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Petrus Blackshell
Rifterlings Damu'Khonde
1678
|
Posted - 2012.09.30 21:58:00 -
[1] - Quote
"Nerf ECM", "because of Falcon", "ECM kills small gang PvP" are all among the tired, old statements that people use to complain about ECM. It is, of course, responded to by ECM-preferring pilots with "ECM ships are made of wet tissue paper", or "Use ECCM", or "bring more race-uniform ships", etc. It keeps going back and forth like that, with arguments about whether it needs to be weaker, stronger, or as-is.
Having flown with, against, and in ECM ships, I agree ECM is not okay, but not with any of those arguments. Rather, it is because it is a no-skill chance-based "all or nothing" mechanic. In this manner, it is completely out of place among PvP mechanics.
All other Ewar applies its effect always when activated upon a target, but cannot result in immediate, complete, and uncompromising shutdown of the target. Move closer, speed up, lower transversal, overheat, there are several things you can do to counteract any other form of Ewar. Some examples:
- Tracking-TD'ed? Load better tracking ammo, burn in a straight line, TP/web your target.
- Optimal-TD'ed, or Optimal SD'ed? Speed up and move closer.
- TP'ed? Speed up.
- Neuted? Keep range.
- ECM? Nothing.
In other words, the fight is not determined by the fighters' in-combat abilities, but by their pre-fight choices (fittings, etc), and a random number generator. The fact that fitting ECCM does not help you at all outside of countering ECM (which cap boosters, tracking enhancers/computers, and sensor boosters do), and the fact it is not 100% effective at even its job, leads to fewer people fitting it and putting more emphasis on the "dice" aspect of ECM.
It is often said that ECM ships are made of paper, and that missing a jam spells death -- which is very true. However, this is not the fault of the ship, but again of the "all or nothing" mechanic. When missing a jam is so dangerous, ECM pilots naturally want to maximize chances of jams -- by forgoing tank.
The Falcon, for example, is not naturally squishy. It actually has more base EHP than the Rapier. However, because the Rapier's Ewar has no chance of failure, the Rapier does not necessarily need to fit 5 webs and 1 MWD in its mid slots. This leaves it free to tank. If a Falcon were similarly tanked, and ended up missing a jam because it didn't have enough jammers, it would just become an useless floating hunk of space metal. This again encourages relying on the dice and on pre-fight decisions to win things for you instead of actual in-combat decisions.
A 6-jammer Falcon is meta, while a 5-web Rapier or a 4-TD Pilgrim is failfit. You can't explain that.
The bottom line? It's not fun for anyone. Jamming someone isn't as satisfying because it was completely at the mercy of a random number generator, and really says nothing about your own skill. Being jammed isn't fun because there is nothing to do right now to counteract it, and even if you fit ECCM beforehand, the random number generator might still decide to hate you. Missing a jam isn't fun for the ECM pilot because there is nothing he could have done to do be successful. Catching an ECM ship that missed a jam on you isn't satisfying either, as it wasn't because of your own skill, but because of the random number generator's mercy.
The solution? People need to stop whining about how ECM is OP, and to stop trying to find "tweaks" and "balances" for it. Instead, try to find a way to revamp or overhaul ECM so that it is no longer a chance-based "all or nothing" mechanic.
Any ideas? Discuss. Rifterlings - small gang frigate PvP - low/nullsec operations, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |

Petrus Blackshell
Rifterlings Damu'Khonde
1680
|
Posted - 2012.09.30 22:05:00 -
[2] - Quote
tl;dr for lazy people:
- ECM as an all or nothing chance-based mechanic is out of place in Eve.
- ECM as is is not fun.
- Don't buff/nerf ECM, change it completely so it's not chance-based.
- Discuss.
Rifterlings - small gang frigate PvP - low/nullsec operations, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |

Cpt Gobla
No Bullshit Jokers Wild.
121
|
Posted - 2012.09.30 22:05:00 -
[3] - Quote
For whatever it's worth, I wholly agree.
Regardless of whether or not ECM is overpowered, underpowered or perfectly balanced it's downright boring as hell.
It doesn't open up new and interesting tactics, something even Target Painters can achieve in coordination with Torpedoes.
And each cycle is a loss-loss situation, either the jam lands and the target pilot is disappointed whilst the jammer feels nothing because his ship is doing nothing more than expected or the jam doesn't land and the target pilot feels nothing as his ship is doing nothing more than expected whilst the jammer feels disappointed. Every single cycle one of the two ships turns into a useless hunk of space metal. |

Lyrrashae
Crushed Ambitions Reckless Ambition
352
|
Posted - 2012.09.30 22:36:00 -
[4] - Quote
As a max-skilled ECM pilot, I totally agree.
Feels like skill doesn't really matter, and that's totally against one of the core concepts of EVE, that one must put in one's time and maybe specialise in one thing, whilst sacrificing elsewhere, to reap greater rewards. There is a fine and proper artistry to wielding verbal scalpels, such that the crap-poster you've slashed doesn't even know they've been cut. But verbal bludgeons -- Those are just fun. |

Paul Oliver
Federal Navy Academy Gallente Federation
4459
|
Posted - 2012.09.30 22:41:00 -
[5] - Quote
When it comes to stuff like this don't some games use a twitch based mechanism where you have to hit the button when the little dot is in the proper spot? Just a thought... Its good to be Gallente. |

Petrus Blackshell
Rifterlings Damu'Khonde
1683
|
Posted - 2012.09.30 22:44:00 -
[6] - Quote
Paul Oliver wrote:When it comes to stuff like this don't some games use a twitch based mechanism where you have to hit the button when the little dot is in the proper spot? Just a thought... Under Eve's maximum 6 Hz operating speed, I'm not sure how that could be implemented while taking both the jammer and jamee's actions into account.
Also, TiDi would break something like this horribly. Rifterlings - small gang frigate PvP - low/nullsec operations, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |

Battlingbean
Star Frontiers THORN Alliance
2
|
Posted - 2012.09.30 22:49:00 -
[7] - Quote
Counters to ECM that don't include ECCM
Bring friends. Drones. Attack from range. Fleet with high alpha damage. Fleet with same racial ships. Some ships have high natural sensor strength (usually Ewar ships)
ECM is very fun and not boring. Things that are chance based usually aren't boring because you don't know what is going to happen. Am I gonna Jam everyone like a boss or die in a fire?
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Malphilos
State War Academy Caldari State
171
|
Posted - 2012.09.30 22:55:00 -
[8] - Quote
Battlingbean wrote:ECM is very fun and not boring.
I don't think anyone said it was boring, I think they said it was out of place.
ECM is to the rest of PvP as slots are to poker.
It takes a particular kind of person to enjoy pushing the button and watching the reels spin. Though there are apparently a lot of them around.
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Petrus Blackshell
Rifterlings Damu'Khonde
1684
|
Posted - 2012.09.30 23:01:00 -
[9] - Quote
Battlingbean wrote:Counters to ECM that don't include ECCM
Bring friends. Drones. Attack from range. Fleet with high alpha damage. Fleet with same racial ships. Some ships have high natural sensor strength (usually Ewar ships)
ECM is very fun and not boring. Things that are chance based usually aren't boring because you don't know what is going to happen. Am I gonna Jam everyone like a boss or die in a fire?
Did... you even read the OP? I'm not arguing that ECM doesn't have counters, but rather it has nothing that the jamming ship or the ship being jammed can do to affect its outcome or effectiveness. It's about as fun and skill-involved as this.
Malphilos wrote: I don't think anyone said it was boring, I think they said it was out of place.
To be fair, I called it "not fun". One opposite of fun is "boring". Cpt Gobla called it boring.
Malphilos wrote: ECM is to the rest of PvP as slots are to poker.
That is a very good analogy. Thank you. Rifterlings - small gang frigate PvP - low/nullsec operations, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |

Alpheias
Euphoria Released Verge of Collapse
800
|
Posted - 2012.09.30 23:09:00 -
[10] - Quote
Petrus Blackshell wrote:Battlingbean wrote:Counters to ECM that don't include ECCM
Bring friends. Drones. Attack from range. Fleet with high alpha damage. Fleet with same racial ships. Some ships have high natural sensor strength (usually Ewar ships)
ECM is very fun and not boring. Things that are chance based usually aren't boring because you don't know what is going to happen. Am I gonna Jam everyone like a boss or die in a fire?
Did... you even read the OP? I'm not arguing that ECM doesn't have counters, but rather it has nothing that the jamming ship or the ship being jammed can do to affect its outcome or effectiveness. It's about as fun and skill-involved as this.
I disagree, as a maxed out ECM pilot with a full Centurion set, I have a lot of fun jamming while this plays in my headphones. I'd kill kittens and puppies and bunnies I'd maim toddlers and teens and then more |
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Petrus Blackshell
Rifterlings Damu'Khonde
1684
|
Posted - 2012.09.30 23:10:00 -
[11] - Quote
Alpheias wrote:I disagree, as a maxed out ECM pilot with a full Centurion set, I have a lot of fun jamming while this plays in my headphones.
Quote:The uploader has not made this video available in your country. Is... is that a stealth "jamming" pun? I am in awe. Rifterlings - small gang frigate PvP - low/nullsec operations, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |

Alpheias
Euphoria Released Verge of Collapse
800
|
Posted - 2012.09.30 23:12:00 -
[12] - Quote
Petrus Blackshell wrote:Alpheias wrote:I disagree, as a maxed out ECM pilot with a full Centurion set, I have a lot of fun jamming while this plays in my headphones. Quote:The uploader has not made this video available in your country. Is... is that a stealth "jamming" pun? I am in awe.
SENSORS JAMMED BABY. I'd kill kittens and puppies and bunnies I'd maim toddlers and teens and then more |

