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isdisco3
Reaper Industries Eternal Rapture
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Posted - 2009.04.22 21:18:00 -
[31]
Edited by: isdisco3 on 22/04/2009 21:23:32 ECM drones are not the problem. The problem is ECM in general, because:
1. being jammed means you're jammed for 20 seconds because of the long module time 2. if you're jammed, you're nothing but a damage-soaker 3. there is no useful or predictable counter to it (we all know ECCM doesn't stop it) 4. chances are too high that you will be jammed
This applies to ECM drones, ECM modules, and the lack of effectiveness of ECCM.
You can NOT just "fix" ECM drones and call this issue done with. It is but one segment of a much larger problem, the balancing of ECM in general. If you are proposing to fix ECM drones, then it is necessary for you to fix and rebalance all ECM-related issues. You can't do one without the other.
As for solutions, there are many. You can make jammers use scripts (either range or strength), you can change jammers to make them work almost solely in falloff (15-20k optimal, 60-80k falloff), you can shorten jammer cycle time from 20 seconds (which is lols) to say 5-10 seconds, you can buff ECCM to make it where if you have ECCM you're practically immune to jamming (which is how it should be), you can apply a stacking penalty to multiple ECM modules on the same target (this would apply to drones as well, each drone would have less effectiveness as others attempt jam), and so on and so on. There's been like 10+ good ideas put forth for fixing it.
But to re-iterate, you cannot just fix ECM drones and call it done with. What we need is an overall rebalance of how ECM works as a whole, and as a result of this ECM drones will be rebalanced as well.
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el Sabor
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Posted - 2009.04.22 21:18:00 -
[32]
Originally by: el Sabor Edited by: el Sabor on 21/04/2009 20:01:11 I'm far from an ECM expert but... Would reducing the ECM module cycle time help?
If you have a 60 second fight with a single ECM module attempting to jam you there are currently only 3 chance based events that determine if you can lock. Surely reducing the cycle time would give ECCM modules more chance to do their thing without either boosting them or nerfing ECM.
More this runs through my head the better idea it seems. ECM drones could still do with a change or two but ECM does need a bit of fiddling.
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Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
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Posted - 2009.04.22 21:29:00 -
[33]
Edited by: Lilith Velkor on 22/04/2009 21:34:34
Originally by: CCP Nozh
Do I understand the problem correctly?
As far as I can tell, the issue most people have is that medium ecm drones are too effective, never seen anyone complain about the heavies really.
The perceived issue is here that the jam strength increase when switching from meds to heavies doesnt match the damage increase one would get from dps drones.
Apart from giving ships with a 50m¦ bandwidth a very substantial advantage in cruiser vs cruiser / battlecruiser combat.
How to fix: not really sure it needs fixed at all, heavy ecm drones are rather uncommon anyway as everyone uses damage drones on the ships that can field them usually.
As for the medium ecm drones I'd even say the problem lies with the low sensor strength of cruisers, hacs and battlecruisers, making them very prone to jamming (some hacs are jammed permanently by a correct racial and a skilled ecm pilot without any chance of a failed cycle), and thus leading to hopeless situations if your cruiser doesnt have the needed 50m¦ for a full wave ec-600.
Then there are some nifty tricks like scooping and redeploying the drones to improve cycling time and get more jams in, maybe a good approach would be to get rid of this issue.
Another thing with ecm drones is their almost-invulnerability if you havent got smartbombs, sure you can shoot them but they will be scooped and redeployed before you can score enough damage if the drone user does his micromanagement well, as compared to dps drones scoop/redeploy isnt hurting you in any way but benefits your jamming strength.
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Elaron
Jericho Fraction The Star Fraction
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Posted - 2009.04.22 21:29:00 -
[34]
Originally by: Vertical Axis ECM drones, alone, are not the problem. The problem is ECM in general.
I agree.
There is no point in changing anything that uses the ECM mechanic (modules, ships, drones) until the mechanic itself has been amended.
