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Vanquished Void
O.R.E. Transporting
0
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Posted - 2014.12.21 08:35:17 -
[1] - Quote
Greetings,
After the announcement that recon ships were being rebalanced, I've started thinking about ECM and how it's the only EWAR module that is chance based. After a while, I think I figured out the best way to fix them without completely making them overpowered.
First they need to be unlinked from sensor strength, which should be only used for your ability to be probed down.
Second, instead of being chanced base, they should reduce a ships maximum targets by 2-4 per module used against it.
Third, reduce the max range to 10-20 km based on tech/meta level, but can be increased by ship/player skills.
The flat decrease of locked targets should go a long way to making this module stronger, without making it game breaking. This would make it strong against logi ships in this format, and against other ships if you single them out, which is similar to how the other EWAR works. This also removes the need of racial ECM's.
Now, the ECM bursts should reduce the amount of locks of ships by 6-8, and limits the total amount of ECM modules that can be equipped to one.
The ECM rigs should be changed to add another maximum target reduction. Instead of ECM strength.
Feedback welcome, VV |
HiddenPorpoise
Under Dark Sins of our Fathers
291
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Posted - 2014.12.21 08:41:33 -
[2] - Quote
You just made ECM stupid op in curbstomps and worthless everywhere else. |
Jennifer Maxwell
Crimson Serpent Syndicate Heiian Conglomerate
218
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Posted - 2014.12.21 09:57:44 -
[3] - Quote
As an ECM pilot, I have grown to feel that every attempt by someone to "ballance" or "fix" ECM is in fact an attempt at undermining it and nerfing it into the ground.
In short, keep your hands off my ECM. |
Lugh Crow-Slave
297
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Posted - 2014.12.21 10:12:18 -
[4] - Quote
Jennifer Maxwell wrote:As an ECM pilot, I have grown to feel that every attempt by someone to "ballance" or "fix" ECM is in fact an attempt at undermining it and nerfing it into the ground.
In short, keep your hands off my ECM.
this is very true and a lot of times (like this OP) all they do is make its stupid overpowered
the main problem with ECM is people don't understand ECM
everyone either complains they are always jammed or that their jams never land |
Swiftstrike1
Swiftstrike Incorporated
841
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Posted - 2014.12.21 11:17:59 -
[5] - Quote
It's situations like this where I like to tell people to read my signature!
Also, I'll include this link just in case I change my signature in the future
Targeting, Sensors and ECM Overhaul
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Vanquished Void
O.R.E. Transporting
0
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Posted - 2014.12.21 14:18:39 -
[6] - Quote
So to start off, I really didn't think it sounded that bad when I wrote it down first time and came back 10 minutes later.
The issue I have with ECM, isn't that it works or doesn't, it's that there are something like 100 modules because of the racial split that is generated from having too many modules just to work on each race of ship. (ECM and ECCM) This is the only EWAR type that suffers this kind of module bloat.
I know if someone said just remove all the racial variants, there would also be a bit of complaints made. Since module tiericide is happening, and recons are being balanced, it just seemed to make sense at the time.
ECM in it's nature is "If the ship has a bonus for it, it has a decent chance of landing." Also, the ships with the bonus also has a range increases on it as well.
I originally figured the number 2, because bonused ships would have 4 points of lock reduction and 5 for recons. This, I definitely feel was on the higher edge of power, but not completely overpowered.
If the module had base 2 lock reduction, with 10 km range, it wouldn't be used completely by solo players since you would have to sacrifice a lot of mids that were to be used for prop/tackle.
A ship that has bonuses for it, rarely fly solo, and when they are used in conjunction with another DPS ship, the same effect would happen, but your teamwork would allow tackle to land and ship to blow up. In fleet battles, limiting logi from locking more than 2-3 people is definitely on the strong side, and most ships have more than 6 locks, meaning no single module can shut down a ship.
Now that I read it again, nix the rig change, that is definitely more broken than I thought it was.
ECM is not a module for solo work, and I figured that the lock reduction vs current effect would allow it to stay decently strong, with only minimal change of actual effect. If I'm wrong, then meh, glad I was able to get this idea off my chest. |
FT Diomedes
The Graduates Forged of Fire
732
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Posted - 2014.12.21 16:28:59 -
[7] - Quote
Swiftstrike1 wrote:It's situations like this where I like to tell people to read my signature! Also, I'll include this link just in case I change my signature in the future
Swiftstrike1, your ideas are good and you should feel good.