Cristl
Perkone Caldari State
26
|
Posted - 2012.09.30 23:26:00 -
[13] - Quote
'Save or die' mechanics have pissed people off since the first guy got polymorphed in D&D in the mid-seventies. ECM has pissed people off in Eve since its inception.
OP, give a suggested mechanic for ECM for us to mull over please. |

Lyrrashae
Crushed Ambitions Reckless Ambition
353
|
Posted - 2012.09.30 23:31:00 -
[14] - Quote
Alpheias wrote:Petrus Blackshell wrote:Alpheias wrote:I disagree, as a maxed out ECM pilot with a full Centurion set, I have a lot of fun jamming while this plays in my headphones. Quote:The uploader has not made this video available in your country. Is... is that a stealth "jamming" pun? I am in awe. SENSORS JAMMED BABY.
BECAUSE OF FALCON BMG ENTERTAINMENT GROUP!! There is a fine and proper artistry to wielding verbal scalpels, such that the crap-poster you've slashed doesn't even know they've been cut. But verbal bludgeons -- Those are just fun. |

Petrus Blackshell
Rifterlings Damu'Khonde
1688
|
Posted - 2012.09.30 23:36:00 -
[15] - Quote
Cristl wrote:'Save or die' mechanics have pissed people off since the first guy got polymorphed in D&D in the mid-seventies. ECM has pissed people off in Eve since its inception.
OP, give a suggested mechanic for ECM for us to mull over please. I'm trying to, but drawing a blank. That is, I can't think of anything where ECM would still possibly have the "die" consequence of breaking the lock and jamming locking, but without the chance-based mechanic. These ideas have been proposed before:
- Reducing scan res or targeting range? Damps already do that.
- Selectively breaking locks (just breaking, not jamming)? Sure, but how?
- Denying new locks? Maybe, but with a couple SeBos we're back to the same old problem, possibly worse.
- Reducing max locked targets? Maybe, but the balancing on that is very hard.
- Turning the target's mods off? That is just really weird.
I don't know. Your thoughts? Rifterlings - small gang frigate PvP - low/nullsec operations, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |

Surfin's PlunderBunny
Sebiestor Tribe Minmatar Republic
2408
|
Posted - 2012.09.30 23:41:00 -
[16] - Quote
Petrus Blackshell wrote:Cristl wrote:'Save or die' mechanics have pissed people off since the first guy got polymorphed in D&D in the mid-seventies. ECM has pissed people off in Eve since its inception.
OP, give a suggested mechanic for ECM for us to mull over please. I'm trying to, but drawing a blank. That is, I can't think of anything where ECM would still possibly have the "die" consequence of breaking the lock and jamming locking, but without the chance-based mechanic. These ideas have been proposed before:
- Reducing scan res or targeting range? Damps already do that.
- Selectively breaking locks (just breaking, not jamming)? Sure, but how?
- Denying new locks? Maybe, but with a couple SeBos we're back to the same old problem, possibly worse.
- Reducing max locked targets? Maybe, but the balancing on that is very hard.
- Turning the target's mods off? That is just really weird.
I don't know. Your thoughts?
Leave it alone! "A genius throws a Molotov cocktail and soon realizes that he's going to die choking in a maze of smoke and flame. A hero drinks a Molotov cocktail and soon realizes that if he does a split in midair, he can hit twice as many zombies per kick. Drunk hero wins again, wusses." ~Cracked.com |

Val'Dore
PlanetCorp InterStellar
4
|
Posted - 2012.09.30 23:48:00 -
[17] - Quote
Bring back the Castor ECM. |

Tippia
Sunshine and Lollipops
9662
|
Posted - 2012.09.30 23:50:00 -
[18] - Quote
Petrus Blackshell wrote:
- ECM as an all or nothing chance-based mechanic is out of place in Eve.
- ECM as is is not fun.
- Don't buff/nerf ECM, change it completely so it's not chance-based.
Pretty muchGǪ the question is how.
The main problem is that ECM doesn't affect any particular ship stat, but rather outright removes one functionality that roughly a bajillion other functions depend on: being able to lock on to a target. While RSDs, for instance, can have very similar effects, it never actually removes the ship functionality GÇö it just makes the ship worse at it. ECM needs to do something similar; it needs to only make a ship worse, not make it incapable of doing whatever it was doing before.*
It also needs to do whatever it does in such a way that it doesn't crowd in on the turf of other ewar (right now ECM trumps both RSDs and TDs at their own game, for instance).
So what stats are there that ECM could conceivably adversely affect? I know that a number of them have been suggested through the yearsGǪ number of target locks; drone bandwidth; someone even effectively suggested reduction in CPU. My favourite idea is actually not stats-related, but rather to make it a proper information-warfare module: make it mess up the overview by reducing information detail depending on how well-jammed (on a continuous scale) the ship is.
* Warp disruption might look like they do this as well, but that's only because it's affecting a very low-value discrete number GÇö warp strength GÇö whereas most other ewar affect continuous numbers such as signature, speed, scan resolution and so on. It only looks like an on/off function because most ships only sport one point of warp strength and points and scrams remove one or two of those points. Well, at least until we look at bubbles and infinipoints, but that's because they're meant to go up against infini-strength shipsGǪ GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan.
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Spurty
V0LTA Verge of Collapse
464
|
Posted - 2012.09.30 23:57:00 -
[19] - Quote
ECM is unique
It's chance based and either 100% or 0%
If you compare other modules and made them just like ECM, people would never play the game
Web stasisfire - depending on skills, will web 1 time in 5 but if it webs, target is instantly at 0 speed for 15second
Web Drones will be 1 in 7 chance, but 5 of them and the same effect, instantly 0 speed
So tell me (using that cited example), why ECM is fine?
Why can't it just lower the number of targets you can lock?
Why can't it be balanced and fair like the others? ---- CONCORD arrested two n00bs yesterday, one was drinking battery acid, the other was eating fireworks. They charged one and let the other one off. |

Herping yourDerp
Tribal Liberation Force Minmatar Republic
790
|
Posted - 2012.10.01 00:04:00 -
[20] - Quote
ecm should break lock, but not prevent you from relocking. this means a sebo with scan res script could be a counter because, oh well i lost lock, good thing i can lock back on in 2 seconds
ECM would still be an escape, and meaningfully effect fleet combat it would still be hard on logis which would lose lock many times. |
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Elvis Fett
Autocannons Anonymous Late Night Alliance
69
|
Posted - 2012.10.01 00:12:00 -
[21] - Quote
Mocam wrote:IMO that "crippling effect of losing targets" - essential and the same thing happens with a sensor damp hitting you at range - you lose targeting. I don't see why ECM should be gutted so badly but I do find the current operations to be a problem.
Also, ECM deals with targeting - not slots that may or may not hold targeting equipment. Sensor damps mess with range & time to acquire a target - ECM? ... Yours is an interesting idea but it has some ugly implications.
I did come up with a different approach that is ... odd. What other attributes are there to targeting? Quantity.
No chance based operation. It works reliably and predictable all the time, just like Sensor Damps and any other type of EW.
ECM and ECCM go over to a system more like points/scrams vs warp core stabs but allow/mandate stacking to use for high effects - just like most other types of EW.
Each cycle of the initial ECM would cost you all your targets - additional applications (stacking of mods/drones) would not do this though each module/drone would decrement your max target count. You can target 8 ships, a strength 3 ECM would drop that to 5 ships max you could target.
The target reduction would be based upon your skills more than the ship. So if you had Targeting + Multitasking both at 5; to block targeting, they'd need to jam that 12 max, not just the 2-10 that a ship can target to entirely prevent locking of any targets. (you could train to enable better protection - just like other EW have skills to help against them.)
If at any point a jamming ship goes out of range or loses targeting on the jammed ship, it stops - just like killing a sensor damp ship, it frees you from all effects when the signal is disrupted. (no 20s jam timer).
ECCM would provide 2 effects: 1) Potential protection from being jammed at all. 2) Added number of targets that can be potentially locked (excess targets - like having skills trained to target 12 while flying a ship only able to target 8. It would take that 12 to 14 -- zip effect unless ECM jammed.)
"jammed at all" protection - if it's protection value exceeds the jam value of the ECM ship, you won' t lose all targets each time it cycles (though it will reduce your "excessive" max target count). In other words, a multi-spectral jam with a strength of 1 hitting a ship with an ECCM strength of 2 - the target wouldn't lose targeting though it's max target count would be decremented by 1. (stacking could still gut your ability to target anything but you wouldn't lose targeting every cycle).
Modules and rigs to help ECM would change to range, cycle time, etc. vs strength to improve /rand chances. It opens up a lot of options for how meta variations can work while still retaining most of the GTFO protection - 100% target loss per cycle if they don't have ECCM? Yet you still may not get away - it only decrements the absolute max count of targets while costing the lock but only at cycle time.
Net effects: ECM always has "some" effect when applied to a target yet that effect can be mitigated by skills and fittings vs hit or miss based upon a randomizer.
ECCM works predictably and reliably to counter ECM effects; it isn't seen as a crap-shoot solution but a predictable counter.
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Alexila Quant
Strategic Acquisitions Group
7
|
Posted - 2012.10.01 00:22:00 -
[22] - Quote
Petrus Blackshell wrote:tl;dr for lazy people:
- ECM as an all or nothing chance-based mechanic is out of place in Eve.
- ECM as is is not fun.
- Don't buff/nerf ECM, change it completely so it's not chance-based.
- Discuss.
I am lazy. So thank you.
Also, I like ECM the way it is, but I also understand that it may be frustrating to come up against.
Take that as you will. |

CaptainFalcon07
Caucasian Culture Club Transmission Lost
22
|
Posted - 2012.10.01 00:32:00 -
[23] - Quote
The real question is simply how without making ECM useless, overpowered, or power creeping on the abilities of other EW?
Jack Black: How am I supposed to find the solution to ECM. How Elmo, How? |