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Rigsta
Gallente Raddick Explorations BlackWater.
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Posted - 2009.04.22 21:40:00 -
[35]
ECM drones are effective against even-or-better ship sizes, and less so against larger ships. It took a set of 4 medium ECM droness a couple of minutes to jam a domi, then they got 2 cycles in a row.
As a Gallente pilot at least, you sacrifice a significant portion or your DPS or remote repair capability to load a set of ECM drones.
Yes they're effective, but they're very random and there's a trade-off in DPS or gang tank.
Incidently, I'm not sure if I'd ever be able to bring myself to use up 125m3 of drone bay for heavy ECM drones. That's a set of Ogre IIs OR a set of hammerheards, medium armour bots and hobgobs right out of the window for a-bit-better-than-medium ECM drones.
Besides tankbots, the only other utility drones I've ever considered are a combo of webbers and TPs.
Originally by: Jim McGregor I felt the disturbance... it was like a million voices suddenly stopped whining for a second. Unfortunantly it then continued.
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.04.22 21:41:00 -
[36]
Originally by: el Sabor
Originally by: el Sabor Edited by: el Sabor on 21/04/2009 20:01:11 I'm far from an ECM expert but... Would reducing the ECM module cycle time help?
If you have a 60 second fight with a single ECM module attempting to jam you there are currently only 3 chance based events that determine if you can lock. Surely reducing the cycle time would give ECCM modules more chance to do their thing without either boosting them or nerfing ECM.
More this runs through my head the better idea it seems. ECM drones could still do with a change or two but ECM does need a bit of fiddling.
Not so much- ships with very long lock times (BS) would actually suffer more, as you're doubling the number of chances you have to break lock by reducing the cycle time, and every time a lock is broken then you have to spend all that time re-acquiring that lock. Not cool.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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Malena Panic
Gallente Veto. Veto Corp
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Posted - 2009.04.22 21:43:00 -
[37]
The problem with ECM drones is they introduce the broken ECM mechanic on a slew of additional ships. The reason why folks complain the most about medium ECM drones is because they are usable by so many ship types.
ECM as a concept should be reworked, with ECM breaking locks without taking its target out of the fight for 20 seconds. If ECM cycle times, strengths or ranges need to be adjusted so it remains an effective EW type, so be it, but it's time this unfun mechanic gets a serious overhaul. ... Stealth Bomber changes: a SERIOUS LEGAL ISSUE |

Morfane
The IMorral MAjority Habitat Against Humanity
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Posted - 2009.04.22 22:08:00 -
[38]
Edited by: Morfane on 22/04/2009 22:08:43 What about changing their cycle time to 1s, then when a jam fails, change the cycle time to 30s for one cycle?
edit: punctuation.
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Digital Anarchist
Brutor tribe
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Posted - 2009.04.22 22:09:00 -
[39]
ECM drones are fine as they are, really.
Only 3 ships actually have the dronebay to fit 5 large ECM drones (dominix, megathron, ishtar), and they derive a large proportion of their damage from drones. By far the most used are the medium and small versions.
In pvp, they're a sort of escape hatch, wherein a player in trouble can use a flight of small drones hoping/praying to get out of a tackle. In 1v1 they're less useful as an offensive weapon; they hamper damage and they're not nearly as good as module jammers.
If there's something wrong, it's with the other utility drones: EV, damp, TP, even logistics drones are so underpowered, they're rarely used.
Digital ------------------------ This space for rent |

Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.04.22 22:16:00 -
[40]
Originally by: Digital Anarchist ECM drones are fine as they are, really.
Only 3 ships actually have the dronebay to fit 5 large ECM drones (dominix, megathron, ishtar), and they derive a large proportion of their damage from drones. By far the most used are the medium and small versions.
In pvp, they're a sort of escape hatch, wherein a player in trouble can use a flight of small drones hoping/praying to get out of a tackle. In 1v1 they're less useful as an offensive weapon; they hamper damage and they're not nearly as good as module jammers.