This is my signature. There are many like it, but this one is mine.
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Rain6637
GoonWaffe Goonswarm Federation
28029
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Posted - 2014.12.21 17:38:31 -
[8] - Quote
damps are chance based beyond optimal, and damps are even worse than jams.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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Rawketsled
Generic Corp Name
20
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Posted - 2014.12.21 22:26:39 -
[9] - Quote
It's not that they're chance based.
Turrets are chance based, and nobody cries about that. Tracking disruption affects that chance, and nobody cries about that either.
When you've been TD'ed, you have the option of steering your ship to minimise transveral as well as dictating range. When damped, you have the option of changing range. Sure, it's less, but it's still an option. When webbed or painted; use prop mods and dictate range.
When jammed, you have no option except for turning on ECCM.
That's what sucks about it. You just sit there and wait. Give the victim something to do to oppose the ewar effect applied to them. |
Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2091
|
Posted - 2014.12.21 22:34:02 -
[10] - Quote
Howabout keep it as a chance-based module but make it treat all of the target ship's potential target locks as discrete units, and jam all of them separately? For instance, if you have a 60% jam chance against the target, you would have a 60% chance of jamming each of their potential locks. If it's a ship that can lock up to 5 targets and has 2 already locked, you might jam out 3 potential targets, including one of the targets that was already locked. The ship can still lock two targets (only two) and has one still acquired. The other must be re-acquired. If during re-acquiring the target, the lock unit being used gets jammed, the target locking will fail and will have to be manually restarted from the beginning.
This would effectively be a nerf to ECM, so it should be balanced out with a buff to ECM strength to compensate.
Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance)
"What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk
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Joe Risalo
State War Academy Caldari State
731
|
Posted - 2014.12.21 23:39:53 -
[11] - Quote
My only problem is the racial ties to ECM.
Remove that so that it's one module group instead of several. Everything else can stay the same... |
Sobaan Tali
Caldari Quick Reaction Force
402
|
Posted - 2014.12.22 00:23:25 -
[12] - Quote
Joe Risalo wrote:My only problem is the racial ties to ECM.
Remove that so that it's one module group instead of several. Everything else can stay the same...
Wouldn't that be a huge buff to them? I'm not really into ECM all that much so I'm just going off theory here, but doesn't that make it immensely easier for a Rook or Balckbird to keep several ships locked out regardless of there sensor types? |
Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2092
|
Posted - 2014.12.22 00:28:03 -
[13] - Quote
Sobaan Tali wrote:Wouldn't that be a huge buff to them? I assume he meant to remove the racial jammers and leave multispectral where they are now. If anything that would be a nerf.
Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance)
"What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk
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Mario Putzo
Welping and Dunking.
977
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Posted - 2014.12.22 00:38:16 -
[14] - Quote
Just give it scripts and make it target Drone Control Range and Drone Bandwidth. Boom problem with the imbalance solved. Functions like damps and other EWAR by removing a % of DCR or DB based on optimal/falloff variables. Will apply an effect 100% of the time, but the % will vary by engagement.
May have to add a module for drones that increase Drone Bandwidth, but with a counter to said module available I don't see that being an issue. |
Joe Risalo
State War Academy Caldari State
732
|
Posted - 2014.12.22 00:52:47 -
[15] - Quote
Reaver Glitterstim wrote:Sobaan Tali wrote:Wouldn't that be a huge buff to them? I assume he meant to remove the racial jammers and leave multispectral where they are now. If anything that would be a nerf.
Yes and no...
Remove racial jammers, and multispectral.
Basically, remove anything tied to racial sensors, including racial sensors themselves.
Instead, go with a flat, across the board sensors, instead of racial specific sensors.
Now, balance ECM around that, and much like other modules, have one line of ECM...
I think leaving race specific ECM as the marking point would likely be OP, however, balancing around multi-spec would likely be a bit weak.
Perhaps meet somewhere in the middle. |
Arya Regnar
Darwins Right Hand
634
|
Posted - 2014.12.22 00:56:16 -
[16] - Quote
I have my own version of ecm overhaul and it's basically centered around eccm not being so bad. It goes like this.