Bubanni
ElitistOps Pandemic Legion
459
|
Posted - 2012.10.01 00:59:00 -
[24] - Quote
Well put,
Lets throw a few random ideas out there just for inspiration What if ECM directly affected the modules of the targeted ship in a negative way, as in increaseing cycle time on turrets and launchers?
what if it was the reverse of sensor damps where stuff close to your ship couldn't be locked when used against you? (very powerful...)
what if decreased max locked targets to 1 and randomly switched your locked target to nearby stuff :D (would actually be more annoying than current ecm, but also allowing your ship to either shoot at fleet mates or hostiles still)
What if ECM.... could make chosen ship look like another ship of choise (like an illusion?) you could make a fleet member in a heavy interdictor look like a hulk... or whatever you wanted to for setting up bait
throw some more bad ideas out there :D
Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Fon Revedhort
Monks of War DarkSide.
775
|
Posted - 2012.10.01 02:51:00 -
[25] - Quote
You also missed the part of permajamming. While it's acceptable to be jammed once or twice during the fight - and even those 2 cycles can become a turning point - being shut off completely for the entire fight is stupid as heck. But this surely is a general EW flaw, which for some weird reason does not get its efficiency reduced over time and allows ugly things such as permajamming to happen. 14 |

Petrus Blackshell
Rifterlings Damu'Khonde
1699
|
Posted - 2012.10.01 02:53:00 -
[26] - Quote
Fon Revedhort wrote:You also missed the part of permajamming. While it's acceptable to be jammed once or twice during the fight - and even those 2 cycles can become a turning point - being shut off completely for the entire fight is stupid as heck. But this surely is a general EW flaw, which for some weird reason does not get its efficiency reduced over time and allows ugly things such as permajamming to happen. When the dice hate you, they hate you hard.
Yes, permajamming is a problem, but that would turn this into an "is ECM OP" discussion, and we really don't need another one of those  Rifterlings - small gang frigate PvP - low/nullsec operations, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |

Tysinger
Shoulda Checked Local Break-A-Wish Foundation
20
|
Posted - 2012.10.01 04:32:00 -
[27] - Quote
Hey I know.. They should make something that anyone can use and put on there ship as to not get jammed, hell maybe even some type of implants that would boost your stats so you would be even less likely to be jammed....
Oh wait, they already have them in game...
Stop whining and use something Tard. |

Gun Gal
Dark Club
96
|
Posted - 2012.10.01 05:17:00 -
[28] - Quote
um sorry, noobs
you forgo,alot when you use ECM, you also forgo the perfect fit when you use ECCM.
EVE is not about level playing fields like WoW....... hmm now i understand,/sarcasm
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Cede Forster
Enlightened Industries Test Alliance Please Ignore
97
|
Posted - 2012.10.01 07:31:00 -
[29] - Quote
posting in another "i can't play, please nerf the game - ECM edition"
Tracking-TD'ed? Load better tracking ammo, burn in a straight line, TP/web your target. They will work on missiles soon and there goes your suggestion. If you fit a target painter and a web, you comiited two midslots.
Optimal-TD'ed, or Optimal SD'ed? Speed up and move closer. Just so i get this right, you are not flying at maximum speed usualy? You just sit around at lets say 70% in order to compensate for that? - There is not much you can do if you get TD and the enemy can keep range and the worst part? It is not chance based.
TP'ed? Speed up. Again, am i missing something? Did you find a way how to permanently overhead your propulsion or is there button that just increases your top speed while flying?
Neuted? Keep range. That is just freaking great advice, if you can. I am pretty sure by the time you are neuted that you are a) out of cap b) webbed so there is no propulsion bonus and you are sitting ducks. Also it again requires you to be faster then the target ship.
ECM? Nothing. I wont even go there because this is covered by everybody and their sister in every thread that came up so far.
I still can not wrap my mind around the entire "just fly faster" idea. Most of the so called solution are based on you (the writer) being faster then the enemy. It just does not sound like genuine concern about gameplay mechanics being balanced and more like "i usually win in my awesome fast ship and then somebody had ECM - so unfair" posting on GD.
Then again - what did i expect? |

Cannibal Kane
Umkhonto We Sizwe
567
|
Posted - 2012.10.01 08:25:00 -
[30] - Quote
I don't mind ECM...
However I do believe that ECM should never be able to JAM a target when that targets Sensor Strength is higher than the ECM module cycle. So a Falcon pilot trying to jam me with one racial ECM module pumping 250, should then never be able to jam me when my Sensor strength sits at 260. If he activates a second module and his total ECM output agaist me is now over 300 then yes I should be jammed.
I think most people issue with ECM that % thing no matter how high your Sensor Strength is.... your always going to get jammed. I'm not a Pirate, I'm a Terrorist.
The Crazy Space Poor South African.
*Hair done by LGÇÖOr+¬al, because I'm worth it. |
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Cede Forster
Enlightened Industries Test Alliance Please Ignore
98
|
Posted - 2012.10.01 08:52:00 -
[31] - Quote
Cannibal Kane wrote:I don't mind ECM...
However I do believe that ECM should never be able to JAM a target when that targets Sensor Strength is higher than the ECM module cycle. So a Falcon pilot trying to jam me with one racial ECM module pumping 250, should then never be able to jam me when my Sensor strength sits at 260. If he activates a second module and his total ECM output agaist me is now over 300 then yes I should be jammed.
I think most people issue with ECM that % thing no matter how high your Sensor Strength is.... your always going to get jammed.
you are not always going to get jammed - you have always a chance to get jammed
it may feel that way but what you are suggesting (if jammer > sensor then jam) is actually what you complain about (you always going to get jammed).
i think quite a lot of EVE players just have issues with how probability works, that would explain the success of somer blink as well - then again, that might not be an issue limited to EVE players |

Cannibal Kane
Umkhonto We Sizwe
567
|
Posted - 2012.10.01 09:16:00 -
[32] - Quote
Cede Forster wrote:Cannibal Kane wrote:I don't mind ECM...
However I do believe that ECM should never be able to JAM a target when that targets Sensor Strength is higher than the ECM module cycle. So a Falcon pilot trying to jam me with one racial ECM module pumping 250, should then never be able to jam me when my Sensor strength sits at 260. If he activates a second module and his total ECM output agaist me is now over 300 then yes I should be jammed.
I think most people issue with ECM that % thing no matter how high your Sensor Strength is.... your always going to get jammed. you are not always going to get jammed - you have always a chance to get jammed it may feel that way but what you are suggesting (if jammer > sensor then jam) is actually what you complain about (you always going to get jammed). i think quite a lot of EVE players just have issues with how probability works, that would explain the success of somer blink as well - then again, that might not be an issue limited to EVE players no clue if you knew but the entire turret mechanic is also chance based - you can hit people out of your range and tracking even if you are orbiting a titan at 1 km with 10.000 km/ms speed with a signature of 1, there is still a 1% chance that he hits you in the face - it is called a perfect hit, regardless what you do you can not avoid it just deal with it - you wont win in the lottery, ecm will not always jam you - this is your mind playing tricks on you P.s: Unless its a Leviathan - if its a Leviathan you don't have that issue
I swear I must be the unluckiest player when it comes to ECM. 300 Drones perma jam me.
I'm not a Pirate, I'm a Terrorist.
The Crazy Space Poor South African.
*Hair done by LGÇÖOr+¬al, because I'm worth it. |

Alpheias
Euphoria Released Verge of Collapse
804
|
Posted - 2012.10.01 09:43:00 -
[33] - Quote
Cannibal Kane wrote:Cede Forster wrote:Cannibal Kane wrote:I don't mind ECM...
However I do believe that ECM should never be able to JAM a target when that targets Sensor Strength is higher than the ECM module cycle. So a Falcon pilot trying to jam me with one racial ECM module pumping 250, should then never be able to jam me when my Sensor strength sits at 260. If he activates a second module and his total ECM output agaist me is now over 300 then yes I should be jammed.
I think most people issue with ECM that % thing no matter how high your Sensor Strength is.... your always going to get jammed. you are not always going to get jammed - you have always a chance to get jammed it may feel that way but what you are suggesting (if jammer > sensor then jam) is actually what you complain about (you always going to get jammed). i think quite a lot of EVE players just have issues with how probability works, that would explain the success of somer blink as well - then again, that might not be an issue limited to EVE players no clue if you knew but the entire turret mechanic is also chance based - you can hit people out of your range and tracking even if you are orbiting a titan at 1 km with 10.000 km/ms speed with a signature of 1, there is still a 1% chance that he hits you in the face - it is called a perfect hit, regardless what you do you can not avoid it just deal with it - you wont win in the lottery, ecm will not always jam you - this is your mind playing tricks on you P.s: Unless its a Leviathan - if its a Leviathan you don't have that issue I swear I must be the unluckiest player when it comes to ECM. 300 Drones perma jam me.
Are you surprised? I don't wanna get bit. :( I'd kill kittens and puppies and bunnies I'd maim toddlers and teens and then more |

Skippermonkey
Tactical Knightmare
1469
|
Posted - 2012.10.01 09:46:00 -
[34] - Quote
http://themittani.com/features/ecm-not-nerf-we-deserve-fix-we-need
there was a great article on mittani, which i have posted above.
I really like the authors idea of having the length of the jam variable. TK is recruiting |

