Codejack, on 12 February 2013 - 11:49 AM, said:
The fact that it does too many things, and too well:
-If it cut detection range to 400m, that would be powerful; 200m is crazy.
-If it extended lock-on times, that would be fine, but preventing them entirely is stupid.
-If it ONLY countered NARC, Artemis and BAP, that would be a respectably powerful piece of equipment; in addition to everything else it does...
Maybe I'm playing the wrong people, but those bonuses do precious little for you when you're playing vs a decent team - I know, because I spend most of my time playing either a Raven (hate it), 3M (love it), Hunchie (no ECM) or Cataphract (no ECM), and if we're playing half decently, ECM doesn't play a large role in the game at all, outside of the Light battle.
I've been in many a league drop where we don't bother with ECM other than the scouts, who are out, scouting.
Those attributes might seem powerful in puggie matches but hell if any of that will do you an ounce of good when the SRs and Kaoses of this world turn on heat-vis and light you up, when their DCs seem to be psychic and know where you are, regardless of LoS, ECM, or anything else (map control is key)..
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The best question so far: If any mech could carry ECM, is there any mech that you would not put it on?
Very good question.
![:(](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
At 1.5t? Some. Only my pugging builds. My competition builds (apart from the scouts, I give you that) are already tweaked so far that I couldn't spare the tonnage for what amounts to so little bonus in return.
In fact, I think this highlights one of the key differences here - when pugging, in those horrible handbag slap-fights that come from nobody having any control or clue what's going on, then that stuff you listed probably seems way OP, but vs a real team, it would be a waste of tonnage on every mech.
I mean, no mech is going to break from the main group in a real match, or the DC would bawl him out, so protection from LRMs is useless, as you won't ever not be in cover, and a decent DC won't let you get into a position where enemy LRMs have a chance to be fired, let alone locked-on.
Scouts report the position and intended course of the mechs using eyeballs, not red dots, plus vs good players who know the maps they know where you are via LoS or inference (if you're not at position-A, then you must be at position-B, etc..), so being invisible to radar is no real bonus most of the time.
Teams who are awake have eyes all over and report all heat-sigs so detection range is limited by distance-fog, not radar.
Enemy DCs already know the maps, many have printed copies by the computer, so they don't need little red triangles to know where you are, if they have scout mechs doing their job (
which btw is what I'm talking about Volthorne when I say a scout is one of the teams' greatest assets and not to be wasted babysitting the main force).
Forget taking a medium and doing some bold flanking manoeuvre under ECM cover - Leave that to the fan-fiction, real matches come down to the positioning of your main force and focus-fire/DPS.
If one mech tries a flanking move, like we do all the time in pug matches, the enemy team will eat him alive, and now you're a man down.
Splitting your force is a prime way to get each half eaten in bite-size pieces.
ECM sounds like a good idea in all mechs, but practically, it wouldn't make a difference as one or two mechs would never make the moves that ECM makes possible.
So I guess my answer would be as I say, only in pug matches.
If I had the tonnage free, then why not? I admit it sure beats AMS, but I don't bother with AMS either, for the same reason, LRMs are too situational vs a decent team and the map you get, so it's not worth building a strat around it.
Edited by BigJim, 12 February 2013 - 12:57 PM.