focuspark, on 12 February 2013 - 03:04 PM, said:
SSRM should have a 270m targeting laser which lasts for 2 seconds. If the laser can be kept on the target for 0.5 seconds continuously or 1.0 seconds cumulative before the 2 seconds elapses fire the missiles and have work just like they do now.
Keep hope alive, brother!
In all seriousness, when ECM first came out most of what I said about it conveyed marginal disappointment - I felt the system was unfair tp PUGs, but I was more favorable towards it because I had gotten tired of the sky-blackening clouds of LRMs and endless streams of SSRMs. Now I think that its unfair to PUGs, needlessly limits variety, and cheapens tactics in the game.
Now, slight tirade on my way to why I disagree: Why was missile damage buffed in the first place? From what I've heard the original MW:O LRMs had a damage of 1/missile; but that their feedback indicated that it was too weak. Now, that thinking contraption in my skill goes, "Why were they too weak?" Its likely not double armor's fault, as almost every other weapon in the game does standard damage and only a few get the "weak" label. My thought is that in a game where you can choose the exact point where your shot will hit, weapons where you instead choose a cone where your shots will lad are inherently weaker - in part because of the loss of accuracy, and in part because of that making them less valuable to boat.
"But Crit, SRMs aren't weak, I just got 1k damage with them!" Oh, but they ARE weak - at 200m. They're well and truly brutal at spitting distance because their spread hasn't gotten wide yet, and an entire volley can land on the same mech section. The problem lies less in the TT values and alterations they made, and more in the nuances of how the individual weapon systems, fire control, and crit mechanic works.
I'd like it if missiles behaved with the paradigm the rest of the game used: 1:1 TT damage, reaching their desired effective range in 0.5 seconds or less. Add in the nuance of SRMs having a more cylindrical, rather than conical spread (less accurate at the immediate range, but relatively more accurate at the end of their range) and leaving LRMs with lock-on so that they can use indirect fire without having to have been a mortorman.
ECM without weapon denial, coms denial, and cloak could still be valuable - if the things it canceled out were actually dangerous. Some argue that Artemis is dangerous, but either way its hard to tell how much use it is without any concrete description of how it effects spread. But let's go through the rest of them.
BAP: Mostly, this poor thing suffers from inflation. All mechs have an innate 800m spotting radius, if there was high ground in the middle of an some of our maps, you could pick up targets anywhere. It makes spotting and recon more of an attribute than a role. If they used bigger maps or brought the innate spotting down a dedicated recon would be valuable and a real choice. Then ECM's BAP cancelling effect would actually mean something.
NARC: It has one purpose: boosting LRMs. Unfortunately, if fails miserably to do so, even without ECM as far as I can tell. For its cost and the risk and difficulty of using the thing, you'd think it wouldn't be unreasonable for it to project the "R"-target effect by itself and assure that a certain percent of the inbound LRMs would gravitate to where it stuck. Then ECM's NARC cancelling effect would actually mean something.
Also, TAG. Though technically not canceled by ECM, if you get disrupted, your TAG is useless. They really need to give TAG some extra features, possibly make it equipment as well.
DocBach, on 13 February 2013 - 04:34 PM, said:
The 'Mechs are limited by the amount of modules they can carry - they have to make a choice to sacrifice other modules, and if its not mastered, you won't be able to carry all of the modules to get the "full" effect
I object to the system (ECM, not yours), but at least in your way you'd have to choose to have ECM mech, rather than something else. It also depends on them making more worthwhile modules, though.