Gillia Winddancer
Shiny Noble Crown Services
91
|
Posted - 2012.10.01 10:15:00 -
[35] - Quote
I already gave my suggestion on how to chance ECM once before - be prepared for a slight wall of text of pure wisdom:
Basically instead of breaking locks ECM "hides" ships depending on their signature radius vs scan strength/distance. The stronger the dose of ECM a ship receives, the bigger the ships will be that said receiver cannot detect and lock on to.
It wouldn't drastically chance ECM the way it works compared to how it is now, but on the other hand it would also NOT be a chance-based all-or-nothing module that locks out ships completely from the game. On top of that, the ECM would be a constant effect now just like any other e-war module instead of based on cycles.
Generally the idea is that a ship that is being ECM'd would quickly lose track of the small ships whilst still be able to detect larger ships unless he gets multiple stacks of ECM on his own ship. On the other hand it would require more stacks on a big ship than on a small ship to get the same results due to the sensor strength differences.
For even better complexity, make distance of ECM vs target AND any enemy ship vs target play a role. As an example:
Ship A uses ECM on Ship B from a distance of 100km
Ship B is now is unable to lock on to or see on the overview any ship that has a signature radius of X that is beyond distance Y. The smaller an enemy ship is, the closer said enemy ship can be to B without being lockable
If Ship A moves in to 50km from Ship B then the effect of the ECM will of course be stronger. If Ship A uses multiple ECM's, the effect will be stronger. Faction specific ECM's will naturally give an even bigger effect so nothing will change in that regard. Radar ECM vs Radar, Ladar vs Ladar, well you know this already.
This change would pretty much also make ECM true to it's name unlike the way it is now. ECM is all about confusing enemy radars after all. Breaking locks like it is in EVE now is not what I would call "ECM". More like an "EMP" weapon. The ECM burst module should in fact be renamed to an EMP burst to be frank.
The added bonus with this system is that it will give small roaming gangs using small ships an advantage if this is used correctly, which is something I believe was sought after in this blob-infested capital ship environment?
Well, that's my wall of text for now.
|

Silk daShocka
Lawn Dart Industries
16
|
Posted - 2012.10.01 11:01:00 -
[36] - Quote
Maybe CCP will just remove ECM when all 75% of the bans in the precious tournament are ecm boats.
I sure as heck wouldn't complain |

Gillia Winddancer
Shiny Noble Crown Services
91
|
Posted - 2012.10.01 11:04:00 -
[37] - Quote
Silk daShocka wrote:Maybe CCP will just remove ECM when all 75% of the bans in the precious tournament are ecm boats.
I sure as heck wouldn't complain
Why's that? ECM can be easily fixed if they only listen to me. It still fits a role, it's just implemented in a most horrid manner. |

Herr Hammer Draken
Imperial Academy Amarr Empire
111
|
Posted - 2012.10.01 11:17:00 -
[38] - Quote
Gillia Winddancer wrote:I already gave my suggestion on how to chance ECM once before - be prepared for a slight wall of text of pure wisdom:
Basically instead of breaking locks ECM "hides" ships depending on their signature radius vs scan strength/distance. The stronger the dose of ECM a ship receives, the bigger the ships will be that said receiver cannot detect and lock on to.
It wouldn't drastically chance ECM the way it works compared to how it is now, but on the other hand it would also NOT be a chance-based all-or-nothing module that locks out ships completely from the game. On top of that, the ECM would be a constant effect now just like any other e-war module instead of based on cycles.
Generally the idea is that a ship that is being ECM'd would quickly lose track of the small ships whilst still be able to detect larger ships unless he gets multiple stacks of ECM on his own ship. On the other hand it would require more stacks on a big ship than on a small ship to get the same results due to the sensor strength differences.
For even better complexity, make distance of ECM vs target AND any enemy ship vs target play a role. As an example:
Ship A uses ECM on Ship B from a distance of 100km
Ship B is now is unable to lock on to or see on the overview any ship that has a signature radius of X that is beyond distance Y. The smaller an enemy ship is, the closer said enemy ship can be to B without being lockable
If Ship A moves in to 50km from Ship B then the effect of the ECM will of course be stronger. If Ship A uses multiple ECM's, the effect will be stronger. Faction specific ECM's will naturally give an even bigger effect so nothing will change in that regard. Radar ECM vs Radar, Ladar vs Ladar, well you know this already.
This change would pretty much also make ECM true to it's name unlike the way it is now. ECM is all about confusing enemy radars after all. Breaking locks like it is in EVE now is not what I would call "ECM". More like an "EMP" weapon. The ECM burst module should in fact be renamed to an EMP burst to be frank.
The added bonus with this system is that it will give small roaming gangs using small ships an advantage if this is used correctly, which is something I believe was sought after in this blob-infested capital ship environment?
Well, that's my wall of text for now.
If that was adopted players would soon work out which small ships could attack which big ships using X ecm against Y type of big ship to always 100% make them undetecable at Z range. The trick then is to find a weapon layout that can kill the big ship from Z range. Once that is figured out it will work every time. It will be like being cloaked but able to shoot at your target as long as you keep range Z. If you can scram said big ship from Z range then you can kill them every time with that particular combo. There is no random in your idea! Herr Hammer Draken "The Amarr Prophet" |

Herr Hammer Draken
Imperial Academy Amarr Empire
111
|
Posted - 2012.10.01 11:18:00 -
[39] - Quote
Gillia Winddancer wrote:Silk daShocka wrote:Maybe CCP will just remove ECM when all 75% of the bans in the precious tournament are ecm boats.
I sure as heck wouldn't complain Why's that? ECM can be easily fixed if they only listen to me. It still fits a role, it's just implemented in a most horrid manner.
Really see above post.
Herr Hammer Draken "The Amarr Prophet" |

Gillia Winddancer
Shiny Noble Crown Services
91
|
Posted - 2012.10.01 11:51:00 -
[40] - Quote
Herr Hammer Draken wrote:[quote=Gillia Winddancer]I already gave my suggestion on how to chance ECM once before - be prepared for a slight wall of text of pure wisdom:
Basically instead of breaking locks ECM "hides" ships depending on their signature radius vs scan strength/distance. The stronger the dose of ECM a ship receives, the bigger the ships will be that said receiver cannot detect and lock on to.
It wouldn't drastically chance ECM the way it works compared to how it is now, but on the other hand it would also NOT be a chance-based all-or-nothing module that locks out ships completely from the game. On top of that, the ECM would be a constant effect now just like any other e-war module instead of based on cycles.
Generally the idea is that a ship that is being ECM'd would quickly lose track of the small ships whilst still be able to detect larger ships unless he gets multiple stacks of ECM on his own ship. On the other hand it would require more stacks on a big ship than on a small ship to get the same results due to the sensor strength differences.
For even better complexity, make distance of ECM vs target AND any enemy ship vs target play a role. As an example:
Ship A uses ECM on Ship B from a distance of 100km
Ship B is now is unable to lock on to or see on the overview any ship that has a signature radius of X that is beyond distance Y. The smaller an enemy ship is, the closer said enemy ship can be to B without being lockable
If Ship A moves in to 50km from Ship B then the effect of the ECM will of course be stronger. If Ship A uses multiple ECM's, the effect will be stronger. Faction specific ECM's will naturally give an even bigger effect so nothing will change in that regard. Radar ECM vs Radar, Ladar vs Ladar, well you know this already.
This change would pretty much also make ECM true to it's name unlike the way it is now. ECM is all about confusing enemy radars after all. Breaking locks like it is in EVE now is not what I would call "ECM". More like an "EMP" weapon. The ECM burst module should in fact be renamed to an EMP burst to be frank.
The added bonus with this system is that it will give small roaming gangs using small ships an advantage if this is used correctly, which is something I believe was sought after in this blob-infested capital ship environment?
Well, that's my wall of text for now.
Oh my. Is every single engagement in EVE identical each and every single time now all of a sudden? Could someone please inform me when on earth that ever happened? |
|

Ix Method
The Sunclub
0
|
Posted - 2012.10.01 11:59:00 -
[41] - Quote
Tippia wrote:My favourite idea is actually not stats-related, but rather to make it a proper information-warfare module: make it mess up the overview by reducing information detail depending on how well-jammed (on a continuous scale) the ship is. This is pretty beautiful tbh. |

Herr Hammer Draken
Imperial Academy Amarr Empire
111
|
Posted - 2012.10.01 11:59:00 -
[42] - Quote
Gillia Winddancer wrote:Herr Hammer Draken wrote:[quote=Gillia Winddancer]I already gave my suggestion on how to chance ECM once before - be prepared for a slight wall of text of pure wisdom:
Basically instead of breaking locks ECM "hides" ships depending on their signature radius vs scan strength/distance. The stronger the dose of ECM a ship receives, the bigger the ships will be that said receiver cannot detect and lock on to.
It wouldn't drastically chance ECM the way it works compared to how it is now, but on the other hand it would also NOT be a chance-based all-or-nothing module that locks out ships completely from the game. On top of that, the ECM would be a constant effect now just like any other e-war module instead of based on cycles.
Generally the idea is that a ship that is being ECM'd would quickly lose track of the small ships whilst still be able to detect larger ships unless he gets multiple stacks of ECM on his own ship. On the other hand it would require more stacks on a big ship than on a small ship to get the same results due to the sensor strength differences.
For even better complexity, make distance of ECM vs target AND any enemy ship vs target play a role. As an example:
Ship A uses ECM on Ship B from a distance of 100km
Ship B is now is unable to lock on to or see on the overview any ship that has a signature radius of X that is beyond distance Y. The smaller an enemy ship is, the closer said enemy ship can be to B without being lockable
If Ship A moves in to 50km from Ship B then the effect of the ECM will of course be stronger. If Ship A uses multiple ECM's, the effect will be stronger. Faction specific ECM's will naturally give an even bigger effect so nothing will change in that regard. Radar ECM vs Radar, Ladar vs Ladar, well you know this already.
This change would pretty much also make ECM true to it's name unlike the way it is now. ECM is all about confusing enemy radars after all. Breaking locks like it is in EVE now is not what I would call "ECM". More like an "EMP" weapon. The ECM burst module should in fact be renamed to an EMP burst to be frank.
The added bonus with this system is that it will give small roaming gangs using small ships an advantage if this is used correctly, which is something I believe was sought after in this blob-infested capital ship environment?
Well, that's my wall of text for now.
Oh my. Is every single engagement in EVE identical each and every single time now all of a sudden? Could someone please inform me when on earth that ever happened?
Exhibit A:
Catalyst vs Hulk. Herr Hammer Draken "The Amarr Prophet" |

