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Aliventi
Stimulus Rote Kapelle
422
|
Posted - 2013.08.31 01:03:00 -
[1] - Quote
All,
Many of you know I am one of the biggest proponents to keep ECM as it is unless a non-chance based, balanced and effective alternative come up. I think today may be the day... If not back to the drawing board.
We need to lay some ground rules for this discussion. What I am going to do shortly is propose a solution to fix some of the more annoying aspects of ECM. Before that can happen and so this discussion can be successful we need to assume/agree on certain things: First off: There is nothing wrong with ECM currently. This isn't up for discussion. It is fair, balanced, and most certainly not OP. Again, this is not up for discussion. For this idea to work we need to agree to this. If you don't believe me take a look at some numbers: Link Next: There is a distinction between ECM and a ECM fit Falcon. ECM is base module that is rarely seen outside of an ECM bonused ship. A falcon is one of the most common ECM bonused ships in use. For this discussion we will talk about both separately.
Alright: y'all ready?
So if ECM has nothing wrong with it why would I propose changing it at all? The answer to that one is there are a lot of things that factor in to ECM that are at best... annoying. So what I am trying to do is propose a solution that improves ECM in several ways to reduce/remove these annoyances and bring ECM more in line with the other forms of EWAR.
So how does ECM differ from Sensor Damps or Tracking disruptors currently? Let's see: ECM has four modules to do while SDs and TDs only have one. ex: there are 4 racial jammers, but no racial SDs or TDs. ECM does not have scripts. SDs and TDs do. ECM has signal distortion amplifiers that buff jam strength. SDs and TDs do not. ECM has a chance to hit and a non-trivial chance to miss. SDs and TDs always hit.
So what kind of solution am I proposing? Here is the goal of the solution: non-chance based, balanced, and effective. The issue plaguing ECM up until now was there was no granularity in its effect. When a TD hits it takes away a percentage of the targets tracking or optimal range. When it came to ECM you couldn't really subtract 4/5ths of a target. So instead of ECM jamming your targets away for 20 seconds what if ECM jammed away your targets for a variable amount of time depending on the quality of your ships sensors?
What are the details of the change? First: ECM mods become non-racial. One mod does all the jamming. Now to gain back that racial bonus they have racial scripts. Next: Remove Signal distortion amps. SDs and TDs don't have them and ECM won't need them. Then: Buff the ECM module, while simultaneously nerfing the Falcon's ECM strength bonus to half of its current strength. And then: Change ECM cycle time to 25 or 30 seconds. Finally: ECM loses its chance based hit. SDs and TD never miss so ECM shouldn't either.
So the new equation for how long you are jammed is (ECM mod jam strength)*(ECM mod jam strength/the ships sensor strength). Again ECM will never miss. So we can't have it be jamming you for 20 seconds guaranteed. This change is designed to shift the penalty from being jammed away from being unable to lock and more towards the lock time of your ships + a proportional jam time. This combined with extension of the ECM mod cycle time will mean even a frigate will have a few seconds of being able to do something before the next cycle.
So I did a quick google docs for you all to see the math behind this. Hopefully it can give you an idea of the effectiveness of the changes: Link
Now why would a falcon pilot want this change to go through despite the nerf to the jam time? I am a falcon pilot. These changes will benefit falcons pilots everywhere. First you don't have to fit one of each racial mod to be effective anymore. This means you can fit an actual tank. Next, you will always hit. No more chance game. The penalty for having no more chance game is that you take a hit in effectiveness. So you can stay on field and you are guaranteed to be effective. That is a pretty sweet deal.
Now why would I want these changes to go through if I am going against a Falcon pilot? You are only jammed proportionally to your ships sensor strength. No more being jammed in a BS then dealing with another 10+ seconds of lock time. You get knock out of the fight for a few seconds and then you can rejoin. Yes, it will happen more frequently, but it is a less devastating effect. And even a frigate pilot will have a few seconds to lock and attack every cycle which means no more permajam. Who wouldn't like that to go away?
Why is the ECM mod being buffed while the falcon isn't being nerfed according to your numbers? I want the ECM mod to be like a TP, SD, or TD: It is effective even on an unbonused ship. Now, it isn't Falcon effective but it still makes an impact on the battlefield.
Your numbers seem kinda weak. 7 second jam time on tempest isn't very effective...? Remember, with the guaranteed jam they are going to have to lock the target a lot more. It averages out nicely and is kind of intuitive. A BS should have better sensors so it should have less time jammed than a far less sensor filled rifter. This means a rifter is jammed longer, but can lock quicker while a tempest is jammed for less time but has a longer lock time.
Alright, what now? Do not get caught up on the numbers. They are more to illustrate how it would work. CCP will balance the numbers to make things fair. Instead talk about the mechanics and mod changes. Should ECM be changed this way? Does this do a sufficient job reworking ECM? "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

