CharmingButIrrational
Roswell Project Victimz
|
Posted - 2010.11.29 01:00:00 -
[1]
Originally by: frog0ut I would like to first open this thread with a reminder to all readers, if you're going to post, please post in a constructive and on-topic manner. Please abide by the forum rules, that is all.
Why ECM Isn't fun. ~ The mechanic itself is incredibly binary, there is no middleground at all, you are either jammed and completely useless, or not jammed, and not affected in any way, shape or form. This makes ECM a very unreliable and unfun mechanic, for both sides. Not only are you completely worthless and likely to lose your ship if you miss a jam on key ships, but the opposing player can do literally nothing while jammed.
~ The counters favour bigger gangs, When flying solo, it's almost impossible to deal with ECM, a falcon decloaks, its good game, you're dead, or you have to leave, whats 100% certain is that the fighting is over. ECM is incredibly powerful when it works, it's entirely game breaking and prevents you from doing anything. ECCM is very hard to justify on solo and small gang fits, particulary in non-battleship sized ships. Where as players in bigger gangs usually have dedicated tacklers and ewar platforms so they can afford to be more selfish with their midslots. F.O.F missiles always go for the closest target, but since the ECM ship more than likely has friends, which are more than likely closer to you (in disrupt and scram range) than you are to him, they are ineffective 90% of the time. Drone choices on solo ships are often a wave of light drones, which will not kill a completley untanked caldari recon in under 60 seconds, by that time your dead, and to be honest, save from bonus mediums, or heavy drones, you are likely going to die before the ecm ship, which is at no risk, leaves the field. This promotes blobbing, and promotes the current thought of "we just need as much / need to bring more ECM than them". I'd also like to mention that counters for tracking disruptors, and sensor damps, all have noticeable positive in combat effects if the ewa
~ ECM is also incredibly effective against smaller ships or ships which traditionally are great gap closers. A single ECM from caldari recons = gg never getting a lock ever for an interceptor, you'd think that ECM ships should fear such ships the most, but they actually don't make them bat an eyelid. This is also a problem with counters, not only do smaller ships in eve have less slots, so less ability to fit ECCM modules, but they also have happen to have less base signiture, and because ECCM is % based, ECCM is incredibly ineffective and lackluster counter on small ship classes.
~ ECM is also incredibly unfun for the ECM pilot too, Since ECM is so incredibly overpowered, ECM ships are useless at everything except for ECM, to make them somewhat balanced, this also has the problem when facing big ships loaded with ECCM that you are entirely useless over the duration of a fight.
~ ECM is balanced in large fleets, but it is overpowered in small fleets where the counters aren't nearly as available in realistic scenarios, the best counter to ECM in a small gang is simply bringing a Falcon with all Caldari jammers. Smaller gangs tend to rely on manuverability more, and as such use smaller ship classes which are more vulnerable to ECM. It's a vicious cycle.
In my opinion, ECM needs to be entirely reworked with a lesser effect (that always works) and the ECM ships need to be made more useful in roles that aren't just being a flying overpowered jamming ship. Having an all or nothing module which either means you automatically win or automatically lose is stupid, it is way too binary, way too destructive against solo and small gangs, and way too boring. At least the other ewar types provoke some kind of thought or style of gang. Having a specialised damp gang use ships which operate at 30km+ is strategic, fun, and adds tactics to the game. Not being able to do anything at all doesn't.
this is why the Rook is my favourite ship
|