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Andy Landen
Caldari
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Posted - 2010.04.16 20:25:00 -
[1]
Unlike other E-War, ECM modules have a probabilistic chance of affecting the target ship instead of a cumulative effect, and this combined with the ECM nerfs leave ECM pilots wanting. Warp Disruptors and Scrammblers reduce the ships warp strength until it cannot warp. Sensor Dampeners reduce the targeting strength and range until the ship cannot target very far or very quickly. Both of these are countered with modules which increase the ship's base stats to compensate. Target painters increase the ship's base signature radius stat, while webbifiers decrease the ship's base velocity stat. Afterburners increase that stat.. and so on.
Even ECCM increases the ship sensor strength base stat and is NOT probabilistic. I believe that we would be doing a great justice to ECM to have the modules decrease the ship's base sensor strength, and thereby also fall in line with all other E-War mechanics. In this way, ECM pilots can bring their ECM together onto ships with very large sensor strength, and ships being targeted by ECM can expect the same kind of protection with ECCM from ECM as they do with Sensor Boosters from Sensor Dampeners or with Warp Core Stabilizers against Warp Disruptors. The key to pvp is effective fleet teamwork. |

Robert Caldera
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Posted - 2010.04.16 21:57:00 -
[2]
you suck
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WAAAAAAGH
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Posted - 2010.04.16 22:11:00 -
[3]
I'm guessing you haven't been around so long. With the "nerfs" to ECM and falcon ECM stopped being the E-war. Have you ever heard the expression "Becouse of Falcon"? I for one wouldn't want to bring that back.
And on an other note, webs, scrams and TP's still let you fight back. ECM don't do that. In 1v1, or perhaps up to smaller gangfights (some 30ships) this doesn't matter. On fleet fight levels this is a whole different issue. And that's why ECM have been reduced in power.
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Andy Landen
Caldari
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Posted - 2010.04.16 22:44:00 -
[4]
Edited by: Andy Landen on 16/04/2010 22:56:02 Edited by: Andy Landen on 16/04/2010 22:50:26
Originally by: WAAAAAAGH I'm guessing you haven't been around so long. With the "nerfs" to ECM and falcon ECM stopped being the E-war. Have you ever heard the expression "Becouse of Falcon"? I for one wouldn't want to bring that back.
And on an other note, webs, scrams and TP's still let you fight back. ECM don't do that. In 1v1, or perhaps up to smaller gangfights (some 30ships) this doesn't matter. On fleet fight levels this is a whole different issue. And that's why ECM have been reduced in power.
I appreciate the thought that you put into your reply. I understand that the Falcon was powerful before the ECM nerf and I have no intention of bringing that back. The goal is to move from probabilities to stat-based behavior, in line with all other EW.
Also, I would like to counter your claim that ECM is the only EW which prevents a ship from fighting with the example of the sensor dampener, given sufficient distance or small signature. Even when jammed and unable to fight back, ECM will not prevent you from escaping, and then there is always ECCM to absorb ECM.
My idea is NOT to make ECM stronger, but instead to make it decrease the ship's sensor strength until it is jammed. This is similar to webs decreasing speed until the ship cannot control distance and get away, decreasing warp points so the ship cannot warp out, and decreasing lock distance so the ship cannot target and fight back. If one player cannot fight back, he still has friends who can, and other tactical options to consider as well (such as retreat).
My suggestion is to reduce the ship sensor strength with the ECM module until it reaches 0 strength at which time it becomes jammed until it escapes. Following my suggestion, and depending on distance, optimal and falloff, a ship with an ECCM boosted sensor strength of 48 can have 3-5 ECM modules from a Falcon on it without being jammed .. ever. And yes, the Falcon will still have to deal with all of the reds who are not jammed and angry at the Falcon for jamming their friend. The key to pvp is effective fleet teamwork. |

Spartan dax
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Posted - 2010.04.17 00:23:00 -
[5]
Yeah we had that system back in the day. When the enough ECM modules were on a target it was jammed. Always. No chance of missing. Ever.
It quite frankly sucked.
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Kail Storm
Caldari
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Posted - 2010.04.17 00:30:00 -
[6]
Originally by: Spartan dax Yeah we had that system back in the day. When the enough ECM modules were on a target it was jammed. Always. No chance of missing. Ever.
It quite frankly sucked.
Yeah but it sucks to be Warp Scrammed also maybe we make that chance based -------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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darius mclever
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Posted - 2010.04.17 00:33:00 -
[7]
Originally by: Kail Storm
Originally by: Spartan dax Yeah we had that system back in the day. When the enough ECM modules were on a target it was jammed. Always. No chance of missing. Ever.