Gigan Amilupar
Legion of Darkwind Catastrophic Uprising
2
|
Posted - 2013.08.31 01:24:00 -
[2] - Quote
An interesting thought. I am far from an expert on ECM but despite my ignorance I can't help but feel that changing the system from one of random chance with potentially overpowered turnouts (i.e. perma-jamming) to one of constant effect of varying degrees seems like a good idea. I would, however, but concerned about such a method being used for target breaking. If two ships are facing off then a jammer is all that would be required for one ship to escape from the fight, as it could align, jam and jump. This could be further abused by covert ops ships to reacquire cloak, and as a result I would be worried for the state of solo PvP. Or am I missing something?
+1 for well constructed post though. |

Caliph Muhammed
Perkone Caldari State
424
|
Posted - 2013.08.31 01:26:00 -
[3] - Quote
I have friends often try and sell me on racial jammers. I stick with multispectrals. So knowing that, I like ECM as is. I gain nothing by losing racial jammers as I have no need for them.
ECM ships have reduced combat capabilities as far as damage goes. They have no real tank outside of the jamming unless they opt to give up even more damage/tank from low slot use.
As a caldari pilot I speak on behalf of the falcon in particular. Shield slots are ecm slots and dps slots are armor tanking slots. |

RubyPorto
SniggWaffe WAFFLES.
4018
|
Posted - 2013.08.31 05:33:00 -
[4] - Quote
So, automatic target breaking. So with 7 modules, I can guarantee at least 14 seconds of the enemy not locking anything. More if they're not infinite sensor strength, 2800+ scan res Lokis (1 second jammed, 1 second locking). If either aspect goes up past 1 second, that's 21 seconds. If both go past one second (which isn't, you know, unlikely), that's 28 seconds and you're off to the races with automatic permajamming.
...I'm gonna say that's probably bad. "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon
d-£-󦦦º-ó-ꦪ¦¦e¦¦-í-ë-í-󦦦+¦¦¦»-ö¦+b-¥¦º¦¦¦¦¦½¦¦-ö-ëa-Ŧ+-¥¦í¦+-à-à¦ñc¦ó-á¦í-ƒ¦«¦½¦Ö¦¦¦á-ò-çl-Ǧ¢-ü¦+-û¦ƒ¦¦-ô-ë-Ö-ô¦Ñ-ô¦¬¦½e¦+¦¿¦ù¦¦¦ÿ¦ù¦Ñ¦¼-ò-ꦽ¦¦¦+¦+-ö¦¦-à¦á¦ú¦ÿ |

Johnson Oramara
Science and Trade Institute Caldari State
106
|
Posted - 2013.08.31 07:52:00 -
[5] - Quote
So currently when you get jammed your max locked targets drop to 0, which for the victim feels always very frustrating and annoying not being able to do anything. That feeling of being ripped off of your own ships ability to target is what annoys the most.
So what if the jamming just affected your ships sensor strength? It initially breaks all the targets (or not?) and then causes your locking time to grow up to 10x. This would affect differently from the current ecm mechanics and not cause nearly as much frustration and annoyance and still accomplish almost same job. Of course various attributes would need to get play tested and fine tuned for it to remain balanced with the other forms of ewar. |

Tarn Kugisa
Infinite Covenant Tribal Band
439
|
Posted - 2013.08.31 11:10:00 -
[6] - Quote
this makes a lot more sense then the current system
tl;dr instead of being jammed for a flat 20 seconds it's dependent on your ship's sensor stength this means it's harder to jam a carrier for any length of time because of it's gigantic sensor strength, but ECM would still break target locks, making the carrier useless for a good 15+ seconds while it re-acquires it's locks I Endorse this Product and/or Service EVE Online Battle Recorder When I press F1 I get ISK |

Swiftstrike1
Interfector INC. Fade 2 Black
195
|
Posted - 2013.08.31 11:37:00 -
[7] - Quote
- Your entire post can be summarised in 1 sentence: "target is always jammed, just not for the entire cycle". That's hardly a new idea.
- Someone has already pointed out that this makes perma-jamming much easier by simply staggering the activation of the ECM modules.
- You started by saying that there's nothing wrong with ECM, but then went on to list a bunch of problems. Make your mind up.
Sorry for being so negative, but I don't think this would be a good change. Personally I would prefer to see ECM reduced to a lock breaking effect that always hits once every X seconds, where X is determined by the ratio of jam to sensor strength. It would be weak as **** on it's own, but very strong when supported by sensor damps (which are just ecm by another name in my opinion).
|