Medarr
ZeroSec Dragon Swarm Dynasty
41
|
Posted - 2012.10.01 12:03:00 -
[43] - Quote
Whine moar maybe CCP wil " fix " it like they did with supers... |

Garonis
Aggressive Narcissists SpaceMonkey's Alliance
2
|
Posted - 2012.10.01 12:11:00 -
[44] - Quote
Herr Hammer Draken wrote:Gillia Winddancer wrote:I already gave my suggestion on how to chance ECM once before - be prepared for a slight wall of text of pure wisdom:
Basically instead of breaking locks ECM "hides" ships depending on their signature radius vs scan strength/distance. The stronger the dose of ECM a ship receives, the bigger the ships will be that said receiver cannot detect and lock on to.
It wouldn't drastically chance ECM the way it works compared to how it is now, but on the other hand it would also NOT be a chance-based all-or-nothing module that locks out ships completely from the game. On top of that, the ECM would be a constant effect now just like any other e-war module instead of based on cycles.
Generally the idea is that a ship that is being ECM'd would quickly lose track of the small ships whilst still be able to detect larger ships unless he gets multiple stacks of ECM on his own ship. On the other hand it would require more stacks on a big ship than on a small ship to get the same results due to the sensor strength differences.
For even better complexity, make distance of ECM vs target AND any enemy ship vs target play a role. As an example:
Ship A uses ECM on Ship B from a distance of 100km
Ship B is now is unable to lock on to or see on the overview any ship that has a signature radius of X that is beyond distance Y. The smaller an enemy ship is, the closer said enemy ship can be to B without being lockable
If Ship A moves in to 50km from Ship B then the effect of the ECM will of course be stronger. If Ship A uses multiple ECM's, the effect will be stronger. Faction specific ECM's will naturally give an even bigger effect so nothing will change in that regard. Radar ECM vs Radar, Ladar vs Ladar, well you know this already.
This change would pretty much also make ECM true to it's name unlike the way it is now. ECM is all about confusing enemy radars after all. Breaking locks like it is in EVE now is not what I would call "ECM". More like an "EMP" weapon. The ECM burst module should in fact be renamed to an EMP burst to be frank.
The added bonus with this system is that it will give small roaming gangs using small ships an advantage if this is used correctly, which is something I believe was sought after in this blob-infested capital ship environment?
Well, that's my wall of text for now.
If that was adopted players would soon work out which small ships could attack which big ships using X ecm against Y type of big ship to always 100% make them undetecable at Z range. The trick then is to find a weapon layout that can kill the big ship from Z range. Once that is figured out it will work every time. It will be like being cloaked but able to shoot at your target as long as you keep range Z. If you can scram said big ship from Z range then you can kill them every time with that particular combo. There is no random in your idea!
That's when ECCM would come into play, altering said big ship's sensor strength. |

Herr Hammer Draken
Imperial Academy Amarr Empire
111
|
Posted - 2012.10.01 12:23:00 -
[45] - Quote
Garonis wrote:Herr Hammer Draken wrote:Gillia Winddancer wrote:I already gave my suggestion on how to chance ECM once before - be prepared for a slight wall of text of pure wisdom:
Basically instead of breaking locks ECM "hides" ships depending on their signature radius vs scan strength/distance. The stronger the dose of ECM a ship receives, the bigger the ships will be that said receiver cannot detect and lock on to.
It wouldn't drastically chance ECM the way it works compared to how it is now, but on the other hand it would also NOT be a chance-based all-or-nothing module that locks out ships completely from the game. On top of that, the ECM would be a constant effect now just like any other e-war module instead of based on cycles.
Generally the idea is that a ship that is being ECM'd would quickly lose track of the small ships whilst still be able to detect larger ships unless he gets multiple stacks of ECM on his own ship. On the other hand it would require more stacks on a big ship than on a small ship to get the same results due to the sensor strength differences.
For even better complexity, make distance of ECM vs target AND any enemy ship vs target play a role. As an example:
Ship A uses ECM on Ship B from a distance of 100km
Ship B is now is unable to lock on to or see on the overview any ship that has a signature radius of X that is beyond distance Y. The smaller an enemy ship is, the closer said enemy ship can be to B without being lockable
If Ship A moves in to 50km from Ship B then the effect of the ECM will of course be stronger. If Ship A uses multiple ECM's, the effect will be stronger. Faction specific ECM's will naturally give an even bigger effect so nothing will change in that regard. Radar ECM vs Radar, Ladar vs Ladar, well you know this already.
This change would pretty much also make ECM true to it's name unlike the way it is now. ECM is all about confusing enemy radars after all. Breaking locks like it is in EVE now is not what I would call "ECM". More like an "EMP" weapon. The ECM burst module should in fact be renamed to an EMP burst to be frank.
The added bonus with this system is that it will give small roaming gangs using small ships an advantage if this is used correctly, which is something I believe was sought after in this blob-infested capital ship environment?
Well, that's my wall of text for now.
If that was adopted players would soon work out which small ships could attack which big ships using X ecm against Y type of big ship to always 100% make them undetecable at Z range. The trick then is to find a weapon layout that can kill the big ship from Z range. Once that is figured out it will work every time. It will be like being cloaked but able to shoot at your target as long as you keep range Z. If you can scram said big ship from Z range then you can kill them every time with that particular combo. There is no random in your idea! That's when ECCM would come into play, altering said big ship's sensor strength.
Yes but do to number of slot limits there will always be a certain combo that will always work. No matter what the big ship would do it could not defend itself. Everybody would have it worked out in short order. Big ships with low number of mid slots would be most at risk vs small ships with lots of mid slots.
Herr Hammer Draken "The Amarr Prophet" |

Shaco LaRusko
Imperial Shipment Amarr Empire
0
|
Posted - 2012.10.01 13:29:00 -
[46] - Quote
Petrus Blackshell wrote:Cristl wrote:'Save or die' mechanics have pissed people off since the first guy got polymorphed in D&D in the mid-seventies. ECM has pissed people off in Eve since its inception.
OP, give a suggested mechanic for ECM for us to mull over please. I'm trying to, but drawing a blank. That is, I can't think of anything where ECM would still possibly have the "die" consequence of breaking the lock and jamming locking, but without the chance-based mechanic. These ideas have been proposed before:
- Reducing scan res or targeting range? Damps already do that.
- Selectively breaking locks (just breaking, not jamming)? Sure, but how?
- Denying new locks? Maybe, but with a couple SeBos we're back to the same old problem, possibly worse.
- Reducing max locked targets? Maybe, but the balancing on that is very hard.
- Turning the target's mods off? That is just really weird.
I don't know. Your thoughts?
Honestly the reducing max target locks makes a lot of sense. Combine that with a lock breaking mechanic when it hits and you have a great idea. It would mean that the cycles would have to be much longer to make it not overpowered with the lock breaking mechanic. The lock breaking mechanic should randomly break x amount of current locked ships.
Lets say for instance you ecm a guardian. It max lockable targets should drop by X amount and it should randomly disengage y amounts of currently locked targets. You still have that chance based mechanic but there is a lot of skill involved on prioritizing targets and what not. |

Gillia Winddancer
Shiny Noble Crown Services
91
|
Posted - 2012.10.01 13:52:00 -
[47] - Quote
Herr Hammer Draken wrote:Garonis wrote:Herr Hammer Draken wrote:Gillia Winddancer wrote:I already gave my suggestion on how to chance ECM once before - be prepared for a slight wall of text of pure wisdom:
Basically instead of breaking locks ECM "hides" ships depending on their signature radius vs scan strength/distance. The stronger the dose of ECM a ship receives, the bigger the ships will be that said receiver cannot detect and lock on to.
It wouldn't drastically chance ECM the way it works compared to how it is now, but on the other hand it would also NOT be a chance-based all-or-nothing module that locks out ships completely from the game. On top of that, the ECM would be a constant effect now just like any other e-war module instead of based on cycles.
Generally the idea is that a ship that is being ECM'd would quickly lose track of the small ships whilst still be able to detect larger ships unless he gets multiple stacks of ECM on his own ship. On the other hand it would require more stacks on a big ship than on a small ship to get the same results due to the sensor strength differences.
For even better complexity, make distance of ECM vs target AND any enemy ship vs target play a role. As an example:
Ship A uses ECM on Ship B from a distance of 100km
Ship B is now is unable to lock on to or see on the overview any ship that has a signature radius of X that is beyond distance Y. The smaller an enemy ship is, the closer said enemy ship can be to B without being lockable
If Ship A moves in to 50km from Ship B then the effect of the ECM will of course be stronger. If Ship A uses multiple ECM's, the effect will be stronger. Faction specific ECM's will naturally give an even bigger effect so nothing will change in that regard. Radar ECM vs Radar, Ladar vs Ladar, well you know this already.
This change would pretty much also make ECM true to it's name unlike the way it is now. ECM is all about confusing enemy radars after all. Breaking locks like it is in EVE now is not what I would call "ECM". More like an "EMP" weapon. The ECM burst module should in fact be renamed to an EMP burst to be frank.
The added bonus with this system is that it will give small roaming gangs using small ships an advantage if this is used correctly, which is something I believe was sought after in this blob-infested capital ship environment?
Well, that's my wall of text for now.
If that was adopted players would soon work out which small ships could attack which big ships using X ecm against Y type of big ship to always 100% make them undetecable at Z range. The trick then is to find a weapon layout that can kill the big ship from Z range. Once that is figured out it will work every time. It will be like being cloaked but able to shoot at your target as long as you keep range Z. If you can scram said big ship from Z range then you can kill them every time with that particular combo. There is no random in your idea! That's when ECCM would come into play, altering said big ship's sensor strength. Yes but do to number of slot limits there will always be a certain combo that will always work. No matter what the big ship would do it could not defend itself. Everybody would have it worked out in short order. Big ships with low number of mid slots would be most at risk vs small ships with lots of mid slots. Since nothing is random it can be figured out due to known limits and cetain combos will always work 100% of the time.
So lets nerf webifiers, sensor dampeners, weapon disruptors, warp disruptors, sensor boosters and pretty much 95% of all modules that aren't random and can be figured out. |

