Elvis Preslie
NRDS Securities Apocalypse Now.
23
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Posted - 2013.03.31 13:31:00 -
[1] - Quote
The following is an extention of an existing thread to corectly suggest to CCP of how to redesign ECM, taken from: https://forums.eveonline.com/default.aspx?g=posts&t=220627&find=unread
Dark' Lord wrote: Posted: 2013.03.30 16:08 | Report Like 1 I have been playing the game for pretty much 10 years now and ECM still being in it is probably the worst feature of the game, I've never seen a feature in any game that instantly removes all fun from it.
Ive thought about how it could be changed and I have came up with a few things:
Make it so that whoever is getting jammed can not take damage so ECM can only be used as an escape method.
Make it so that it reduces the number of targets that it can lock which would break up logistic chains
We could make the ecm modules use MORE cpu and, for the ships that are made for ecm, give them more cpu to compensate. This keeps ecm from being exploited by other high damage combat ships, those not made for ecm, which is what this guy is probably encounterring and made him make this suggestion.
More important, the meta 4 ecm modules should NOT do as much ecm as the tech II. I dont know why I even went for tech II ecm skills because of this. So, start by nerfing ONLY the tech 1 meta 4 modules and see how and if it balances the game better. This would possibly cause ships that are exploiting it not able to fit the module because it uses more cpu and/or cap than the tech 1.
- Option:
after nerfing the tech 1 modules, if this still doesnt get enough results, make it where only haulers/industrials, capitals, and the ships specifically made for ecm can fit and use it. Also include other ships that do NOT have turret or missile slots.
- Option:
We COULD also make ECM less generic; just as we have stasis to inhibit propulsion, ecm could inhibit scramblers and disruptors instead of the ability for the ship to lock :)
When i heard of ecm in the game, i thought they were missiles that were launched to counteract another's missiles or guns, which is what it's suppose to be but we have defender missiles.
So, after nerfing tech 1 ecm modules in an attempt to keep ecm from being an exploit whilst keeping effectiveness in places it should be, why not make defender missiles also work for turrets and make ecm modules only affect scramblers and disruptors.
Last IMPORTANT note: the ecm burst should have a range to equal that of any non-faction scrambler, with max skills.
I do love the lockbreaker bombs though :) |