Caleb Seremshur
Angel of War
60
|
Posted - 2013.08.31 12:13:00 -
[8] - Quote
Make ecm break locks by De locking targets? a sample formula could be like
unlocking time = 1-(target sensor strength/jammer strength) +ù target scan res
therefore a tempest with 21 ladar getting jammed by a falcon using multis works out like 1-(21/9.8)+ù110 = -223 scan res.
that formula would require massive tweaking but as an example the jamming ship unlocks the victims targets at a rate based on his sensor strength. reworking the formula to produce a situation where really high sensor strengths make the delocking process drag out.
also where under certain fringe circumstances that the target cannot be ecm'd because his sensors are simply too strong relative to the jammers comong in Read my thread here for my thoughts on eve economy https://forums.eveonline.com/default.aspx?g=posts&t=263968&find=unread --- Mining in game, from the perspective of an IRL miner. https://forums.eveonline.com/default.aspx?g=posts&m=3503687&#post3503687 ----á for FW rebalance in 2013 |

Baron Altin
Imperial Academy Amarr Empire
0
|
Posted - 2013.08.31 12:36:00 -
[9] - Quote
The problem is that this would be very OP for non-ecm ships as a way to break points/scrams.
I like the idea but I just hate the thought of some kiting ship that I catch in scram range jamming me even for a second in order to activate MWD again and either escape of reestablish range control. Evena short range ship could use it to great effect just as an escape tool.
Heck, with this, what would even be the point of core stabilizers.
one way to solve this (in keeping with original idea) might be to have something like 'residual jamming' where if a point is released/broken by ecm, it stays in effect for another short while.
|

Caleb Seremshur
Angel of War
60
|
Posted - 2013.08.31 12:43:00 -
[10] - Quote
changing the cycle time on ecm will also be important too. making the cycle shorter rather than longer will mean that if the target cant be De locked completely in one cycle from one jammer then it will never be jammed out at all.
eg a carrier with 90 sensor
1-(90/9.8) x100+1000= 82 negative scan res at which point a 10 second jamming cycle wont be enough to unlock a frigate and barely enough for a battleship. More tweaking is still required and o expect it to be quite complex Read my thread here for my thoughts on eve economy https://forums.eveonline.com/default.aspx?g=posts&t=263968&find=unread --- Mining in game, from the perspective of an IRL miner. https://forums.eveonline.com/default.aspx?g=posts&m=3503687&#post3503687 ----á for FW rebalance in 2013 |

Lephia DeGrande
Luxembourg Space Union
91
|
Posted - 2013.08.31 14:33:00 -
[11] - Quote
ECM should not jam lock on as whole but simply reduce the amount of locks are possible.
Lets say
T1 ECM, reduce between 1-5 lock ons T2 ECM, between 2-6 Faction, 3-6 Officer/Wh, 4-7
Still Chance based on Sensor strength.
So you need more Moduls and lose more Slots if you want to be sure. |

Caleb Seremshur
Angel of War Game 0f Tears
60
|
Posted - 2013.08.31 14:38:00 -
[12] - Quote
I totally disagree. Ecm degrading locks through coherency is much more sensible than reducing total locks outright. Read my thread here for my thoughts on eve economy https://forums.eveonline.com/default.aspx?g=posts&t=263968&find=unread --- Mining in game, from the perspective of an IRL miner. https://forums.eveonline.com/default.aspx?g=posts&m=3503687&#post3503687 ----á for FW rebalance in 2013 |

Lephia DeGrande
Luxembourg Space Union
91
|
Posted - 2013.08.31 14:45:00 -
[13] - Quote
Why? Using 2 Moduls with a Falcon is likely 100% jammed, maybe even permajammed. Which my Idea needs 2-3 Moduls for the same result but isnt anymore failproof like the current state. |