Callic Veratar
Power of the Phoenix
252
|
Posted - 2012.10.01 19:20:00 -
[48] - Quote
- Each ECM module reduces max locked targets by 2
- Each ECCM module prevents jams from 1 ECM module
- Each ECM drone reduces max locked targets by 0.25 (for a total of 1.25)
- Each cycle of ECM has a chance to break 1 (off race), 2 (multispec), or 3 (on race) targets following current mechanics, possibly slightly less aggressive
A full rack of jammers could still disable a single ship, but range or a partner would stop that in an instant. |

Petrus Blackshell
Rifterlings Damu'Khonde
1701
|
Posted - 2012.10.01 19:23:00 -
[49] - Quote
Callic Veratar wrote:
- Each ECM module reduces max locked targets by 2
- Each ECCM module prevents jams from 1 ECM module
- Each ECM drone reduces max locked targets by 0.25 (for a total of 1.25)
- Each cycle of ECM has a chance to break 1 (off race), 2 (multispec), or 3 (on race) targets following current mechanics, possibly slightly less aggressive
A full rack of jammers could still disable a single ship, but range or a partner would stop that in an instant. I sort of like that, but it's a bit convoluted... Rifterlings - small gang frigate PvP - low/nullsec operations, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |

praznimrak
Level Up
24
|
Posted - 2012.10.01 19:31:00 -
[50] - Quote
The solution woud be that pasiv Targeting sistem ppl use in hi sec to lock 1 target,whithout yelow boxing.that pasiv targeter suposli achiv lock on visual contact whithout using electronics,so what ecm do is it suposli jamm your electronics,so the pasiv targeter,exsiting modul in game,would be the solution,just neads some twiks,
Sory for crap english.
Thx My youtube chanell: http://www.youtube.com/user/EveOnlineGameplay |
|

Kahega Amielden
Rifterlings Damu'Khonde
514
|
Posted - 2012.10.01 19:41:00 -
[51] - Quote
1) ECM should not keep your lock off for the entire cycle. It should *break* all your locks, but it should not hold them. 2) Create some formula by which ECM strength and ship sensor strength are used to predictably determine how often your locks should be broken. It should still be a very strong effect, but one that both parties could roughly predict beforehand. 3) Remove ECCM from the game. Scan-res sensor boosters now counter ECM. 4) There should be diminishing returns with multiple jammers against a single target.
Thoughts? The only way to make ECCM viable would be to give it a real effect that was useful beyond countering ECM, but I cannot think of any ways to do this. |

G01kur Kisel
Korriban Confederation
4
|
Posted - 2012.10.01 19:57:00 -
[52] - Quote
I like the idea that the ECM should be able to break your opponents lock each time 100 %. The skills you have trained for it will be used to reduce your ECM cooldown time so you wont be able to use it again.
The strenght of the ECM will be used instead to indicate how much of a damage you have done to a ships computer. A large ship has a stronger computer and a small ship a weaker. So if your falcon jams a frigatte this frig will be perma jammed for maybe 5 seconds, but after that it will be able to lock.
And depending on your own ECM skills, your cool down will be 10 seconds meaning you can lock the frig again after 10 seconds rendering the vessel useless 50 % of the time. 10 sec cooldown - 100 % jam for 5 sec - 5 sec passes - 5 sec left on cooldown - click again and repeat.
Falloff would be used as to how strong the ECM effect is. Same scenario would perhaps only jam the frig to 2.5 sec if the frig was in fall off of the ECM. And to add to that if this is to be implemeted I think TD should affect ECM on srenght and optimal range / falloff on this aswell.
Example 2. Falcon tries to jam a battleship. but is maybe only able to jam it for 2 seconds. but giving that BS has such a low sensor strenght it will still take you ages to relock making it very annoying relocking every 10 seconds again, and since your lock time is maybe 7 seconds. you will only be able to apply DPS for 3 seconds before getting jammed again.
This way it wont be chanced based and will function just like the other mods.
Now of course this was just examples and numbers and such are subject to change. But I think this is a fair and good implementation of how I would like to see the new ECM beeing used. Fair? |

J'as Salarkin
Alpha Strategy In Umbra Mortis
11
|
Posted - 2012.10.01 20:05:00 -
[53] - Quote
I actually like the "chance based" system (it works for guns in falloff too you know), but totally shutting down the target seems a bit..well not well designed.
Insetad let the ECM override your targeting systems (100% cahnce it will happen), randomizing (rng at work here) which ship you will try to shot/repair of the ones you have already locked.
You can easily counter it by just targetting one single ship, which for a frigate is no big deal, but slightly annoying for a battleship.
The ECCM moduel would decrease the risk of your modules targeting the wrong ship.
In the end ECM would almost not affect 1vMany engagements at all as the single ship can still shot back at one opponent at the time, but it could have a massive impact on bigger battles where putting ecm on the logi ships or on the major damage dealers would wreak havoc.
Dont know how to balance or if its is a good idea to begin with, but it would change the ecm effect to something you can actually counter and even removing it as a tool where it seems to get the most hate from: being locked out of a fight where you are outnumbered anyway |

Shi Xia
The Imperial Fedaykin
9
|
Posted - 2012.10.01 20:55:00 -
[54] - Quote
It was mentioned that ECM should act more like other EWAR where it's not purely chance based. This allows ECM ships to have a tank and actually would force the ECM pilot to use some semblance of strategy and skill. Something that makes Eve unique in comparison to say... WoW. Seems to me the players who defend this mechanic don't really have any skill, or desire to be skillful at PvP.
Let's say myself and others are completely off base with that idea. Then my issue isn't necessarily with ECM ships. There's always someone who will take the easy way over skill and experience and the lazy folk need to have fun too. My beef is getting jammed out by a Caracal in a Rupture. What if ECM mods were designed to be used specifically on ECM ships (Kitsune/Falcon etc...) in the same manner that CovOps Cloaking devices can only be used by CovOps ships?
Ex: The Falcon gets a bonus that negates the modules very high CPU needs.
|

Cede Forster
Enlightened Industries Test Alliance Please Ignore
98
|
Posted - 2012.10.01 21:41:00 -
[55] - Quote
Then again, it could be just that you are not as good as you thought at PVP and it was not the fault of ECM all along.
But keep going, i am sure eventually CCP will be annoyed enough to listen if you just keep screaming at the board. Worked for mining after all and its not like you are utterly disgracing yourself and the entire concept of "HTFU" that you believe to represent.
Carry on. |

Elzon1
Shadow Boys Corp Legion of xXDEATHXx
90
|
Posted - 2012.10.01 22:34:00 -
[56] - Quote
Alrighty then, time to make a golden poast that little to no one will read... meh.
So, currently ECM is chanced based combined with ECM jammer strength. The greater the ECM strength, the greater chance to jam the target. You either jam the target or don't, absolutely nothing else is affected.
Here is my suggestion:
First, combine the sensor strength of all ships with their corresponding scan resolution in as to be proportional to each other.
This way when a ship loses sensor strength it loses the corresponding proportional scan resolution.
Take the chance based system off of ECM and apply the normal falloff mechanics, etc.
When you have enough ECM to jam a ships sensor strength completely... it's jammed completely... simple enough?
If you jam a ship partially (in effect lower it's sensor strength) the ships scan resolution drops in it's proper proportions, whatever CCP decides it should be.
So, even if you don't jam a ship completely you can still reduce it's scan resolution making it lock things slower.
This effect should be balanced so that it doesn't replace sensor damps, this is why I kept using the word proportional.
|

Alavaria Fera
GoonWaffe Goonswarm Federation
1518
|
Posted - 2012.10.01 22:43:00 -
[57] - Quote
Cede Forster wrote:Then again, it could be just that you are not as good as you thought at PVP and it was not the fault of ECM all along.
But keep going, i am sure eventually CCP will be annoyed enough to listen if you just keep screaming at the board. Worked for mining after all and its not like you are utterly disgracing yourself and the entire concept of "HTFU" that you believe to represent.
Carry on. Maybe you should try and link it to ganking being profitable, I hear that really gets things rolling. Those who cannot adapt become victims of Evolugalbugaslugakjlwsdhvbzxd Click for old school EVE Portraits: http://jadeconstantine.web44.net/Maison.htm |

Ptraci
3 R Corporation The Irukandji
634
|
Posted - 2012.10.02 04:05:00 -
[58] - Quote
Confirming that there are no falcon or scorpion kill mails because ECM is just that powerful.
All you butthurt noobs should get some friends, primary the ECM ships, and/or accept the fact that you will not always win every single engagement. Just like the ECM boat does not always win. Today, with racial specific jammers fitted and max jamming skills (over 14 points PER ECM module), I only managed to jam 2 out of 3 tengus. "Whoa 2 out of 3 what are you complaining about ECM is too powerful nerf it nao!" - before you go that way, understand that just one tengu is more than enough to pop a falcon really quickly, end result being that I had to get off the grid really quickly. So ECM is not at all perfect, nor is it overpowered. As for random all or nothing - hey, your gun damage is random too. Sometimes you miss. |

Caviar Liberta
Moira. Villore Accords
18
|
Posted - 2012.10.02 04:28:00 -
[59] - Quote
Behold the answer Electronic warfare guide
ECM
Modules used as a countermeasure:
Sensors (Multi-spectrum, Magnometric, Ladar, Radar, Gravimetric) Sensor Backup Arrays (Multi-spectrum, Magnometric, LADAR, RADAR, Gravimetric) Projected ECCM (used on friendly ships but don't have any effect on the own ship) Electronics Superiority Rigs |