If there's something wrong, it's with the other utility drones: EV, damp, TP, even logistics drones are so underpowered, they're rarely used.
Digital
Typhoon... Armageddon...
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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Xennith
Neh'bu Kau Beh'Hude Ushra'Khan
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Posted - 2009.04.22 22:23:00 -
[41]
if you nerf ec-X00s then everyone will use damage drones and nothing but. ewar drones in general need a pass, for example webber drones need a light variant that can actually catch things you would want to web. target painter drones frankly need taking out and shooting (hes my dog ma, ill do it *bam*).
considering the damage tradeoff you make to have ecm drones, i think they are pretty well balanced as is. its just that they are the only ewar drone worth having.
We come for our people |
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CCP Nozh
C C P

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Posted - 2009.04.22 22:27:00 -
[42]
Ok,
I'm sitting at home reading over this thread. Brainstorming about new ECM mechanics, help me out:
Instead of the current mechanic where a successful ECM cycle breaks your lock for the given time of the ECM module. Your lock breaks, but you automatically start locking your target again. The duration would rely on your ability to target back your enemy, ECCM modules would essentially be sensor boosters. Could even add a fun twist to sensor dampening...
The class values would of course have to be tweaked a bit...
Nozh Game Designer CCP Games |
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ChalSto
LOCKDOWN. Force Of Evil
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Posted - 2009.04.22 22:30:00 -
[43]
Edited by: ChalSto on 22/04/2009 22:32:13
Originally by: CCP Nozh After reading through the "Balancing - Identifying problems" thread posted last Friday I noticed several issues that need my attention. We'll tackle these one at a time, allowing the original thread to live on. I'm going to start with a fairly straight forward issue (not the most popular one, but good to get us started) that should be properly resolved by us quickly.
How I view the ECM Drone problem:
The heavy Wasp EC-900's have 2 points of strength to all sensor types and a 20 second duration, equivalent to un-bonused Tech 1 multispectral jammers. Unlike the capacitor thirsty multispectral jammers they do not require any energy. Further more due to their small signature radius, once their victims gain the ability to target again, it takes quite a long time to acquire a lock in order to neutralize them. Most of the time you're facing multiple ECM Drones, which can be quite tricky to target and destroy, it becomes quite annoying. Electronic warfare doesn't really work properly against them, nor does small amounts of damage as the pilot is always able to scoop the drones and redeploy them. In some ways the drones are superior to targeted ECM jammers, as the drones operate even though you yourself are being target jammed. Smartbombs are able to counter them quite well, however this tactic only works while piloting larger ships that can field large smartbombs.
Ok,
Do I understand the problem correctly?
How would you like to see this fixed?
These are the questions you should be answering.
Discuss!
PS. Tomorrow is the first day of summer in Iceland (7¦ and rain, heh) and a national holiday, I'll see you back here on Friday, hopefully with a lot of ideas to solve this issue.
If you didnt noticed yet, that the problem are not the drones, but the randomnes of ECM, then I dont know.... The ECM-system from 2004 was fine. No randomnes, pure numbers game: You have enough jammers to get the strenght of the target -> you jam If not....well.....
Btw.....what happend to the announched "blaster-threat"?
Originally by: Agmar ----------------------------------------------- "The North is so ghey that even the NPCs fly ravens." |

Zamolxiss
Amarr ROMANIA Renegades Legiunea ROmana
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Posted - 2009.04.22 22:49:00 -
[44]
Originally by: CCP Nozh Ok,
I'm sitting at home reading over this thread. Brainstorming about new ECM mechanics, help me out:
Instead of the current mechanic where a successful ECM cycle breaks your lock for the given time of the ECM module. Your lock breaks, but you automatically start locking your target again. The duration would rely on your ability to target back your enemy, ECCM modules would essentially be sensor boosters. Could even add a fun twist to sensor dampening...
The class values would of course have to be tweaked a bit...