Aliventi
Stimulus Rote Kapelle
423
|
Posted - 2013.08.31 15:36:00 -
[14] - Quote
Awesome. There is some great feedback here.
RubyPorto wrote:So, automatic target breaking. So with 7 modules, I can guarantee at least 14 seconds of the enemy not locking anything. More if they're not infinite sensor strength, 2800+ scan res Lokis (1 second jammed, 1 second locking). If either aspect goes up past 1 second, that's 21 seconds. If both go past one second (which isn't, you know, unlikely), that's 28 seconds and you're off to the races with automatic permajamming.
...I'm gonna say that's probably bad. I am going to argue that this is not very different than 7 SDs or 7 TD hitting a single ship. If you TD a hurricane 7 times it's not going to track very well. If you SD a hurricane 7 times it's not going to lock very well. If you are using 7 ECM mods to attempt to perma jam a single target I am very fine with that. IMO there are better uses for 7 ECM mods than to jam a single target even in a small gang fight.
Caleb Seremshur wrote:Make ecm break locks by De locking targets? a sample formula could be like
unlocking time = 1-(target sensor strength/jammer strength) +ù target scan res
therefore a tempest with 21 ladar getting jammed by a falcon using multis works out like 1-(21/9.8)+ù110 = -223 scan res.
that formula would require massive tweaking but as an example the jamming ship unlocks the victims targets at a rate based on his sensor strength. reworking the formula to produce a situation where really high sensor strengths make the delocking process drag out.
also where under certain fringe circumstances that the target cannot be ecm'd because his sensors are simply too strong relative to the jammers comong in I don't want to start playing with scan res. I know it is tempting, but scan res should only be modified by sensor dams and sebos. As far as delocking goes it isn't guaranteed to be effective. If you are trying to ECM-declock a frigate it will be delocked quickly and able to relock quickly. If try to delock a BS or a carrier it may not be delocked before the target dies which means your mod had 0 effect. Then people will start throwing on one or more ECCM to try to ensure the ECM mod has no effect. The end all be all is if the mod isn't guaranteed to be effective people won't use it. And before someone argues it ECM now is a guaranteed effect despite being chance based because if you ECM an infinite number of times it is no longer chance based but only effective a certain percentage of the time. Think of an infinite geometric series where the ratio is less than one.
Baron Altin wrote:The problem is that this would be very OP for non-ecm ships as a way to break points/scrams.
I like the idea but I just hate the thought of some kiting ship that I catch in scram range jamming me even for a second in order to activate MWD again and either escape of reestablish range control. Evena short range ship could use it to great effect just as an escape tool.
Heck, with this, what would even be the point of core stabilizers.
one way to solve this (in keeping with original idea) might be to have something like 'residual jamming' where if a point is released/broken by ecm, it stays in effect for another short while.
That is a very good point. And tbh idk how that problem would be solved. IIRC if you are pointing a target and are jammed then the point lasts until the point's cycle ends. I don't like the residual point because it makes the ECM mod ineffective. I would go for lengthening the cycle time but then you can't quickly point different targets. Another take on the issue is what are they losing to gain that ECM mod? Especially in kiting ships you don't have a lot of spare slots. It come down to choices. Should the ECM mod be that powerful because they made the choice to bring it along instead of another hardener or a web? It also shows that the design is working because ECM is fit to an unbonused ship which is something you would almost never see on TQ now. TDs and SD are fit fairly often to unbonused ships now.
Lephia DeGrande wrote:ECM should not jam lock on as whole but simply reduce the amount of locks are possible.
Lets say
T1 ECM, reduce between 1-5 lock ons T2 ECM, between 2-6 Faction, 3-6 Officer/Wh, 4-7
Still Chance based on Sensor strength.
So you need more Moduls and lose more Slots if you want to be sure. First off chance-based solutions are bad. Second, it isn't guaranteed to be effective because either you can lock the primary and still do stuff (near 0 effectiveness) or you can't lock. And a guaranteed perma-jam with enough ECM mods isn't balanced at all. So it is a bad solution all around. "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

RubyPorto
SniggWaffe WAFFLES.
4020
|
Posted - 2013.08.31 16:57:00 -
[15] - Quote
Aliventi wrote:RubyPorto wrote:So, automatic target breaking. So with 7 modules, I can guarantee at least 14 seconds of the enemy not locking anything. More if they're not infinite sensor strength, 2800+ scan res Lokis (1 second jammed, 1 second locking). If either aspect goes up past 1 second, that's 21 seconds. If both go past one second (which isn't, you know, unlikely), that's 28 seconds and you're off to the races with automatic permajamming.
...I'm gonna say that's probably bad. I am going to argue that this is not very different than 7 SDs or 7 TD hitting a single ship. If you TD a hurricane 7 times it's not going to track very well. If you SD a hurricane 7 times it's not going to lock very well. If you are using 7 ECM mods to attempt to perma jam a single target I am very fine with that. IMO there are better uses for 7 ECM mods than to jam a single target even in a small gang fight.
The problem is that that was assuming the target is an instalocking loki with infinite sensor strength or something close to it. If you want to totally incapacitate a standard Scimi (which has an ECCM), lets assume a base Jam strength of 15, you get Jam Length 6 seconds (5.62, but EVE rounds up) Relocking time on a Cruiser 3 seconds (2.6 but again EVE rounds up)
So 3 Jams keeps the Scimi guaranteed permanently jammed. So each falcon incapacitates 2 Logi and has a spare Jammer for breaking tackle on itself (which, by the way, is another reason why guaranteed jams are bad. Initial tackle will never hold again.) "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon
d-£-󦦦º-ó-ꦪ¦¦e¦¦-í-ë-í-󦦦+¦¦¦»-ö¦+b-¥¦º¦¦¦¦¦½¦¦-ö-ëa-Ŧ+-¥¦í¦+-à-à¦ñc¦ó-á¦í-ƒ¦«¦½¦Ö¦¦¦á-ò-çl-Ǧ¢-ü¦+-û¦ƒ¦¦-ô-ë-Ö-ô¦Ñ-ô¦¬¦½e¦+¦¿¦ù¦¦¦ÿ¦ù¦Ñ¦¼-ò-ꦽ¦¦¦+¦+-ö¦¦-à¦á¦ú¦ÿ |