It quite frankly sucked.
Yeah but it sucks to be Warp Scrammed also maybe we make that chance based
you can still kill the guy with the scram. try the same with the guy who has you perma jammed.
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Andy Landen
Caldari
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Posted - 2010.04.17 01:33:00 -
[8]
Originally by: darius mclever
Originally by: Kail Storm
Yeah but it sucks to be Warp Scrammed also maybe we make that chance based
you can still kill the guy with the scram. try the same with the guy who has you perma jammed.
You may not be able to kill him, but your friends can. And if he doesn't have enough ECM on you, his modules are harmless and he is very vulnerable. Also, there is always the tactical retreat option. Lastly there is always ECCM as an option, which if not used stands as a lesson for next time. Don't make jamming easy, give the ECM pilot more targets than he can simultaneously jam, and be prepare to retreat with AB's and MWD's. The key to pvp is effective fleet teamwork. |

Spartan dax
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Posted - 2010.04.17 12:02:00 -
[9]
Your suggestion would force, once again, all ECM pilots to fit nothing but ECM in their midslots. That is a horrible disservice to all Rook pilots out there who enjoy their Rooks with 2 or 3 multispecs fitted.
No, it's a bad suggestion that was actually in use on the server in the old days and it was deemed horrible by players as well as CCP.
The worst aspect of current ECM mechanic is the actual effect of ECM. Not having a lock just plain feels bad and it makes the jammed person feel helpless. ( While it only makes the ECM pilot go; "I'm not gonna die. I'm not gonna die", in his waferthin ECM boat. Less true today than in the past admittedly but still close enough.
No, If you want to change ECM you should focus on the effect of ECM first and foremost and work from there.
I'll even give you an example of my own that no one really liked. http://www.eveonline.com/ingameboard.asp?a=topic&threadID=954992
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Kail Storm
Caldari
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Posted - 2010.04.17 23:53:00 -
[10]
Originally by: darius mclever
Originally by: Kail Storm
Originally by: Spartan dax Yeah we had that system back in the day. When the enough ECM modules were on a target it was jammed. Always. No chance of missing. Ever.
It quite frankly sucked.
Yeah but it sucks to be Warp Scrammed also maybe we make that chance based
you can still kill the guy with the scram. try the same with the guy who has you perma jammed.
Your Drones can kill him, Your Buddies...In a way soaking up an ECM ship is greatly reducing there combat effect since they are focusing on you and not your friends...I`m glad its changed but dont think it was as bad as all the peeps said.
In fleet fights if you are primaried which is 99% for ECM you wernt so effective, also now days you insta die in fleet fights anyways whats the diff between not shooting back because you are Jammed or Dead?
-------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Skyrape
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Posted - 2010.04.19 11:46:00 -
[11]
i miss my 250km ecm falcons :(((((
RIP
.i.. whoever spammed rants and got them nerfed!
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Chi Quan
Bibkor Enterprises
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Posted - 2010.04.19 13:13:00 -
[12]
Edited by: Chi Quan on 19/04/2010 13:12:45
Originally by: Kail Storm Yeah but it sucks to be Warp Scrammed also maybe we make that chance based
they used to be chance based a long time ago.
BTT: imho, even in the current form, ECM is too frustrating to still keep it like that, it must be changed entirely. ---- Ceterum censeo blasters need some tracking love |

Andy Landen
Caldari
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Posted - 2010.04.27 02:09:00 -
[13]
Edited by: Andy Landen on 27/04/2010 02:14:30 Argument #1: It used to be non-chance-based, but it was never stat-based. Not true. It used to be that jam occurred when total ECM > Sensor strength (as I understand it). I am proposing something entirely different and better: Modified sensor strength = ship sensor strength (with ECCM) minus ECM. Then jam occurs when modified sensor strength <= 0. Argument #2: ECM ships would only fit ECM, but that is not bad. Use the ship's bonuses. Argument #3: It feels bad not to be able to target. Jamming feels good not to die. Frankly, it feels bad as an ECM pilot to be primaried and have a T1 or T2 ship lost in 1 second. Argument #4: ECM should do something different. If it did, then it would not be ECM. If you don't like what it does, fit some ECCM. Deleting ECM and inventing a new EW to assume the name of ECM is just a sneaky way of approaching an anti-ECM agenda. Remember, sensor dampeners are not much different than ECM, and are the wise choice for former ECM pilots like myself these days. Argument #5: A rook would rather fit a few multis .. not true. A Lg shield extender on an ECM cruiser is a must to increase survival from 1 sec to 4 seconds. Seriously, flying ECM ships is extremely dangerous because you can never get any tank, buffer, gank, or speed like the other ships without seriously hurting the main "strength" of the ECM ship, which may OR may NOT work. The key to pvp is effective fleet teamwork. |

stoicfaux
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Posted - 2010.04.27 03:05:00 -
[14]
Instead of breaking a lock, being hit with ECM futzes your targeting and decreases the sig size of your targets. (Basically, a reverse target painter.) An ECM'ed ship will do less damage to its targets because the targets appear smaller. So, instead of doing no damage from being perma-jammed, you do reduced damage and don't feel as impotent.