Petrus Blackshell
Rifterlings Damu'Khonde
1713
|
Posted - 2012.10.02 04:30:00 -
[60] - Quote
Sigh... and the thread turns into "fit a module to counter it" and "ECM isn't OP"
Good job, guys. If you posted the above, please re-read the OP. Rifterlings - small gang frigate PvP - low/nullsec operations, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |
|

Cede Forster
Enlightened Industries Test Alliance Please Ignore
99
|
Posted - 2012.10.02 06:43:00 -
[61] - Quote
Petrus Blackshell wrote:Sigh... and the thread turns into "fit a module to counter it" and "ECM isn't OP"
Good job, guys. If you posted the above, please re-read the OP.
... and the thread was in the beginning already "i'll claim that something is overpowered because i do not want to fit a module to deal with it".
Bad job, guys. If you made this topic or supported it, please re-read the "EVE-Ewar, manual for beginners and people who just do not get it".
Seriously, whats next?
"Did not care to fit a tank, guns are overpowered" - oh wait we already did that and it was fixed in the recent change to mining ships. Oh cruel world. - Well i guess mining ships are a bit weak against ECM so i see your point. |

Sarah Schneider
PonyWaffe Test Alliance Please Ignore
1561
|
Posted - 2012.10.02 08:18:00 -
[62] - Quote
Well, CCP could always keep ECM as it is and just apply diminishing returns on ECMs. :p "I think weGÇÖre just getting closer and closer to a place where the people we lose are people that itGÇÖs okay to lose." -Kristoffer Touborg, Eve lead designer |

Serena Serene
Heretic University Heretic Nation
3400
|
Posted - 2012.10.02 09:03:00 -
[63] - Quote
I just had an idea. Not necessarily a good one, but maybe something to mull about? ECM messes with the electronics of the target ship (obviously .. ) but maybe it could do so more on a per module basis:
Like.. one ECM module can jam one module (effectively disabling it) of your target ship (maybe introduce scripts for ECM so you can choose whether it's a high, low or mid slot module to jam) .. which one exactly could be determined by chance.
Ecm strength vs. jam strength determins how long you can jam that module. Make it something like, if the strengths are equal you jam the module for half as long as your jammer cycle is.
Or make the jammer able to jam all of either high, mid or low slots, but you'll need a considerable amount of jam strength (several 'right' racial ECM targeting one ship) against a ECCM'd ship to have the jam last a significant time (subject to balancing). Duration of the jam could, in this case, be calculated not only based on jam strength vs. sensor strength, but take into account the number of jammed modules, too, maybe. Or not.
Like I said, only rough ideas. |

Vilnius Zar
Ordo Ardish
187
|
Posted - 2012.10.02 09:20:00 -
[64] - Quote
Perhaps an idea would be to give ECM modules tracking, in the way that (just like tachyons or 1400s) it'll have issues with smaller/faster moving targets. Could be explained as having to focus the ecm "beam" on the right part of the ship and movement/size being a factor in that. That way you could introduce light medium and large ECM modules, with their own strength and range giving all the ECM ships their own niche, from frigate to BS. Amat victoria curam. |

Gillia Winddancer
Shiny Noble Crown Services
93
|
Posted - 2012.10.02 10:05:00 -
[65] - Quote
Serena Serene wrote:I just had an idea. Not necessarily a good one, but maybe something to mull about? ECM messes with the electronics of the target ship (obviously .. ) but maybe it could do so more on a per module basis:
Like.. one ECM module can jam one module (effectively disabling it) of your target ship (maybe introduce scripts for ECM so you can choose whether it's a high, low or mid slot module to jam) .. which one exactly could be determined by chance.
Ecm strength vs. jam strength determines how long you can jam that module. Make it something like, if the strengths are equal you jam the module for half as long as your jammer cycle is.
Or make the jammer able to jam all of either high, mid or low slots, but you'll need a considerable amount of jam strength (several 'right' racial ECM targeting one ship) against a ECCM'd ship to have the jam last a significant time (subject to balancing). Duration of the jam could, in this case, be calculated not only based on jam strength vs. sensor strength, but take into account the number of jammed modules, too, maybe. Or not.
Like I said, only rough ideas.
Edit: some typos... I'm sure I missed some, though, hehe.
I thought about module jamming myself before but in the end I for one figured that this would probably not work out too well at all. On top of that it would still keep the ECM from being ECM. Your suggestion falls under an EMP category more than anything else.
The big problem is that this idea would end up pissing off a huge amount of people for the sole reason that a critical module like say an active resist module or shield booster module shutting down would equal instant game over. On top of that it would still have chance based attributes which you really don't want to see in EVE as pretty much all other modules are purely statistics based. Sole exception is probably shield penetration but that is a different case.
The inability to lock on another target does fall under what an ECM should be doing. It just needs to be implemented properly instead of this current shoddy implementation. On top of that it should fall in line with other electronic warfare modules in that it should be a constant effect from the moment it activates, without any "chance of success" attributes.
Thus the only solution that I saw would be ECM vs signature radius with all the appropriate attributes playing a role (sensor strength, signature radius, distances etc). |

Speedkermit Damo
TETRA-HEDRON
0
|
Posted - 2012.10.02 10:36:00 -
[66] - Quote
In my very limited experience as a 1-week old noob. I have ecountered ECM a few times and was shocked how ECM alone our of all other fittings and fixtures that I am aware of - makes participating in combat actually impossible for the target vessel.
Is it just me, or is ECM basically an "I-win" button.
It has to go. |

Serena Serene
Heretic University Heretic Nation
3401
|
Posted - 2012.10.02 10:55:00 -
[67] - Quote
Gillia Winddancer wrote:Serena Serene wrote:I just had an idea. Not necessarily a good one, but maybe something to mull about? ECM messes with the electronics of the target ship (obviously .. ) but maybe it could do so more on a per module basis:
Like.. one ECM module can jam one module (effectively disabling it) of your target ship (maybe introduce scripts for ECM so you can choose whether it's a high, low or mid slot module to jam) .. which one exactly could be determined by chance.
Ecm strength vs. jam strength determines how long you can jam that module. Make it something like, if the strengths are equal you jam the module for half as long as your jammer cycle is.
Or make the jammer able to jam all of either high, mid or low slots, but you'll need a considerable amount of jam strength (several 'right' racial ECM targeting one ship) against a ECCM'd ship to have the jam last a significant time (subject to balancing). Duration of the jam could, in this case, be calculated not only based on jam strength vs. sensor strength, but take into account the number of jammed modules, too, maybe. Or not.
Like I said, only rough ideas.
Edit: some typos... I'm sure I missed some, though, hehe. I thought about module jamming myself before but in the end I for one figured that this would probably not work out too well at all. On top of that it would still keep the ECM from being ECM. Your suggestion falls under an EMP category more than anything else. The big problem is that this idea would end up pissing off a huge amount of people for the sole reason that a critical module like say an active resist module or shield booster module shutting down would equal instant game over. On top of that it would still have chance based attributes which you really don't want to see in EVE as pretty much all other modules are purely statistics based. Sole exception is probably shield penetration but that is a different case. The inability to lock on another target does fall under what an ECM should be doing. It just needs to be implemented properly instead of this current shoddy implementation. On top of that it should fall in line with other electronic warfare modules in that it should be a constant effect from the moment it activates, without any "chance of success" attributes. Thus the only solution that I saw would be ECM vs signature radius with all the appropriate attributes playing a role (sensor strength, signature radius, distances etc).
In my second suggestion you wouldn't have a chance-based element anymore. You'd jam high, mid or low rack, depending on which script you use, and the jam duration is determined by sensor strength vs. jam strength.
If balanced properly, you can't shut off another ships module permanently either, due to jam duration being lower than cycle duration. I'm sure you could find a function to make it near permanent when focussing the ecm of three falcons on one module rack on a single battleship ship or something like that, while having a single ecm on an unbonussed ship maybe negate the effect of those modules for 1 second out of a cycle duration of 20 seconds.
Just example numbers, here. You'd have a tactical choice to make as ECM user, and you wouldn't be permanently useless as ECM victim. What's left would be to give ECCM modules a purpose aside from being a counter to ECM, like other counters to e-war have.
I get that the way this would work doesn't fit what ECM stands for in our world, but, taking it literally, electronic counter measures could also be a focussed remote hacker attack on internal ship electronics, for example. imo.
|