Aliventi
Stimulus Rote Kapelle
423
|
Posted - 2013.08.31 18:37:00 -
[16] - Quote
RubyPorto wrote: The problem is that that was assuming the target is an instalocking loki with infinite sensor strength or something close to it. If you want to totally incapacitate a standard Scimi (which has an ECCM), lets assume a base Jam strength of 15, you get Jam Length 6 seconds (5.62, but EVE rounds up) Relocking time on a Cruiser 3 seconds (2.6 but again EVE rounds up)
So 3 Jams keeps the Scimi guaranteed permanently jammed. So each falcon incapacitates 2 Logi and has a spare Jammer for breaking tackle on itself (which, by the way, is another reason why guaranteed jams are bad. Initial tackle will never hold again.)
I added a Scimi + 1 ECCM mod to the spreadsheet: Relink Perfect Scimi + 1 ECCM Vs. Perfect Falcon is 3.79 or 4 seconds of jam time + the 3 seconds lock time. So that is 25/7 = 3.57. So you will need 4 nearly-perfectly cycled ECM mods to perma jam a scimi. 4+ jams is a thinly tanked falcon which means you can do what you do now and force it from the field fairly easily through DPS or jam and damp it down to where it is ineffective. A single falcon is not going to be solo perma-jamming multiple scimis. It may make life a painful for one or more but that is what a specialized ship that takes months to train in to is supposed to do.
As far as initial tackle holding, it is an issue, but I don't think it will be as big of a problem as some people will bring up. Anytime you choose to fit an ECM mod to a non-bonused ship you are sacrificing something else. That could be a AB to dual prop, a cap booster, or a web, or another shield extender or hardener, etc. You have to decide whether or not that is worth it for its limited use. At best you will have 3+lock time of the frigate seconds to get out of there if you jam a frigate in an unbonused ship. And that isn't going to help much if you are pointed by multiple ships or bubbed. I see this new version of ECM bringing in a new fitting choice. Some people will choose to fit it. Others will decide to fit something else they deem more useful.
Also, CCP in their rebalancing can buff frigate sensor strength just as much as they can change ECM base jam strength. The frigate numbers do seem somewhat of an outlier. This will help narrow the chance of a ship getting away. "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

Aliventi
Stimulus Rote Kapelle
424
|
Posted - 2013.09.01 16:46:00 -
[17] - Quote
Bump. Still looking for more feedback. "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

