

An Actual Plosible Fix For The Ecm/streak Problem
#1
Posted 20 February 2013 - 04:27 PM
ECM on disrupt means they cant lock on you fine
but make it so you CANNOT lock onto them either while active. Done fixed.
want to shoot streaks turn your ECM to counter.
If you want a real world reason (for those who like those) Lockon via radar seems to be what we use, if you dont know the Frequency the enemy uses you have to blanket the whole area across multiple frequencies, downside you cant lock either.
(Think of it like a Bubble where No SSRM's can function if even 1 mech in the bubble has his ecm turned on and isnt being countered.)
^^^^ seems very similar to what we have now. On a secondary note you can go as far that if ecm is on disruptthey cant target you and you cant target them either.
This would also stop the ssrm locks too. either one I would think would fix a ton of the ECM issues players have and does not remove what players like about ecm (ppl cant see you)
as a balance feature to this although making little sence I would make your team LRM's unaffected by this due to the possible team grief factor of this.
#2
Posted 20 February 2013 - 04:52 PM
#3
Posted 20 February 2013 - 05:01 PM
The friendly lockout i know would be an issue but it would also stop the raven flocks. maybe only taking 1 ecm scout in a group instead of 4.
#4
Posted 20 February 2013 - 07:10 PM
#5
Posted 20 February 2013 - 07:16 PM
Karr285, on 20 February 2013 - 04:27 PM, said:
Mmmm, Steak.
That's not how electronic counter measures work.
You want a true fix for ECM vs Streak?
Toggle to override SSRM "Assured Hit" so that Streaks fire as dumb missiles. Same speed as Streaks (200, not 300 like SRM).
Bing bang ding dong done.
Edited by Calimaw, 20 February 2013 - 07:16 PM.
#6
Posted 20 February 2013 - 07:21 PM
A better solution is; Let Streaks fire like normal SRM when jammed. This is how it works in TT. A lock is still required (and therefore would need to be made possible), which means the ECM is jamming the missiles, not the mech itself.
As far as streaks themselves, they're a bit OP. The best option is to ensure they hit a spread of target areas, possibly reduce the splash radius on them so that they aren't all pegging the torso with splash if that is what's causing it. Either that or revamp the targeting code so legs/arms have a much higher chance of being targeted rather than torso (or what I suspect; center of mass targeting, blech).
#7
Posted 20 February 2013 - 07:36 PM
Currently SSRMs target the center torso ( correct? need a citation ), for them to spread damage they could target a RANDOM part on a 'mech. Would this be per instance of lock? per instance of fire? per instance of SSRM weapon? per instance of missile?
I see nothing wrong with SSRM targeting the center torso. 'Mechs are 3-Dimensional objects, you can turn to take a hit in the flank.
If JJ capable you can take them to your legs.
Not JJ capable? Too bad, buy a JJ capable 'mech.
SSRMs should not be SRMs IF there is an option to fire them as such. SSRMs travel 1 third SLOWER than SRMs, this is because of the ammunition itself.
SSRMs are a 2 piece component weapon system.
SRM(2) vs SSRM(2) as a weapons system shows that SSRMs are 50% heavier, this is due to the system that locks onto the target. The ammunition itself is 100 meters per second slower, this is to reflect the fact that it is guided ammunition.
My logic suggests that the 100 m/s difference is to suggest that SRMs use a non-vector thruster, linear directional force; where SSRMs use a vectored thruster, or perhaps even winglets that cause drag.
The only problem I see with SSRM and ECM is that ECM while within 180 meters of a SSRM is able to disable the weapon system entirely.
SSRMs are not a big deal to fight, 3 x SSRM = 1 x SRM(6).
#8
Posted 21 February 2013 - 08:42 PM
Calimaw, on 20 February 2013 - 07:36 PM, said:
SSRMs are not a big deal to fight, 3 x SSRM = 1 x SRM(6).
except 3 SSRM = 100% damage everytime you shoot even at 270m 1Srm 6 = 50-75% damage if you don't miss completely, Plus you can lock a target with your arms and hit them with torso mounted SSRM's
Anyway Well if you guys dont Like the possible friendly greifing how about While ECM s active all actions (moving, jumping fireing weapons) cause 50% or 100% more heat. Although this would need a new toggle option to turn it off all together
BUT it would bring back the use of ECM as a SCOUTING role with even tag not a brawling light. Or with the DDC a command platform.
#9
Posted 21 February 2013 - 09:04 PM
A good RVN-3L (or any 'Mech) will flip ECM modes rapidly to avoid being locked and still be able to lock enemy 'Mechs. Because they control when they can and cannot be targeted, this will not solve the issue.
#10
Posted 21 February 2013 - 09:11 PM
Edited by Mahnmut, 21 February 2013 - 09:12 PM.
#11
Posted 21 February 2013 - 09:16 PM
HRR Insanity, on 21 February 2013 - 09:04 PM, said:
A good RVN-3L (or any 'Mech) will flip ECM modes rapidly to avoid being locked and still be able to lock enemy 'Mechs. Because they control when they can and cannot be targeted, this will not solve the issue.
It would still open up windows where other mechs can lock onto them. Sure, the ECM pilot will have a slight advantage, but it adds a little more skill in order to be most effective. Currently there is zero thinking required by an ecm light with ssrm's.
#12
Posted 21 February 2013 - 09:21 PM
Mahnmut, on 21 February 2013 - 09:16 PM, said:
It would still open up windows where other mechs can lock onto them. Sure, the ECM pilot will have a slight advantage, but it adds a little more skill in order to be most effective. Currently there is zero thinking required by an ecm light with ssrm's.
Does not fix the issue. Good pilots will still be a complete hard counter to other lights. This is not good game balance.
#13
Posted 21 February 2013 - 09:57 PM
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