Very cool idea Nozh.. turnes targeted ecm effects into ecm burst like effect, witch is pretty cool.. it also seems to ballance itself out betwin ship classes.. meaning.. braking a frig's lock is easy, but is also prety fast to take it back.. on the other hand braking a bs's lock it's harder, but it takes a while to retrive it.. pretty sweet.. lol amounts of work tbh.. /me hands Nozh a cookie
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Xennith
Neh'bu Kau Beh'Hude Ushra'Khan
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Posted - 2009.04.22 22:56:00 -
[45]
Considering that you've just run a fairly major change over several of the ECM boats, would it not have been a tad more sensible to have considered this change to ECM mechanics beforehand?
By all means reexamine the way ECM works, but dont forget to then revisit the changes you've just made :P We come for our people |

Xennith
Neh'bu Kau Beh'Hude Ushra'Khan
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Posted - 2009.04.22 23:00:00 -
[46]
Ok, constructive posting. If you want to change them to work as described and tie in sensor damps in an attempt to unify ewar into a complimentary system, why exactly is there no module to reduce sensor strength? I expected sensor damps to have that kind of functionality personally. We come for our people |

Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
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Posted - 2009.04.22 23:05:00 -
[47]
Originally by: CCP Nozh Ok, Instead of the current mechanic where a successful ECM cycle breaks your lock for the given time of the ECM module. Your lock breaks, but you automatically start locking your target again. The duration would rely on your ability to target back your enemy, ECCM modules would essentially be sensor boosters. Could even add a fun twist to sensor dampening...
I guess nobody would ever use ECCM instead of sensor boosters, as those already provide all the benefit you need in regard of ECM ontop of boosting your locktime.
While the idea itself could work out in combination with a recalibration delay of like half the cycle time imposed to the target (already been suggested quite many times in falcon-threads), the problem I see is ecm ships not being viable at all, unless we're talking about a guaranteed jam with the recalibration depending on sensor strength vs jam strength.
Apart from this, imo dont be too quick jumping on the "ecm need rework" train, as the balance medium vs heavy ecm drones could indeed be tweaked in a minor way, just the problem isnt the heavies (barely used anyway, which hints they arent overpowered or even worthwhile) but the medium ones.
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Sirial Soulfly
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Posted - 2009.04.22 23:10:00 -
[48]
Let me chime in with, please do look at changing ecm mechanics, your idea sounds excellent, and when worked out could be a lot more dynamic than the 20 sec lock break mechanic.
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Jedziah
Asshats and Alcoholics Turbo.
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Posted - 2009.04.22 23:11:00 -
[49]
Originally by: CCP Nozh Ok,
I'm sitting at home reading over this thread. Brainstorming about new ECM mechanics, help me out:
Instead of the current mechanic where a successful ECM cycle breaks your lock for the given time of the ECM module. Your lock breaks, but you automatically start locking your target again. The duration would rely on your ability to target back your enemy, ECCM modules would essentially be sensor boosters. Could even add a fun twist to sensor dampening...
The class values would of course have to be tweaked a bit...
This...
The being jammed part I am fine with. 20 seconds of doing nothing in a BS on the other hand is simply far too much time. Especially with that second cycle a seamless inevitability waiting around the corner.
If the ECCM module was able to substantially reduce the recalibration time prior being able to lock again, it would go a very long way to balancing a fundamentally broken mechanic which at best cancels a fight early and at worst prevents one altogether.
Just throwing some numbers out there:
A Meta 1 ECCM I would expect to bring a recalibration time to around 15 seconds. (Giving the victim a 5 second gap prior to the next jam cycle attempting a succesful jam)
A Tech 2 ECCM I would expect to level the recalibration at around 10 seconds. Providing the victim with a 10 second gap to attempt to re-lock targets and use it's high slots for more then just a swag bag for the force that had more Falcons.
Just some random musings as far as the numbers go. What do you think?