Baron Altin
Imperial Academy Amarr Empire
2
|
Posted - 2013.09.01 19:20:00 -
[18] - Quote
Aliventi wrote:Baron Altin wrote:The problem is that this would be very OP for non-ecm ships as a way to break points/scrams.
I like the idea but I just hate the thought of some kiting ship that I catch in scram range jamming me even for a second in order to activate MWD again and either escape of reestablish range control. Evena short range ship could use it to great effect just as an escape tool.
Heck, with this, what would even be the point of core stabilizers.
one way to solve this (in keeping with original idea) might be to have something like 'residual jamming' where if a point is released/broken by ecm, it stays in effect for another short while.
That is a very good point. And tbh idk how that problem would be solved. IIRC if you are pointing a target and are jammed then the point lasts until the point's cycle ends. I don't like the residual point because it makes the ECM mod ineffective. I would go for lengthening the cycle time but then you can't quickly point different targets. Another take on the issue is what are they losing to gain that ECM mod? Especially in kiting ships you don't have a lot of spare slots. It come down to choices. Should the ECM mod be that powerful because they made the choice to bring it along instead of another hardener or a web? It also shows that the design is working because ECM is fit to an unbonused ship which is something you would almost never see on TQ now. TDs and SD are fit fairly often to unbonused ships now.
I agree that one of the flaws of ecm is evident in the fact that it is NEVER properly used on an unbonused hull, but still, even a module that broke locks for no amount of time at all would be insanely broken and would be an easy decision for pretty much every kiter/hauler in the game and god knows what else.
You could time it so easily to escape anything that you wanted. Just align to where you want, get up to speed then JAM, insta-warp. One module better than 10 core stabilizers in some instances.
having a (say) 10 second residual point would not make ecm ineffective since it would still stop all sorts of things like guns, other ecm, and neuting.
But with your ecm proposal I can imagine a few dream fits where I'd basically have no chance of losing a 1v1 ever. Dramiel with one of these would pretty much be the most frustrating ship you could ever fight. Any condor with 3 Light missile launchers, MWD, Long point and this...
Really any ship at all with more than 2 midslots would make this mod an easy choice. And it would make pvp a very frustrating experience since so many ships would just escape anytime you caught them in scram or were killing them
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Alticus C Bear
University of Caille Gallente Federation
171
|
Posted - 2013.09.01 19:52:00 -
[19] - Quote
You propose an interesting base mechanic change.
However as other posters have pointed out the on off nature of ECM creates a problem with instant easy target breaking.
I could see this working if ECM was changed to disabling all high slot modules rather than breaking lock. This allows the weapons/RR disruption to take place without disabling midslot E-War.
It would affect your calculations based around ships relocking though.
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Aliventi
Stimulus Rote Kapelle
425
|
Posted - 2013.09.02 18:47:00 -
[20] - Quote
Alright.... I don't particularly like the residual point effect. However, with some jam strength and sensor strength rebalancing I think the math would work. The residual point would have to be long enough that a frigate could reestablish the point from an unbonused jam, but not long enough that a skilled Blackbird/falcon pilot couldn't get away even from a frigate. I know that seems outwardly unfair, but jamming is virtually the only defense a falcon/blackbird has for dealing with a frigate trying to point it. Thoughts? "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

Arch Stanton's Neighbour
Forceful Resource Acquisition Inc
71
|
Posted - 2013.09.02 19:02:00 -
[21] - Quote
Hi, how about this solution:
Turn all ewar modules and drones (ecm, td, damp) into the equivalent mineral amount. |

Sigras
Conglomo
522
|
Posted - 2013.09.02 20:27:00 -
[22] - Quote
There are a few problems with your comparisons.
Jamming is unlike any other ewar in existence for a few reasons:
- There is nothing I can do to mitigate its effects; with TDs i can determine what script youre using and either close range or modify my flying to reduce transversal. with SDs i can just close range to make them less effective.
- Jamming is much more effective against smaller targets, other forms of ewar are less effective for practical applications. EG TDs only effect small ships against ships their own size, frigates can usually still hit a larger ship despite disruption, also frigates generally have to be close anyway, so range is usually less of an issue.
- The "counter mod" for Jamming has no other application; you would never fit it if you werent expecting jamming, but sensor boosters decrease lock time and tracking computers/enhancers are widely used.
All of these things are not addressed by your fix however I do like the idea of removing the randomness because randomness in a competitive game is universally bad |

Aliventi
Stimulus Rote Kapelle
425
|
Posted - 2013.09.02 23:42:00 -
[23] - Quote
Sigras wrote:There are a few problems with your comparisons. Jamming is unlike any other ewar in existence for a few reasons:
- There is nothing I can do to mitigate its effects; with TDs i can determine what script youre using and either close range or modify my flying to reduce transversal. with SDs i can just close range to make them less effective.
- Jamming is much more effective against smaller targets, other forms of ewar are less effective for practical applications. EG TDs only effect small ships against ships their own size, frigates can usually still hit a larger ship despite disruption, also frigates generally have to be close anyway, so range is usually less of an issue.
- The "counter mod" for Jamming has no other application; you would never fit it if you werent expecting jamming, but sensor boosters decrease lock time and tracking computers/enhancers are widely used.
All of these things are not addressed by your fix however I do like the idea of removing the randomness because randomness in a competitive game is universally bad The entire desire to make the cycle time of the ECM mod longer than the time you would be jammed is to give you the opportunity to counter the ship for those seconds you are unjammed. It isn't an unlimited amount of time, but with the right balancing touch I think you will find it effective. The ECM change doesn't penalize frigate more than BS. I know the numbers show that the time jammed is significantly longer for a frigate than a BS. However a BS takes far longer to lock than a frigate. So I think you will find it averages out nicely and may even favor the frigate in certain situations. Why does ECCM need a another effect? There is no mod to counter TPs. There could be no ECCM at all. Also it comes down to choices: if you think an ECCM is worth fitting than fit it. If not then don't. The ECCM mod is fine right now. Many pilot already choose to fit an ECCM which shows that it they clearly don't need another incentive to fit it. "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