----- "Are you a sociopathic paranoid schizophrenic with accounting skills? We have the game for you! -- Eve, the game of Alts, Economics, Machiavelli, and PvP"
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Zilberfrid
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Posted - 2010.04.27 06:13:00 -
[15]
okay, but double damp and tracking disruptor effectiveness. And make a counter for missiles, and double locktimes for ECM ships, and do something to painters to make them viable.
Or rather, do not, and keep it as is.
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Whitehound
The Whitehound Corporation
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Posted - 2010.04.27 07:12:00 -
[16]
Originally by: Andy Landen Unlike other E-War, ECM modules have a probabilistic chance of affecting the target ship instead of a cumulative effect.
You are wrong there and the effect is cumulative. The more ships jam you the lower your chance of locking onto a target gets. Just because it is chance based does not mean that the probabilities themselves do not add up. Jam a ship with enough jammers and it is almost certain that the ship will not be able to lock onto anything. --
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Hirana Yoshida
Behavioral Affront
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Posted - 2010.04.27 07:57:00 -
[17]
Making a straight number comparison based mechanic might actually work as a replacement. Would have to enable actual permanent jams though since sensor ratings are not likely to change during a fight so a jam is in place until modules are cycled off peacefully or forcefully. Does not address the thumb-twiddle effect of being jammed which is by far the biggest beef I have with ECM.
Why chances for it being done are low: CCP would have to go through all ships and related modules to rebalance them which is a tall order. Too many people have a vested interest in maintaining the status quo when it comes to ECM, it is an alt friendly easy-mode PvP tool.
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Spugg Galdon
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Posted - 2010.04.27 08:54:00 -
[18]
I'm sorry but there really is nothing wrong with ECM right now. It works perfectly. ECCM also works as the perfect counter. Remember that the Falcon is not the "I WIN" ship it used to be, it is now balanced. Some people also say that ECM is still overpowered because you are completely neutralised when jammed. Not entirely true though as you can still (if you have them) use your drones by letting them "assist" a squad mate. Also, where is the Caldari secondary EWAR. All the other races get two! I'm guessing this is for balance.
You want to fix something, fix target painters. I've suggested that target painters should be scripted and that they could be used defensively with an inverse script. You basically lower the sig radius of your squad mates or increase it of your enemy.
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Whitehound
The Whitehound Corporation
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Posted - 2010.04.27 08:58:00 -
[19]
Originally by: Hirana Yoshida Drones are rarely able to counter an ECM ship due to control range, sequence of aggro, lock time etc. If you manage to lock first and you are in range then sure, but only the drone-bait/smartbombing ECM boats venture inside 55-60km unless a mistake is made.
True, it is a matter of who locks on first, but one can always try to put a remote sensor dampener on it. It takes care of the jammer's ECM range and of its missile range, too.
Trying to win a fight against an e-war ship by only having more DPS is not how the game is meant to be. It is when Rock is up against Paper and you should have brought a pair of Scissors with you, is it not? --
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Hirana Yoshida
Behavioral Affront
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Posted - 2010.04.27 10:39:00 -
[20]
Originally by: Spugg Galdon I'm sorry but there really is nothing wrong with ECM right now. It works perfectly. ECCM also works as the perfect counter...
For something that appear to be balanced against large BS gangs I would love to see what you consider imperfect  ECCM is more or less useless on anything smaller than a BC (sans Recons). ECCM provides no benefit whatsoever if ECM is not actually used (compare to TC, SB etc.). ECM completely breaks any sort of balance when it comes to small gang skirmishes.
The fact that Caldari has the one eWar with double bonuses is the only reason why more people are not clamouring to change the mechanic .. not that easy to figure out should take the place of a 2nd system. That is the reason for these threads cropping up constantly, people sense something is wrong and try to think of solutions .. some bad, some good .. it is the discussions that tend to have the most value.