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Tarminic
Aliastra
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Posted - 2009.04.22 23:16:00 -
[50]
Originally by: CCP Nozh Ok,
I'm sitting at home reading over this thread. Brainstorming about new ECM mechanics, help me out:
Instead of the current mechanic where a successful ECM cycle breaks your lock for the given time of the ECM module. Your lock breaks, but you automatically start locking your target again. The duration would rely on your ability to target back your enemy, ECCM modules would essentially be sensor boosters. Could even add a fun twist to sensor dampening...
The class values would of course have to be tweaked a bit...
I like this general idea.
One of my beefs with ECM is that all other racial forms of e-war are more effective on larger class ships and less effective on smaller class ships: i.e. sensor resolution dampening works better on a frigate fighting a battleship than a battleship fighting a frigate, while ECM does the exact opposite, which seems harmful to overall balance.
Pros: Doesn't make ECM quite as mind-bogglingly frustrating as it is currently Boosts sensor dampening, which needs boosting
Cons May make sensor boosters too much of a mandatory module
Sensor boosters are already very useful, and I worry what might happen if we go this route.
How about a compromise? Instead of going from a 20 second jam to a 0 second jam, why not reduce jam time to 5 or 10 seconds?
While you're taking a look at ECM in general (that's the impression I got, anyway), I really recommend you include ECM bursts in your field of view. Right now they're an extremely niche module, bordering on complete uselessness. ---------------- Play EVE: Downtime Madness v0.83 (Updated 7/3) |

RedSplat
Heretic Army
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Posted - 2009.04.22 23:28:00 -
[51]
Edited by: RedSplat on 22/04/2009 23:35:52 This really is a peripheral concern compared to many of the other issues raised, i trust your examining of this will not diminish the zeal with which you pursue issues of balance clearly stated many more times than ECM Drones in the balance thread.
That said:
Tweak the bandwidth usage of ECM drones to limit the number that can be deployed. Leave the size (volume) of the drones the same as current.
This changes the likelihood of being jammed.
Further, one could decrease the time for which the Drones jam
Originally by: CCP Mitnal
I don't sleep. I am always here. Watching. Waiting.
Originally by: CCP Mitnal it does get progressively longer.
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Tessen
Stellar Tide
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Posted - 2009.04.22 23:29:00 -
[52]
Edited by: Tessen on 22/04/2009 23:34:19
Problem is ECM Drones are too effective compared to other Drones. As sayed before, Web drones are slow (and need to be reduced to 10m3/BW),
Solution may be Reduce cycle jam for EC- to 5 sec and increase a little other drones efficiency.
EDIT :
Quote: ECM drones, alone, are not the problem. The problem is ECM in general.
Agree too : ECM is an anti-fun stuff : 20s doing nothing (if your luck enought not beeing perma jam) + time to relock (when flying a BS, il is 25 to 35s doing nothing). Reduce all ECM cycle before relock to 5s. Ideas for a complete Bounty Hunter profession sytem. |

Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2009.04.22 23:32:00 -
[53]
Edited by: Goumindong on 22/04/2009 23:34:03
Originally by: CCP Nozh Ok,
I'm sitting at home reading over this thread. Brainstorming about new ECM mechanics, help me out:
Instead of the current mechanic where a successful ECM cycle breaks your lock for the given time of the ECM module. Your lock breaks, but you automatically start locking your target again. The duration would rely on your ability to target back your enemy, ECCM modules would essentially be sensor boosters. Could even add a fun twist to sensor dampening...
The class values would of course have to be tweaked a bit...
That would be an option, but i do not think that it would work as well since its so tied to the cycle time of the ship. It will be either useless against small ships or very strong against large ones. As well, it might pair too well with sensor damps. Since you would break their lock and then reduce their lock time to untenable levels producing a perma-jam too easily.
There is another option which would both resolve the "stacking" issues from multiple ships as well as resolve the "you can't do anything while you're jammed" problems.