Trii Seo
Sabotage Incorporated Executive Outcomes
94
|
Posted - 2013.09.03 05:31:00 -
[24] - Quote
One thing commonly overlooked is what ships will jam, td and sd you.
SD bonused: Celestis, Arazu, Lachesis. All of them can be quite meaty and will easily survive a few hits. TD bonused: Arbitrator, Curse, Pilgrim. Once more - Arby and Pilgrim can have surprisingly mean tanks and unless you're missile/projectile fitted it's likely you're not firing back at a Curse anyway. (Or, for the matter, at a Pilgrim if you let it get too close). They also have means of fighting back - drone based damage.
And last, ECM Boats: Falcon, Blackbird, Rook. Barring the rook, they're paperthin. Due to their ability to lock ships down with ECM (and with the proposed mechanic it's no longer 'probable' jam, it's definite jam) they're often primary targets in fights and if someone can keep lock long enough they're probably dead.
ECM boats also don't really have a way of fighting any attacker, short of jamming him and legging it from the fight. Given the jam being chance-based, it's a gamble - with this proposal, breaking points would become trivial. So would be breaking logi chains.
(It's also worth noting that ECM doesn't scale that well with numbers, best shown with the recent shift to dampening fleets from ECM support.)
So... overall the idea is not that great, given the guaranteed lock-break would make jamming itself insanely overpowered on unbonused ships (Hauler under attack? Align, ECM, leg it. Fight going wrong? Align, ECM, leg it - there is no chance to miss the jam. It'll always force the enemy to relock. Especially with the idea of scripted ECM.) and either make bonused ones extinct (if jams aren't staggered you'll be blasted off the field in those ten-fifteen seconds it takes the jammer to cycle) or even worse than today (unavoidable perma-jamming) Is it Hotdrop O'Clock yet? |

Milton Middleson
Rifterlings Point Blank Alliance
338
|
Posted - 2013.09.03 06:39:00 -
[25] - Quote
Quote:Falcon, Blackbird, Rook. Barring the rook, they're paperthin.
People say this a lot, and it's not right (well, I'll give you the Blackbird). The Rook is not that much tougher than the Falcon - assuming you choose to actually fit a real tank on your ECM ship - and both are capable of fitting a tank on par with other recons without crippling their function as an electronic warfare platform. They're 'paper thin' because people have a nasty habit of fitting a feeble armor tank or just completely omitting buffer in order to maximize jamming ability. (And because people hate ECM, which makes them a bullet magnet).
It's a bit of a tangent, but Caldari recons' supposed lack of durability gets cited a lot in discussions of ECM, and it's just not the case. |

Morrigan LeSante
The Lost and Forgotten Troopers
354
|
Posted - 2013.09.03 07:03:00 -
[26] - Quote
It's the durability coupled with an unreliable effect of said ECM.
It'll only be worse today with the new HACs, they're going to chew holes in ALL ECM boats now. Oe might think they were made as a specific counter... |

Crellion
Parental Control
46
|
Posted - 2013.09.03 08:22:00 -
[27] - Quote
I respect you hard work OP, you are certainly doing it better than CCP. However all this is unnecessary.
There is a perfect system in place for EW. It was there before CCP introduced the chance based malarkey into the equation.
You have X jammers with a combined strength of Y and the target ship jas a sensor strangth of Y-1 he is jammed for as long as you can keep all modules active on him, if his strength is Y+1 he is not hammed. As simple as that. The only one who needs to calculate all the boring bits is the EW pilot.
ECM worked like this for years, perfectly allright and perfectly balanced (IMO) and then CCP decided they would fixitTM... a simple rollback would fix ECM.
Alternatively remove it from the game altogether. EW in general is a force multiplier in favor of the side having the numerical advantage and is therefore entirely unnecessary and disadvantageous for combat balance... There I said it... |

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
300
|
Posted - 2013.09.03 09:03:00 -
[28] - Quote
ECM drones. A flight of lights will pretty much permajam any target and have 100% chance of breaking locks or tackle. Even 1 drone will break tackle with a 100% chance.
So - no to your Idea. Opinions are like assholes. Everybody's got one and everyone thinks everyone else's stinks. |