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steave435
Caldari Final Agony B A N E
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Posted - 2010.04.27 12:17:00 -
[21]
The thing with ECM is that the mechanic itself suck. Every other EW still allow you to fight and do something about it, so even if you are affected by it it's just a fun challenge to get around. ECM only allows you to sit there and die if you get unlucky. IMO, ECM is balanced, but since it is such an extremely boring mechanic, it should be changed. An example could be to instead of completely shutting a ship down offensively, it gets a chance to jam each individual module, so if you would normally have had a 50% chance to jam a ship, you would for each module have a 50% chance to render that module impossible to use. This also allows for adding a stacking penalty, since you'd now want to use multiple jammers on a ship in order to turn off as many of its modules as possible, so the more jammers you have on a target, the lower the percentage chans of jamming each mod will be.
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Harotak
THE FINAL STAND The Final Stand.
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Posted - 2010.04.27 13:43:00 -
[22]
Edited by: Harotak on 27/04/2010 13:47:06
Originally by: steave435 The thing with ECM is that the mechanic itself suck. Every other EW still allow you to fight and do something about it, so even if you are affected by it it's just a fun challenge to get around. ECM only allows you to sit there and die if you get unlucky.
This is my main problem with ECM. Its just no fun. My other problem is that it is most effective as a tool for letting a blob gank a smaller force of skilled players with no risk whatsoever. IMO it should be a tool that is most effective when fighting outnumbered, not the other way around.
What I would like to see CCP do is change the base ECM mechanics so that when you get jammed you can still lock anyone that has shot at you specifically in the last 60 seconds. This makes ECM completely useless for ganking a solo pilot since anyone attacking him would still be vulnerable even while he is jammed. If that one pilot has an ECM ship on his side helping him though he can jam everyone else besides the person the combat ship is firing upon and everyone that gets jammed would only be able to fight back against the ECM ship. Similarly, in a gang vs gang situation you can jam everyone but the primary and secondary targets and as long as your gang has good target discipline no one will get shot at by the jammed people besides the ECM ships until they get called target.
This change would make ECM ships extremely vulnerable since their primary defense of jamming the ships that threaten them would no longer have any effect. A well coordinated team of faclons could clear tacklers off of each other by carefully managing who jams who, but it would still be a huge nerf to them. To counter that ECM ships would need an overall buff to make them more effective. To start with they will need the ability to tank and ECM at the same time, so either the ECM mods would need to be more powerful so that you don't have to fit as many, or they would need to be moved to high-slots (maybe even turret slots?). The bonuses could also be changed. ECM range bonuses would receive a buff so that ECM ships could jam at 200+km again. Base cap drain could be redueced and cap use bonuses changed to a shield HP bonus or something similar.
Remote assistance modules would also need to be changed so that if you are jammed you can't activate them at all regardless of if you can lock the target or not, or people would just shoot friendlies in order to gain the "aggression" needed to lock their buddies and rep them. Also ECM drones would be made completely useless by such a change so I would Change them to ECM burst drones (ECM burst would still break all locks if it hits).
In my vision of an ideal EVE ECM would be a very powerful tool for fighting against a gang. It would be most useful for breaking an enemy logistics chain. At the same time ECM would never render a ship incapable of defending itself since anyone attacking your jammed ship would be open to counter-attack. It would be a powerful but specialized tool that is effective only against a fleet and not against a solo player; something that requires proper fleet tactics and discipline to employ effectively, but something that can sway the outcome of battle in favor of a numerically inferior force if employed correctly
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Jedziah
Core Impulse
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Posted - 2010.04.28 12:08:00 -
[23]
If I had my way, ECM ships would have to choose that their ship explodes in 2 minutes after activating an ECM module. (Sacrifice for the greater good  )
I would settle second for an ECM ship entering the equivalent of siege to initiate ECM. They should pay for their crimes.
As neither of those are possible. ECCM should actually be a backup array. If you get jammed, you fire your ECCM backup on and can now relock for the cycle time of the module. Obviously another successful jam on you would remove your lock once again. However, an ECCM becomes an active counter rather than a passive prevention which is what every man and his dog wants with ECM.
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Hirana Yoshida
Behavioral Affront
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Posted - 2010.04.29 12:44:00 -
[24]
At this point in time I would be happy with not being guaranteed jammed regardless of slots or ISK invested when flying sub-BC hulls, and Having counter modules that actually worked and not just skew a die roll in my favour .. if I want to play games of chance I will go to a casino.
