if you're within range then the impact is dramatic.
When you've got people who wander out of range, stand on a ridge in sniper-shot location and just watch as the heavens rain down and PPCs scatter them into component particles then, well, it's not that big a deal.
#11
Posted 01 February 2013 - 05:41 PM
#12
Posted 01 February 2013 - 06:17 PM
#14
Posted 01 February 2013 - 06:29 PM
All that means is you ran into a bad light pilot who tried to go toe to toe with you.
It has nothing to do with the power of ECM. If that light pilot spent time strafing and playing more of a defensive role using his ECM to help his team, you wouldn't be saying the same thing.
ECM is still the best item in the game. Period.
#15
Posted 01 February 2013 - 06:32 PM
#16
Posted 01 February 2013 - 06:33 PM
FrupertApricot, on 01 February 2013 - 04:29 PM, said:
You are incorretly identifying the problem.
ECM is not the issue, SSRM are the issue. Think about the times that you've died, was it because of ECM? No, because ECM is not a weapon, ECM does not kill you.
You died because there currently exists a massive problem in short range combat against ECM equipped mechs that use SSRM. Any light mech pilot that goes out in a mech that does not have both ECM and SSRM are at a disadvantage because SSRM are a weapon system that can hit at a 100% rate while moving at full speed and torso twisting. SSRM are also able to make very high angle turns in order to hit their targets. Against other fast moving lights, this means a hit in the back.
Any light mech pilot who chooses a mech with ECM and without SSRM are at a disadvantage because they cannot use SSRM against other light mechs. Any light mech pilot that chooses a mech with SSRM and without ECM is at a disadvantage because their SSRM will be useless against another light mech with ECM and/or SSRM. This creates a problem that limits the choices for light mech pilots.
The combination of ECM and SSRM are a huge problem right now because a short range counter to ECM does not exist aside from another ECM. Therefore, by choosing a light mech without ECM and SSRM, a pilot puts themselves at a disadvantage automatically because lasers can miss, but SSRM cannot miss. SSRM reduce the speed defense aspect of piloting light mechs to zero by always hitting, performing insane high angle turns, hitting rear armor against fast moving targets, and etc.
I hope that this better helps you to identify the true problem which is the lack of a short range counter to ECM, and the ability for ECM equipped light mechs to monopolize the use of these, "Magic Missile," SSRM.
#17
Posted 01 February 2013 - 06:37 PM
#18
Posted 01 February 2013 - 06:39 PM
#19
Posted 01 February 2013 - 06:42 PM
Streak SRM's are a problem. Ways to fix it? Increase cycle time, decrease damage, increase heat, create larger missile spread, increase lock time, require new lock each shot.
Pick one or two of the above, apply them, see what happens. If Streaks still broke, tweak current changes or add another of the above list. Continue until Streaks are fixed. Done.
Same thing with LRM's.
Instead they introduced an overpowered band-aid item which just made it all worse instead of fixing the underlying issues.
It's really a stupid way to do it. And I don't like calling devs stupid. But whoever is making the design decisions (I'm guessing it's one person, it always is in the end) does not understand how to deal with problems in these types of games.
#20
Posted 01 February 2013 - 06:46 PM

People are learning how to handle it. I haven't noticed ECM making a lick of difference lately. Now that we can hit the speedy little anklebiters, their sneaksiness helps them very little.
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