ECM is fine, the only problem I see is that there is no counter to its randomness.
Make it so that each additional ECCM after 1 makes you ignore one succesful jam.
As in 1 ECCM -> makes you resistant 2 ECCM -> make you more resistant and first jam will be void and if second cycle lands you are jammed, otherwise it gets reset. (resulting in having to jam 2 times in a row to get a jam in) 3 ECCM -> more resistant and first 2 successful jams are void (resulting in having to jam 3 times in a row to get a jam in) It stops there and 4th ECCM just makes you more resistant again.
To not make logis overpowered with this you can make it so that remote assisting modules null the secondary effects of ECCM.
Think that is overpowered?
You are fitting 2 middle slot modules on a ship to be immune to a single cycle and 3 middle slots to be immune to 2 cycles. You severely gimp your tackle abilities so people that want to avoid PVP can use stabs against you and you probably wont have enough scram points to hold them.
As far as PVP goes this still works to disrupts logi chains and remote repairs as they have no secondary effects.
Might be hard to code but I think this would fix the randomness of ECM for those that specifically fit to counter it.
EvE-Mail me if you need anything.
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Zan Shiro
Alternative Enterprises
558
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Posted - 2014.12.22 01:02:03 -
[17] - Quote
Vanquished Void wrote:Second, instead of being chanced base, they should reduce a ships maximum targets by 2-4 per module used against it.
The ECM rigs should be changed to add another maximum target reduction. Instead of ECM strength.
Feedback welcome, VV
taking a wicked guess and saying you were t3 roll stomped? T3 gets slammed hard here as 5 is their max target number. And if sensor strength removed the subs that boost this become basically useless outside of pve (where'd they be used for hard to find). Pvp wise...you wouldn't need to probe me out in a pvp tengu, I'd be on grid lol.
Now...if you have in mind to get this limit removed, not helping this idea much but that be a fun idea to discuss all the same. As I do hate that limit tbh.
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Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2092
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Posted - 2014.12.22 01:23:22 -
[18] - Quote
Arya Regnar wrote:I have my own version of ecm overhaul and it's basically centered around eccm not being so bad. It goes like this.
ECM is fine, the only problem I see is that there is no counter to its randomness.
Make it so that each additional ECCM after 1 makes you ignore one succesful jam.
As in 1 ECCM -> makes you resistant 2 ECCM -> make you more resistant and first jam will be void and if second cycle lands you are jammed, otherwise it gets reset. (resulting in having to jam 2 times in a row to get a jam in) 3 ECCM -> more resistant and first 2 successful jams are void (resulting in having to jam 3 times in a row to get a jam in) It stops there and 4th ECCM just makes you more resistant again.
To not make logis overpowered with this you can make it so that remote assisting modules null the secondary effects of ECCM.
Think that is overpowered?
You are fitting 2 middle slot modules on a ship to be immune to a single cycle and 3 middle slots to be immune to 2 cycles. You severely gimp your tackle abilities so people that want to avoid PVP can use stabs against you and you probably wont have enough scram points to hold them.
As far as PVP goes this still works to disrupts logi chains and remote repairs as they have no secondary effects.
Might be hard to code but I think this would fix the randomness of ECM for those that specifically fit to counter it. ECCM is pretty effective, and as far as I know, most people only ever fit one to any given ship. Logistics has a pretty high base sensor strength, so with one ECCM they become extremely resistant to ECM. Sometimes logistics might fit a second ECCM if they consider it utterly important that they never get jammed even once.
I could see making an ancillary ECCM module which could prevent one successful jam and in doing so it would eat one charge of whatever it uses to resist the jams. It could be a 60-second cycle module that holds, say, 3 charges (with a 5 minute reload timer) and you just turn it on and have it cycle when you think you're in danger of being jammed. It only uses a charge if it prevents a jam that would otherwise have been successful. It would also create an effect around your ship to make it clear to others that you have it fit.
Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance)
"What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk
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Arya Regnar
Darwins Right Hand
635
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Posted - 2014.12.22 01:48:58 -
[19] - Quote
Reaver Glitterstim wrote: ECCM is pretty effective, and as far as I know, most people only ever fit one to any given ship. Logistics has a pretty high base sensor strength, so with one ECCM they become extremely resistant to ECM. Sometimes logistics might fit a second ECCM if they consider it utterly important that they never get jammed even once. But the real reason ECCM modules aren't very valued is that in most fights, nobody uses ECM against you. If you want to make ECCM less unattractive, you need to give it a use that works when nobody is trying to jam you.
I could see making an ancillary ECCM module which could prevent one successful jam and in doing so it would eat one charge of whatever it uses to resist the jams. This would be its only effect--it would not increase sensor strength. It could be a 60-second cycle module that holds, say, 3 charges (with a 5 minute reload timer) and you just turn it on and have it cycle when you think you're in danger of being jammed. It only uses a charge if it prevents a jam that would otherwise have been successful. It would also create an effect around your ship to make it clear to others that you have it fit. Some pattern that creates a dissonance with the ECCM visual effect, making it extra obvious if you are using both.
I just want to have a decent way to go 1v1 and not lose it to jams if I prepare for them.
Other forms of ewar have hard counters ECM does not, besides supers and marauders ofc.
It's no fun when you go 1v1 against a puny miner in a belt and belt rat spawns and instajams you.
EvE-Mail me if you need anything.
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Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2094
|
Posted - 2014.12.22 01:54:18 -
[20] - Quote
Arya Regnar wrote:It's no fun when you go 1v1 against a puny miner in a belt and belt rat spawns and instajams you. ECCM is quite effective against player ships. I haven't tested it against belt rats but I know that NPC EWAR is highly imbalanced. This is another topic of discussion, but I agree, no single belt rat should be superior to a player in EWAR strength of any kind.
Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance)
"What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk
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Arya Regnar
Darwins Right Hand
636
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Posted - 2014.12.22 02:01:06 -
[21] - Quote
Reaver Glitterstim wrote: ECCM is quite effective against player ships. I haven't tested it against belt rats but I know that NPC EWAR is highly imbalanced. This is another topic of discussion, but I agree, no single belt rat should be superior to a player in EWAR strength of any kind.
It is effective vs players sure, but they only need 1 cycle to get away and if fight takes over 2 minutes that is probably going to happen.
EvE-Mail me if you need anything.
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Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2094
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Posted - 2014.12.22 02:18:45 -
[22] - Quote
That's what backup is for, but also the ancillary ECCM I suggested would help with that, even if it's a lot less powerful than the one you suggested.
Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance)
"What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk
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Vanquished Void
O.R.E. Transporting
0
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Posted - 2014.12.22 02:43:07 -
[23] - Quote
Honestly, I ended up doing research and I saw that frigates had 6 locks, but didn't realize that T3's had 5. That was an oversight on my part. I just know that you don't see an ECM boat guaranteeing damps off a single module, and wanted to emulate that without it being broken.
Going off Mario Putzo, Omni with the ability to script towards one race like +20% Radar -20% to the others would work perfectly fine.
Im just tired looking at something like 100 modules for a single EWAR system that has more math than a physicists notebook. Every other system has, use this module to cause this negative status effect. The counter to reduced locks are the high-slot targeting systems that can take a utility high that people generally use for neuts and the like.
So if you changed Omni's to be scripted, to be able to be just as strong as a current racial jammers, I'd be fine with that as well.