Instead of ECM breaking your lock, it adds to an new attribute on your ship. When you attempt to activate any targeted module [or send drones to a target], you make a roll against this value divided by your sensor strength. If you fail(I.E. the jam works), the module is not activated but cycles as if it was. [it can either turn off at the end of its cycle, or auto cycle and try again, depending on implementation goals].
What this does is makes it so that ECM does not totally shut a ship down for 20 seconds 50% of the time, but shuts 50% of the ships targeted capabilities down on average all the time. As well, since it does not prevent ships from locking, there is no problem with relocking. Since it adds/subtracts to a value on the ship, stacking penalties can be applied like any other value.
ECCM can be a flat minus to this value[making you immune to low strength ECM and reducing the chance of jam from high strength ECM]. It could also be a flat + to sensor strength which would probably be better.
There are three problems, two it shares with yours[you have to rewrite all the bonuses and abilities, and you can create perma-jam situations more easily] and one new one[lag]. Then again, the more i think about lag, the less i think it would have an effect. Since the module is going to cycle anyway, each player only has to know the result of the activation and not that he was jammed. So the same information is going back and forth each way. What happened, and who is jamming you. This will still increase the amount of calculation that the server needs to do[another random die per targeted module].
Anyway, lets give an example to make it clear
Enemy 1 in a megathron shoots at friendly 1 in a Raven. Enemy 1 has 5 ECM drones and they all have a strength of 2. The Raven has a sensor strength of 22.
So the first ECM drone adds 2 to the friendly raven's ECM stat. The second adds 1.74 the third adds 1.14 the fourth adds .56 and the fifth adds .1 for a total of 5.54.
So, every time friendly 1 attempts to use a targeted module, that module will do nothing 5.54 times out of 22 or 25.1% of the time. When friendly 1 unloads his torps into enemy 1, each torp only does damage if it passes the ECM check. When friendly 1 webs enemy 1, the web only works if it passes the ECM check. Ditto scramblers etc.
Alright, now a falcon comes along and jams friendly 1 on top of the drones. He has 2 racial jammers at 14 points each and lays them down. Now the chance that our friendly megas will be unable to use any specific module is 14+12.15+1.14+.../22 per activation.
The raven can't activate any targeted modules because the jam strength is over his sensor strength. If we wanted to get around that, we could hard cap your "jammed" stat at some % of your sensor strength. This would not prevent a jam, but would prevent a jam from totally locking you down all the time.
Make sense?
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Artassaut
Minmatar Oblivion Amalgamated
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Posted - 2009.04.22 23:42:00 -
[54]
Edited by: Artassaut on 22/04/2009 23:46:46
Originally by: Tarminic Pros: Doesn't make ECM quite as mind-bogglingly frustrating as it is currently Boosts sensor dampening, which needs boosting
Technically, this would also be a stealth buff to Target Painting, as the higher signature radius would mean faster locking times against painted targets.
I like the way this is heading.
EDIT: You could also fiddle about with Max Locked targets, give people a reason to train Multitasking past 3. --- The Gate: Lol, try targeting me in a fleet fight. The Station: No U. |

Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2009.04.22 23:50:00 -
[55]
Originally by: Tarminic
Boosts sensor dampening, which needs boosting
Sensor damps just need the math fixed from when it was messed up by the scripting change
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Alphonse Diago
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Posted - 2009.04.22 23:59:00 -
[56]
Crazy idea...
Well it seems everyone feels the problem is ecm and not ecm drones themselves so i had a crazy thought.
BOOST ECM STRENGTH, Change its function Create multiple scenarios that can occur if the ecm module hits. 1) Target loses control of his drones for X amount of time. ( wont cause aggro since they dont attack without orders now) 2) "You turret based weapon has lost its lock on target ship, relocking in X seconds" 3) All your missiles in flight ( or x amount of seconds since this would really mess up long range missile boats) have lost their link with your vessel and therefore miss. Relock like turrets but much quicker to account for shorter range missiles. 4) You lose your lowslots for x seconds 5) You lose your midslots for x seconds
So the idea here is to make ECM hit more but to do an overall less devastating effect like the rest of ECM. I think it would be less annoying then being shutdown entirely for 20seconds and sitting there twiddling your thumbs.