The effect of ECM, lame as it is, can wait as far as I am concerned as long as I get the option to actually counter it on all ship sizes if I sacrifice slots/isk.
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Andy Landen
Caldari
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Posted - 2010.05.07 05:41:00 -
[25]
Originally by: Hirana Yoshida
Originally by: Spugg Galdon I'm sorry but there really is nothing wrong with ECM right now. It works perfectly. ECCM also works as the perfect counter...
For something that appear to be balanced against large BS gangs I would love to see what you consider imperfect  ECCM is more or less useless on anything smaller than a BC (sans Recons). ECCM provides no benefit whatsoever if ECM is not actually used (compare to TC, SB etc.). ECM completely breaks any sort of balance when it comes to small gang skirmishes.
1) ECCM can get a Caldari cruiser to 100 sensor points, if used right. Not useless on cruisers. 2) Warp Core Stabs have no benefit if Disruptors/Scrams are not being used, and actually handicap the ship by merely being fitted. 3) Balance does not exist when counters, like ECCM, are not used or are used ineffectively; in any size gang skirmish.
Bottom-line is: 1) ECM is not boring to me. It is not simply "alt work" because player must know every Eve ship racial and sensor strength. 2) The probabilistic mechanic means that NO ONE can escape it completely .. because 14.4/[any sensor strength] will always yield a probability > 0. My idea says that you can get your sensor strength up high enough that even the combined mod points cannot break it and you are PERMA-NOT-JAMMED. How is that for a concept? 3) Lastly, how can you twiddle your thumbs in pvp while perma-jam? a) Have you no MWD or navigation? b) Have you no Smartbombs? c) Have you no intel channels to read or update? d) If the lock is such a show stopper, how can you afford to ignore ECCM so easily.
People who are really worried about getting pointed manage to sacrifice their ship performance to several warp stabs. If the following applies to you: Don't be afraid of using a couple of ECCM modules against ECM, if it makes you that worried about how powerful it is. BTW, I just noticed that most EW counters have a much stronger medium slot counter than their low slot equivalent, but WCS seem to have no med slot equivalent. The key to pvp is effective fleet teamwork. |

Aineko Macx
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Posted - 2010.05.07 07:50:00 -
[26]
Originally by: stoicfaux Instead of breaking a lock, being hit with ECM futzes your targeting and decreases the sig size of your targets. (Basically, a reverse target painter.) An ECM'ed ship will do less damage to its targets because the targets appear smaller. So, instead of doing no damage from being perma-jammed, you do reduced damage and don't feel as impotent.
That's actually a reasonable idea. Would make ECM quite similar to tracking disrupting, with the advantage that it also affects missile boats.
Another idea I proposed a while back was to roll the jamming dice per lock you have/are acquiring, so you are not totally incapacitated.
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Hirana Yoshida
Behavioral Affront
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Posted - 2010.05.07 07:50:00 -
[27]
Originally by: Andy Landen 1) ECCM can get a Caldari cruiser to 100 sensor points, if used right. Not useless on cruisers.
My bad, Useless on all non-caldari sub-BC hulls. Not sure what you expect to do with the low delayed damage with hardly any tank though ..
Originally by: Andy Landen 2) Warp Core Stabs have no benefit if Disruptors/Scrams are not being used, and actually handicap the ship by merely being fitted.
Not a PvP module (not now at any rate) so a point so moot that it is not even funny. Might as well use cargo scanners or some such nonsense as example. Stabs were ruining the PvP side of the game and were made into travel modules.
Originally by: Andy Landen 3) Balance does not exist when counters, like ECCM, are not used or are used ineffectively; in any size gang skirmish.
Not sure what you tried to say, a little convoluted so reply based on what I think you said. All ships are balanced against each other (theoretically) and adding SeBo's, TC's, TE's etc. gives you an advantage against a ship without them .. that is before eWar is even fielded. ECCM does nothing other than make you harder to probe, eat up a slot and weight the dice in a potential die roll.
Originally by: Andy Landen 1) ECM is not boring to me.
Count yourself lucky, but be wary for you are an endangered species.