Gillia Winddancer
Shiny Noble Crown Services
93
|
Posted - 2012.10.02 11:41:00 -
[68] - Quote
Serena Serene wrote:Gillia Winddancer wrote:Serena Serene wrote:I just had an idea. Not necessarily a good one, but maybe something to mull about? ECM messes with the electronics of the target ship (obviously .. ) but maybe it could do so more on a per module basis:
Like.. one ECM module can jam one module (effectively disabling it) of your target ship (maybe introduce scripts for ECM so you can choose whether it's a high, low or mid slot module to jam) .. which one exactly could be determined by chance.
Ecm strength vs. jam strength determines how long you can jam that module. Make it something like, if the strengths are equal you jam the module for half as long as your jammer cycle is.
Or make the jammer able to jam all of either high, mid or low slots, but you'll need a considerable amount of jam strength (several 'right' racial ECM targeting one ship) against a ECCM'd ship to have the jam last a significant time (subject to balancing). Duration of the jam could, in this case, be calculated not only based on jam strength vs. sensor strength, but take into account the number of jammed modules, too, maybe. Or not.
Like I said, only rough ideas.
Edit: some typos... I'm sure I missed some, though, hehe. I thought about module jamming myself before but in the end I for one figured that this would probably not work out too well at all. On top of that it would still keep the ECM from being ECM. Your suggestion falls under an EMP category more than anything else. The big problem is that this idea would end up pissing off a huge amount of people for the sole reason that a critical module like say an active resist module or shield booster module shutting down would equal instant game over. On top of that it would still have chance based attributes which you really don't want to see in EVE as pretty much all other modules are purely statistics based. Sole exception is probably shield penetration but that is a different case. The inability to lock on another target does fall under what an ECM should be doing. It just needs to be implemented properly instead of this current shoddy implementation. On top of that it should fall in line with other electronic warfare modules in that it should be a constant effect from the moment it activates, without any "chance of success" attributes. Thus the only solution that I saw would be ECM vs signature radius with all the appropriate attributes playing a role (sensor strength, signature radius, distances etc). In my second suggestion you wouldn't have a chance-based element anymore. You'd jam high, mid or low rack, depending on which script you use, and the jam duration is determined by sensor strength vs. jam strength. If balanced properly, you can't shut off another ships module permanently either, due to jam duration being lower than cycle duration. I'm sure you could find a function to make it near permanent when focussing the ecm of three falcons on one module rack on a single battleship ship or something like that, while having a single ecm on an unbonussed ship maybe negate the effect of those modules for 1 second out of a cycle duration of 20 seconds. Just example numbers, here. You'd have a tactical choice to make as ECM user, and you wouldn't be permanently useless as ECM victim. What's left would be to give ECCM modules a purpose aside from being a counter to ECM, like other counters to e-war have. I get that the way this would work doesn't fit what ECM stands for in our world, but, taking it literally, electronic counter measures could also be a focussed remote hacker attack on internal ship electronics, for example. imo.
Well, what about multiple ECM stacking a single ship? You have to allow that without adding too many hefty penalites, yet on the other hand, having multiple modules disabled at once will guaranteed have the ship destroyed in the blink of an eye, even if the duration would be just a few seconds.
This is just assuming that the ECM would only affect active modules.
Going passive is supposed to be a counter-measurement mainly against energy draining, but this would pretty much force everyone to go passive non-stop. And come to think of it, this kind of ECM would in fact be doing a much greater job at disabling active modules than any energy drain module by simply bypassing the capacitor and everything related to it.
Nah, I dunno. As I said, I put a lot of thought into this bit and in the end decided that disabling modules directly is way too much of a risky area to dabble in. At the very least any such module should have very hefty fitting requirements though that would still leave the blob issue out in the open. |

Serena Serene
Heretic University Heretic Nation
3402
|
Posted - 2012.10.02 12:24:00 -
[69] - Quote
Gillia Winddancer wrote:Serena Serene wrote: [stuff]
Well, what about multiple ECM stacking a single ship? You have to allow that without adding too many hefty penalites, yet on the other hand, having multiple modules disabled at once will guaranteed have the ship destroyed in the blink of an eye, even if the duration would be just a few seconds. This is just assuming that the ECM would only affect active modules. Going passive is supposed to be a counter-measurement mainly against energy draining, but this would pretty much force everyone to go passive non-stop. And come to think of it, this kind of ECM would in fact be doing a much greater job at disabling active modules than any energy drain module by simply bypassing the capacitor and everything related to it. Nah, I dunno. As I said, I put a lot of thought into this bit and in the end decided that disabling modules directly is way too much of a risky area to dabble in. At the very least any such module should have very hefty fitting requirements though that would still leave the blob issue out in the open.
When focussing ECM of several ships onto one, having it basically completely disabled is acceptable, imo. Having several ships' firepower focus on one ship will quickly overwhelm it, too. Having several ships' remote dampening focus on one ship will severely impact it, too.
I agree with you that it would maybe be too similar to energy draining in its effects.
Another idea:
Maybe one could keep the current function of breaking target lock. Make it a 100% effect and instead calculate the duration of the jam similar to how I outlined above for the module jam. Balance it so that a ship which has an ECM module which would jam another ship with 50% probability instead blocks targeting for that ship for half its ECM module cycle time, and so on.
Adding another jam to an already jammed ship only works if that ship either is not affected by an ECM module at all (it counts as affected if the cycle isn't over yet, even if the jam ended already), or if it is still jammed. It then adds an approriate time to the jam.
For example: cycle duration 30 seconds. Jam strength vs. sensor strength results in a 40% jam duration. 1. Apply one jam to target ship: ship is jammed 12 seconds. 2. Apply second jam to target ship: ship is jammed an additional 7.2 seconds (40% of the remaining 18 seconds).
You can't apply the second jam after the 15 seconds of the first jam are over, but the 30 seconds of the cycle not, meaning you can only prolong jams, but not reapply them before your cylce time is over. When applying a second jam "in time", the new "total" cycle end is the cycle end of the second jam now, so the first jam couldn't immediately re-apply when its cycle is over.
This is to avoid chain spamming a ship with leaving only a second or so of "unjammed" time in which it can't do anything since it needs to target lock first.
Reading that again I think it might be too complicated, and you'd probably have to rebalance it, because when you come to the point of leaving someone less than 3-4 seconds without jam it's effectively perma-jammed again, taking lock times into account. (Or maybe you could make the jam just "interfere" with the lock instead of breaking it, so if the jam ends, the previously locked ships are locked again immediately. Though that'd take away a certain synergy between sensor damps and ecm)
But I'll still throw it out here, because it'd take out the chance factor and, if one could find a way to decently balance it, give the victim a guaranteed window of opportunity to do something during each jam cycle. |

Eternus8lux8lucis
Journies End
146
|
Posted - 2012.10.02 12:32:00 -
[70] - Quote
Basic Forms
Unsuccessful attempt breaks lock and adds a SD mechanic ( double or triple lock time) with an overview blink
Stage it up to reduce lockable targets starting with the targeting ship, adding SD/Jam like mechanic, and lower max locked targets until zero while removing brackets and messing up overview ( remove entries randomly, blink, freeze or blank spots)
Max success(wrecking style hit) is standard 20 second cycle jam and completely remove brackets and overview
Functionality all the way up to complete, then a complete sensory deprivation as if youve ever turned off brackets and removed your overview your now a sitting duck. Would work then in fleet fights against known FCs as an effective tactic to remove Command and Control Functions.
Removing or glitching the overview as well as brackets screws with peoples ability to process information and would potentially be more effective than sit there while you die as at least the pilot can do something while "jammed" to mitigate. Instead of jamming its now a pilot skill vs what screws up potentially. Information management, now becomes a viable skill set. Could also be a detractor skill here. Strength isnt measured in numbers but in force of will. For if one motived willful individual stands many will fall around him that are weak.
http://tinyurl.com/YarrFace |
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Tippia
Sunshine and Lollipops
9688
|
Posted - 2012.10.02 13:49:00 -
[71] - Quote
I'm just going to post this old thread since it has a few ideas and useful problem definitions in it.
...oh, and this one, since it expands on the same problems and discusses a few other solutions in more detail. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan.
|

Petrus Blackshell
Rifterlings Damu'Khonde
1718
|
Posted - 2012.10.02 14:26:00 -
[72] - Quote
Cede Forster wrote:Petrus Blackshell wrote:Sigh... and the thread turns into "fit a module to counter it" and "ECM isn't OP"
Good job, guys. If you posted the above, please re-read the OP. ... and the thread was in the beginning already "i'll claim that something is overpowered because i do not want to fit a module to deal with it". Bad job, guys. If you made this topic or supported it, please re-read the "EVE-Ewar, manual for beginners and people who just do not get it". Seriously, whats next? "Did not care to fit a tank, guns are overpowered" - oh wait we already did that and it was fixed in the recent change to mining ships. Oh cruel world. - Well i guess mining ships are a bit weak against ECM so i see your point. The thread was "ECM is out of step with how the rest of Eve mechanics function, causing idiotic cries of 'OP' and its counterpart 'HTFU'."
Reread the OP. Rifterlings - small gang frigate PvP - low/nullsec operations, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |

Petrus Blackshell
Rifterlings Damu'Khonde
1718
|
Posted - 2012.10.02 14:29:00 -
[73] - Quote
Tippia wrote:I'm just going to post this old thread since it has a few ideas and useful problem definitions in it. ...oh, and this one, since it expands on the same problems and discusses a few other solutions in more detail. Thank you, Tippia. Unfortunately it looks like most people aren't even bothering to read the OP anymore, so I don't know if they will bother to click and read your insights...
Rifterlings - small gang frigate PvP - low/nullsec operations, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |

Vilnius Zar
Ordo Ardish
187
|
Posted - 2012.10.02 14:29:00 -
[74] - Quote
Petrus, you're being overly optimistic about people's ability to actually read, comprehend and create logical reasoning. Amat victoria curam. |

Petrus Blackshell
Rifterlings Damu'Khonde
1718
|
Posted - 2012.10.02 14:31:00 -
[75] - Quote
Vilnius Zar wrote:Petrus, you're being overly optimistic about people's ability to actually read, comprehend and create logical reasoning. I know. It's a bit of a crushing despair feeling that it causes, and I don't like it. I may have to post another troll thread to let this all out. Rifterlings - small gang frigate PvP - low/nullsec operations, newbie-friendly, free ship program; Join today! www.rifterlings.com
Accidentally The Whole Frigate (blog) - Learning how to pew pew, one loss at a time - www.thewholefrigate.com |

Onquaber
IMPERIO DE PIRATAS UNIDOS COALICION HISPANA
0
|
Posted - 2012.10.02 16:41:00 -
[76] - Quote
A counter to an ECM Ship is a Sensor Dampening Ship ( targeting range script). |

Rek Seven
Probe Patrol Project Wildfire
440
|
Posted - 2012.10.02 17:41:00 -
[77] - Quote
I think the chance based mechanic is fine, ccp just need to change the optimal range and falloff to force falcons closer to the fight.
They see me trolling, they hating... |

Lord Ryan
True Xero
682
|
Posted - 2012.10.02 18:04:00 -
[78] - Quote
nerf ecm Do not assume-áanything above this line-áwas typed by me. Nerf the Truth, it's inconvenient. Nerf it cause I can't fly it. I want to fly a badass Mon Calamari stlye-ácruiser painted to match my Tron clothes. |
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