
Jainia Soltella
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Posted - 2009.03.25 01:18:00 -
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Edited by: Jainia Soltella on 25/03/2009 01:25:06 While I think that the whines were a little overblown ("OMG you can sit at 250km and permajam everything!!!!!111one"... which is absolute bull if you have flown ECM for any length of time) the ECM nerf was expected. I just wish that CCP would look at the mechanic instead of relegating it to uselessness like the other forms of e-war.
How I would fix it: 1) Make all forms of ewar high-slot modules (ECM, Damps, painters, tracking disruptors, webs and points) This has the three-fold effect:
- It allows Caldari & some Minnie ships to tank effectively without sacrificing offensive ability (notice I didn't say strength, given that armor tankers have to choose between dmg mods and tank...).
- It simplifies the game for new players (if it's in a high-slot you use it against other players or the environment...)
- Focuses these ships, along with other ewar platforms like the Arazu, Pilgrim etc on their goal as a gang ewar platform, instead of trying to mix ewar and joke DPS.
Move profession mods to the highs & Cloaks and Drone Link augmentors to mid-slots if you want to stay consistent. Might require some slot juggling on certain ships to avoid over-powered shield tanks vs comparable armor tankers.*
2) Change ECM to be a 100% chance lock-breaker with a 20 second module cycle time. This allows ECM to be a pain in the ass, but reduces the chance of the mythical "permajam" that so many whine about. It also brings it in line with all other forms of ewar which have a decent effect @ 100% instead of a great effect 50-60% of the time.
OR
2) Change ECM to a different mechanic entirely (leave damps to screw with lock range/time) Say something like altering the target's high-slot cycle time. (cutting the target's DPS, ewar or remote rep capability in half or more, but still letting it fight)
While this would remove the joy I get out of knowing that I'm ****ing someone off when I jam them, it's probably more 'fun' for everyone. 
Just random ideas, but something different instead of nerf nerf nerf...
*: In my dream world CCP would remove the concept of high, medium and low slots entirely in favor of hard-points(things that affect the outside environment/other players), utility slots (things that don't kill or absorb damage, tracking mods, damage mods sensor boosters, etc...) and tanking slots, with ship bonuses & player taste deciding which way to tank a ship(shield, armor, hull, speed), but that is a massive change and would have to start somewhere small...
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