Originally by: Andy Landen 3) Lastly, how can you twiddle your thumbs in pvp while perma-jam?
a) ECM is never alone and always at range. Movement is limited to what is allowed by tackle. Thankfully the billions of ECM alts from before the last change have close to zero combat skills so the God-mobile solo/small-gang Rook has not reared its head that often (it is the only Recon that really scares me). b) Smartbombs? Have fun popping those stupidly high fitting cost things in Empire and tell me if the 3-6km range frigate level damage saved you. Very limited module with a very narrow niche. c) If you do this "after the fact" you might as well close them as they are useless to you. But surely if reading a channel (or anything for that matter) is a recommended action while being jammed then the mechanic IS broken. d) Because I rarely have slots available. Since I fly mostly BC and down I need 2-3 to even have a chance to avoid being jammed .. go through the list of ships and tell which ones are viable combat ships after 50-100% of their slots are filled with junk.
The idea of making it a direct number comparison by removing the chance based nature is going back in time, ECM has already been there (just prior to me starting playing I think) and it was even more hated as it allowed complete immunity to jamming.
What I would like to see is more synergy between the modules, like the various modules providing a positive modifier to subsequent eWar (of any type) being deployed on same target. Would require coordination to use but could potentially give TD a purpose against missile/drone boats, damps a purpose against close/medium range targets and TP's a second wind entirely.
PS: ECM should act like radar-jammers do in the mythical real world and distort sensors, not completely shut them down .. how it could/should be done I am not sure. Ideas that have been put forth include: Breaking locks, shuffling/delaying overview, false module readings and so forth. ECCM would then be a mitigating factor, would not prevent the jam (except in extreme cases) but would mainly help to minimize the secondary detrimental effects.
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Daenosa
Pineal Squeegee
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Posted - 2010.05.07 08:10:00 -
[28]
Originally by: Hirana Yoshida PS: ECM should act like radar-jammers do in the mythical real world and distort sensors, not completely shut them down .. how it could/should be done I am not sure. Ideas that have been put forth include: Breaking locks, shuffling/delaying overview, false module readings and so forth. .
Implement any of them ideas and ecm will be the worst EW in the game.
*distort sensors? like misreport what you are fighting against? Maybe adding a few phantom ships on your overview?* Great in 1v1 fights but as soon as you fly in a fleet your targets get called out and marked.
*Breaking locks* You mean like remote ECM? We already have that in game.
*shuffling/delaying overview* again would be good when solo but as soon as you get in a fleet it would be pointless.
*false module readings* eh? Tell the enemy pilot their afterburner is on when its not? You lost me on this 1.
ECM does have the benefit of being the best EW is the game but there's no need to nerf in into uselessness. Slight tweaking maybe but can we not do a typical CCP style and make it absolutely useless.
The best suggestion i have seen is cutting ECM range in half. Or actually chopping its optimal in half with a big fall out, at least it would give a reason for people to bring sniper ships to a gang
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Hirana Yoshida
Behavioral Affront
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Posted - 2010.05.07 08:34:00 -
[29]
Who said anything about implementing anything, as I said I am unsure of what should be done just that something HAS to be done 
Originally by: Daenosa *distort sensors? like misreport what you are fighting against? Maybe adding a few phantom ships on your overview?*
Or randomly change reported range by 50-100km (possible preventing relocks if range > allowed), or show effects that are not really there, or report false shield/armour/hull values .. lots of data that can "messed up".
Originally by: Daenosa *Breaking locks* You mean like remote ECM? We already have that in game.
Remote ECM is super-capital AoE module, I am sure you meant to compare it to ECM Burst which is the 'local' AoE version of it .. If done with ECM it should be "part of" the package not the whole thing and would be targeted not AoE.
Originally by: Daenosa *false module readings* eh? Tell the enemy pilot their afterburner is on when its not? You lost me on this 1.
Basically an artificially induced module lag. Call it ghost-cycles if you like .. seconds spent trying to activate modules that appear inactive are seconds spent not paying attention - it is the number one cause of deaths of MWD users being scrambled 
Originally by: Daenosa The best suggestion i have seen is cutting ECM range in half. Or actually chopping its optimal in half with a big fall out, at least it would give a reason for people to bring sniper ships to a gang
You would have to increase HP across the board on all ECM birds to compensate or it will result in the same obsolescence, but then how do you balance them when/if they start being spammed as tanked close range liimited jammer hulls?
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Daenosa
Pineal Squeegee
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Posted - 2010.05.07 09:57:00 -
[30]
Originally by: Hirana Yoshida ] You would have to increase HP across the board on all ECM birds to compensate or it will result in the same obsolescence, but then how do you balance them when/if they start being spammed as tanked close range liimited jammer hulls?
ECM's low HP is its weakness, its balance to its power. Bring them more into the danger area to balance them.
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