Module bloat is the only thing I actually care about, and fixing this would go a long way to making the game better. I just tried to find a way to do so that wouldn't have impacted the type of EWAR in that big of a way. |
Generaloberst Kluntz
Isogen 5
35
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Posted - 2014.12.22 03:11:26 -
[24] - Quote
ECM is one of the few really balanced things in this game. Do not touch it. Stop being bad. I've been in giving and recieving ends of it. There's nothing wrong with it except for ignorance. Jammed: train your racial sensor resistances. Use mid/low modules that benefit sensor strength. Use a low grade specific set of sensor implants in lowsec if you care. Learn about the Griffin, Falcon, Rook, Scorpion, Blackbird, their ranges, optimals, tanks, capacitor and navi. Don't fear ECMgus too much, those suck. Ultimately bring a celestis, a keres, an arazu, any strong dampener really. Jammer: use meta4 racial mods, use jamming specific lows and rigs, play to the strength of the ship unless in very specific situations, move and move, keep distance, be aligned whenever possible, have special warpins if possible, stay on grid the least necessary, don't always listen 100% to the FC unless it's a guy who really had experience flying ECM. Those are awesome ships because they're aggressive whilst paper-thin tanked but it really hurts to see them sporting tanks in average engagements. To those saying jams are op: learn to pvp. Also, they are chance based unlike damps which are 100% PWNAGE. a Falcon will eventually lose a cycle against a BC and above, and those are long 9-12 seconds of drones, etc. |
Sean Parisi
Fugutive Task Force A T O N E M E N T
583
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Posted - 2014.12.22 03:44:26 -
[25] - Quote
ECM is fine in my opinion. I would maybe reduce the total ECM time but increase the amount of cycles - with a slight increase in Jam Strength. Thus allowing players to not be jammed out for a full duration as they are now - but allowing the pilot to possibly still keep them jammed with proper application.
ECCM could be tweaked a bit. But as far as I see it , rolling the dice on ECM is enjoyable to me. If I want exact results I will role a Celestis in Optimal. |
Vanquished Void
O.R.E. Transporting
1
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Posted - 2014.12.22 05:09:17 -
[26] - Quote
Updated OP to reflect discussion. |
Rawketsled
Generic Corp Name
21
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Posted - 2014.12.22 05:21:31 -
[27] - Quote
TD, Damps, and Jams lower the ability of hostiles to apply damage to you.
The red-haired step-child race of Minmatar are the odd ones out. Both their E-War-ish systems (paint and webs) help friendly forces apply damage. I don't think that dedicated E-War is meant for solo PVP. On paper, a Minmatar boat really suffers from the inability to lower the opposition's DPS, and better damage application isn't high on their priority list unless they're shooting at smaller hulls.
I think that means a precedent for doing something different has been established by CCP. Instead of tweaking ECM, why not go balls-deep and make huge changes to it? Huge. Destructive. Meta-shifting changes.
A 100-page threadnought of tears level of change.
Or, if you're a sissy, just add this as a new E-War type and give it only give bonus to Caldari T2. The Amarrians have two bonuses; TD and Nos. The Gallente have two; Damps and Points. Minmatar as well; Paint and Webs. Caldari only have ECM, and according to some, that's still too much.
In response to ECM being royally un-fun in 1 vs 1, try this;
Change ECM to be Remote Target Spectrum Breakers. This is an idea I've seen on the forums before, don't credit me with it.
Race sensor flavours need to be kept here. Technically, you could move to scripts, but I really don't like that. Race considerations mean you need some creative tactics to make use of this. More accurately, this isn't a jam, it's just dropping of all current locks. Victims of RTSB are free to try again, or choose a different target. This keeps the pilot with a sense of being able to do something, while also acting as a force multiplier.
Thus ends the days of crying "because of Falcon" on the forum.
In 1 vs 1, ECM becomes 100% ineffective. RTSBs jam other people targeting your target, and don't jam your target at all. If you've been pointed, shining RTSBs on him (or her) won't break locks.
The RTSB needs to be shone on you! And you can't target yourself.
So... you need a Falcon alt to light you up like a Christmas tree and bail you out, but it's not 1 vs 1 anymore.
Here's where it gets creative;
How do you jam-out Logi? Pinging radio waves of logi hulls will only give you a weapons-timer.
No, you have to ping radio waves off who they're repping. Ironically, this is most likely going to be who your fleet has primaried too. So you're going to reduce your fleet's DPS at the same time as nerfing their logi.
This is where it gets really creative;
Jam-chance is dependent on what race jammer you use, and what race ship is doing said targeting.
If you have a Draaaaaek-Fleet (Caldari, for those who are too young to remember the HML glory days), and your opponent's logi are Basilisks, then you're in for an interesting fight. RTSB'ing a particular ship will do little at first. But when the Drakes yellow-box it, the chance to jam jumps up. A few of your fleet lose target. Then the Basilisks lock it up and throw reps. And the chance to jam goes up further.
We've now insulated the target in a quaint little bubble of gravimetric chaos. Nobody will be able to maintain locks on them. Not their logi, and not your DPS.