Err random last second thought, allow the affected ship to switch targets and fire both missiles/ turrets if it relocks on something.
Well there's my quickly thrown together 5 minutes of thought, flame on.
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DigitalCommunist
November Corporation
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Posted - 2009.04.23 00:10:00 -
[57]
Originally by: Goumindong That would be an option, but i do not think that it would work as well since its so tied to the cycle time of the ship. It will be either useless against small ships or very strong against large ones.
Big whoop, small ones are more susceptible to being jammed in the first place. Even under the current mechanics where a jammer holds you hostage, you're still dealing with a slower re-lock after it releases you. Changing ECM drones and multispecs to use this mechanic is better than what jam victims have today on TQ.
Originally by: Goumindong As well, it might pair too well with sensor damps. Since you would break their lock and then reduce their lock time to untenable levels producing a perma-jam too easily.
Speculation about apocalyptic scenarios without cycle or strength numbers. What I'm more concerned with is that both modules end up being garbage as standalone EW tools (damps are already in that category) and must be paired together to achieve anything.
Originally by: Goumindong words
So basically you want to turn this game into Matrix Online. 
All you've done is turned one simple probabilistic system of lock YES or lock NO into a series of dice rolls for every goddamn targeted module on your ship. Its complication for the sake of it, without changing any of the fundamental benefits and grievances that exist today.
I'm kind of curious on how exactly you expect an EW pilot to get feedback for what his EW attacks are even doing to a target.
Instead of screwing with the EW system itself, balance can be achieved by tweaking the stats and refining the counters:
- script to turn ECCM into a targeted module, to give your targets to a friendly ship at your expense - more fine grained drone controls that allows a drone boat to direct their priorities while jammed - better logic and controls for FOF missiles - backup ECCM giving sensor strength to a different racial type, to screw up people using racial jammers - passive and active bonuses for mid-slot ECCM
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Kagura Nikon
Minmatar M. Corp
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Posted - 2009.04.23 00:23:00 -
[58]
Originally by: CCP Nozh Ok,
I'm sitting at home reading over this thread. Brainstorming about new ECM mechanics, help me out:
Instead of the current mechanic where a successful ECM cycle breaks your lock for the given time of the ECM module. Your lock breaks, but you automatically start locking your target again. The duration would rely on your ability to target back your enemy, ECCM modules would essentially be sensor boosters. Could even add a fun twist to sensor dampening...
The class values would of course have to be tweaked a bit...
its a good change BUT. I*t inverts a value. As of now smaller ships are weaker against ecm .. while big ships ares trogner. With this change, due to way scan resolution scalated that woudl be inverted.
How to solve it. Make that relock time be influenced by the ratio between ECM strenght and ships sensor strenght. That means that on average a BS and acruiser would take about the same time to relock the target (BS havign a native slowr lock time, but cruisers receiving a penalty from havign a weaker sensor)
------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Lilith Velkor
Minmatar OVERLOAD. Dead Terrorists
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Posted - 2009.04.23 00:25:00 -
[59]
Originally by: DigitalCommunist
- backup ECCM giving sensor strength to a different racial type, to screw up people using racial jammers
Already mentioned it countless times, but imo the off-race strength of racials is a problem compared with multispecs, there are very little scenarios where multispecs are actually preferrable to racials.
Just remove that off-race strength completely, would be a nice nerf to people docking their falcons and refitting for individual smal skirmishes to make sure they get max performance.
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DigitalCommunist
November Corporation
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Posted - 2009.04.23 00:31:00 -
[60]
I don't really see that as a problem. It depends on how much sensor points the backups give.
As long as the chance of jam is sufficiently lower than what a Multispec would give. Removing it completely means racials are 100% useless against targets of the wrong type.
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