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Kraschla
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Posted - 2009.03.31 01:22:00 -
[61]
I think that the most annoying part about ECM, is that even if the ship fails to Jam you at some point, you have to relock everything again before you can shoot/remote rep/etc... Why not have Jammers stop all remote effects (Guns/Missiles/anything that doesn't affect the ship itself) but let the ship still lock targets, etc. (Much like how Dreads can't be affected by remote modules in seige, but the reverse)
This way, when the jam DOES fail, you can get back into the fray straight away, and not wait to relock your targets before you can fire again, for a lot of BS', that locking time will mean you've been jammed again. Hence the frustration... I've had many times where a jam cycle has missed me, lock up a target and before any modules can activate, been jammed again before I could do anything. I think that is the most annoying thing about ECM...
Another Idea is to let ECCM modules let you keep one object targetted when jammed... This does not make you completely useless, and allows ECCM to do it's job, a backup array would be just that, a backup, not something that just boosts the main one, but could theoretically work by itself if the main one was damaged/destroyed...
This would let Remote reppers still rep one target, but if that target stopped taking damage, the pilot would then have to unlock, and relock another before he could repair that ship...
2 ideas I thought might help keep ECM good, but not as nasty as they seem to be now...
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Jan'z Kolna
Vale Heavy Industries Molotov Coalition
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Posted - 2009.03.31 17:04:00 -
[62]
pretty good idea, having 1 module allowing to keep 1 target locked no matter what...
I'd modify it though ,as follows:
- make it high-slot module - give it limited range ( 20km maybe? or less?)
alternatively :
- make ECCM scripted 1.focused targeting - unjammable lock on 1 target 2.sensor enhancing - boost to sens.strenght like it's now on TQ
There's module type which nobody uses - called automated targeting . It's hi-slot ,perfect candidate for anti-ECM module.
add to that changing remote eccm to hi-slot
I think those changes taken together would constitute huge boost to anti-ECM defence ,without nerfing anything.
CETERUM CENSEO CALDARI NERFAM ESSE |

Raven Timoshenko
Oberon Incorporated Morsus Mihi
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Posted - 2009.04.02 14:53:00 -
[63]
/bump
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CrestoftheStars
Caldari Recreation Of The World
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Posted - 2009.04.02 15:18:00 -
[64]
nerf ecm.. it is needed ___________________________________________ Whoever appeals to the law against his fellow man is either a fool or a coward. Whoever cannot take care of himself without that law is both. For a wounded |

Ariel Dawn
Perkone
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Posted - 2009.04.02 15:20:00 -
[65]
The only ships that used to be able to catch ECM boats like Falcons were nanoships, and they were powernerfed.
Guess what, there's no counter. ECCM doesn't work anywhere near what it should, in small gang engagements Falcons are unkillable when flown by someone with half a brain, because there is absolutely no counter other than having more Falcons on your side.
Your FotM is about to get stale. Congratulations.
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Mail IN
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Posted - 2009.04.02 16:31:00 -
[66]
and script for ecm? like script for dampener
1 script for strenght 1 script for range
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Hiroshima Jita
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Posted - 2009.04.02 17:25:00 -
[67]
New Skill Signature Bloom- 5% bonus/level/cycle that a ship you target paint may be targeted by anyone regardless of range or jamning.
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sylvester stallowned
Trotters Independent Trading
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Posted - 2009.04.02 21:03:00 -
[68]
Posted this in the main ECM thread, I'll repeat here because It's relevant:
More options for ECCM:
1: A Flat bonus variant of the current ECCM mods: +30 Sensor strength, maybe change the lowslot ECCM module to this?
2: ECCM RIGS: +50% to sensor strength. I see no reason why these are not in game
3: ECCM Hardwires: 1%, 3%, 5% like there is a hardwire for just about everything else.
Combining these 3 changes would allow ships to actually be setup to have a valid counter to ECM, If you were expecting to encounter an opponent that overly uses ecm ships. But it would be at the sacrifice of something else in your ship setup (damage, speed or tank) like everything else in eve.
Yes Projected ECCM do work ok, but as long as you can overload you get the same bonus (120%) from the overloaded Active ECM module, so projected could use a buff too.
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Bloodpetal
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Posted - 2009.04.06 06:02:00 -
[69]
Edited by: Bloodpetal on 06/04/2009 06:03:10 What if you have ECM reduce the number of targets a ship can lock per module that successfully hits? Then you are limiting a ships ability to function in team environments.
i.e. Either Remote Rep, or Attack, but not both because you can't lock 2 targets, etc.
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Robert Caldera
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Posted - 2009.04.06 09:11:00 -
[70]
sign on original posting.
Nerfing stuff into oblivion removes the diversity from the game is turning eve into gank&tank more and more.
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Spurty
Caldari Amok. Minor Threat.
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Posted - 2009.04.06 10:11:00 -
[71]
pretty tough hitting 200km+ with eccm fitted, have to drop mwd off your bs pretty much which, if you pvp, would know will result in your ear falling off from fc's lambasting you for fail setups.
So, sure you can probably do it (have a silly bs fit to counter falcons), but you wont be getting away with it outside of playing station docking games.
Originally by: Butter Dog
I think you'll find that 10 seconds > 1 month
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