But all your Hobgoblin IIs, and their magnetometric sensors will be unaffected. As will that Tornado gang that has come to be an honourable third-party in the fight.
So what happens if the opposition had Scimmies instead of Bassies?
In the exact same situation, the Scimmies will largely ignore the wrong jams and rep just fine. Your fleet gets royally boned, and probably will primary you off the field instead. If you had Ladar jams, the Scimmies fail horribly and the Drakes laugh maniacally because they feel relevant once more.
Another situation: the enemy doesn't have any logi. Neither does your fleet. but you need to protect your fleet from DPS.
Throw your RTSBs on your own fleet. Insulate the primary from the hostile DPS with jams of the relevant flavour. Bringing mixed-drones in your fleet-comp is a beneficial tactic here as most of them will be minimally affected.
Another situation: you want to break a hostile Guardian spider-tank. Shine anti-Amarrian jams on them. You have a choice here;
1.focus all your anti-Amarrian jams on the primary to insulate them from reps, 2.spread jams to break their cap-chain.
The first will work best if your fleet doctrine isn't also Amarrian. If you are, then bring ECCM and break through your own jams. Judicious target selection will break their chains without breaking their reps. Let them cap themselves out, then blap away with impunity.
You're FC. People are using RTSB against you. Every target you call as primary barely scrapes their shields. All your fleet is busy re-locking the target while hostile reps are landing.
What do your do?
New fleet order is; spread DPS. Shoot anything that isn't in fleet. Yellow-box as many people as you can. Make their logi work hard, and their Falcons work harder. Remember, jam-chance is dependent on number of people targeting. Get the hostile reps - and more importantly, hostile jams - diluted over the entire hostile fleet.
Then, call a new primary and volley before they can react.
TL;DR.
1. RTSB doesn't remove ships from the fight, it removes races from the fight. If you derp, that will include your own. 2. ECCM and Remote-ECCM behave the same. 3. Choice of jam-type is still hugely important. 4. When you're pointed in 1 vs 1, you have to fight your way out. 5. Taking a shield fleet against an armour fleet gives you implicit ewar resistance against your own jams. |
Ben Ishikela
HildCo Interplanetar Villore Accords
10
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Posted - 2014.12.22 07:36:22 -
[28] - Quote
I like the propability based game, how it is. I like how the ECM burst works. It has a good synergy with resolution damps. But resdamps are kind of useless in smallgang pvp if all locks has been aquired already. ECM bursts enable the victim to relock a target and shoot back, which is more fun than not being able to do stuff. And they are also a good escape method. If skipts, then only if changing it would require the same time as deploying a depot. Also keep in mind that skripts are also items. So nothing gained realy. The preparation that is needed to effectively fit your ecm boat against an enemy compostion encourages intel gameplay. Thats why i like the sensor differences.
My Suggestion: Remove the 20 seconds of inability to lock targets. reduce it to 1 second. still loose all targets. Warpdisruption effects could be made to persist, but i'd not like that, because i like the escape option. Leave ECCM as it is. More use of ECM in pve by npc. Let npcfactions hire Caldari mercenaries or something.
Because this is a nerf so far, .. ..reduce all sensor strengths a little or increase jamstrength. ..optional: make it stop drones.
Impact of this proposal: - better coop possible by grouping ecm with resdamps. - small ships and those with high scanres dont suffer so much. - choice: fit eccm for more evasion OR sensorbooster for less pain, when hit. - victims of ecm can still do stuff. - still possible to mitigate dps. - more use of ecm encourages teamplay in pve. |
afkalt
Republic Military School Minmatar Republic
577
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Posted - 2014.12.22 08:34:40 -
[29] - Quote
Reduce cycle time to 5s. Reduce cap usage accordingly. Do NOT force the targets to relock.
Voilla, fixed. You're welcome.
(I concede this is probably impossible due to it depending on not needing target reacquistiion) |
Barrogh Habalu
Imperial Shipment Amarr Empire
824
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Posted - 2014.12.22 08:37:35 -
[30] - Quote
Making ECM reduce max targets attribute is an idea really, really old though.
afkalt wrote:Reduce cycle time to 5s. Reduce cap usage accordingly. Do NOT force the targets to relock. Synergy between ECM and SD is kinda neat though. |
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