Caliph Muhammed
Perkone Caldari State
428
|
Posted - 2013.09.03 09:07:00 -
[29] - Quote
Milton Middleson wrote:Quote:Falcon, Blackbird, Rook. Barring the rook, they're paperthin. People say this a lot, and it's not right (well, I'll give you the Blackbird). The Rook is not that much tougher than the Falcon - assuming you choose to actually fit a real tank on your ECM ship - and both are capable of fitting a tank on par with other recons without crippling their function as an electronic warfare platform. They're 'paper thin' because people have a nasty habit of fitting a feeble armor tank or just completely omitting buffer in order to maximize jamming ability. (And because people hate ECM, which makes them a bullet magnet). It's a bit of a tangent, but Caldari recons' supposed lack of durability gets cited a lot in discussions of ECM, and it's just not the case.
Its absolutely the case unless you try and equip an armor tank to a shield based race of ships and sacrifice its purpose in doing so.
If i'm expected to have an armor tank or bcs low slot setup in place of ecm strength why bring the ship to begin with? Nothing pumps out dps like 2 missile launchers and 1 turret.
I suppose at that point another tengu on the field would be optimal. |

Aliventi
Stimulus Rote Kapelle
426
|
Posted - 2013.09.03 19:04:00 -
[30] - Quote
Caliph Muhammed wrote:Milton Middleson wrote:Quote:Falcon, Blackbird, Rook. Barring the rook, they're paperthin. People say this a lot, and it's not right (well, I'll give you the Blackbird). The Rook is not that much tougher than the Falcon - assuming you choose to actually fit a real tank on your ECM ship - and both are capable of fitting a tank on par with other recons without crippling their function as an electronic warfare platform. They're 'paper thin' because people have a nasty habit of fitting a feeble armor tank or just completely omitting buffer in order to maximize jamming ability. (And because people hate ECM, which makes them a bullet magnet). It's a bit of a tangent, but Caldari recons' supposed lack of durability gets cited a lot in discussions of ECM, and it's just not the case. Its absolutely the case unless you try and equip an armor tank to a shield based race of ships and sacrifice its purpose in doing so. If i'm expected to have an armor tank or bcs low slot setup in place of ecm strength why bring the ship to begin with? Nothing pumps out dps like 2 missile launchers and 1 turret. I suppose at that point another tengu on the field would be optimal. Part of the reason for unifying ECM under a single module with scripts to take over the racial aspect was to incentivise fitting tank over jammers. Because you don't need to fit 4 jammers to be effective anymore you can fit 2-3 and still be effective while fitting a decent shield tank. 2 LSE, 2 Invul, 2 jam, MWD on a falcon would rock. You would get tank and still be effective. Perhaps weapons upgrades in the lows to boost your DPS since signal distortion amps won't exist anymore to help bring your DPS up to help kill frigs or whatever. You don't see Huginns with 4 webs and no tank. You don't see Lachesis with 4 points and no tank. Why would you see a 4 jam falcon with no tank? The only reason you see it now is you need 4 jams to be effective. This change makes that thinking obsolete.
As far as ECM drones... That is tough. Perhaps a jam strength rebalance to something like .25 for lights and maybe .30 for mediums. Then you sum the jam strength of the drones and then that is how strong the jam is. The theory would be you are jammed for 1 second with light ECM drones. Maybe 1.5 seconds with mediums. You could even extend the jam cycle time to 30 seconds from 25 to really make it a choice between ECM drones and DPS drones. It is balance-able. It is definitely a big nerf from each drone having a chance to jam you for 20 seconds. "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

Sigras
Conglomo
522
|
Posted - 2013.09.03 21:51:00 -
[31] - Quote
Crellion wrote:I respect you hard work OP, you are certainly doing it better than CCP. However all this is unnecessary.
There is a perfect system in place for EW. It was there before CCP introduced the chance based malarkey into the equation.
You have X jammers with a combined strength of Y and the target ship jas a sensor strangth of Y-1 he is jammed for as long as you can keep all modules active on him, if his strength is Y+1 he is not hammed. As simple as that. The only one who needs to calculate all the boring bits is the EW pilot.
ECM worked like this for years, perfectly allright and perfectly balanced (IMO) and then CCP decided they would fixitTM... a simple rollback would fix ECM.
Alternatively remove it from the game altogether. EW in general is a force multiplier in favor of the side having the numerical advantage and is therefore entirely unnecessary and disadvantageous for combat balance... There I said it... game mechanics that leave a player with nothing to do are bad game mechanics . . . its why the sandman was changed in TF2.
There should never be any instance in any competitive game ever where the player has no options to do or choices to make that will affect the battle.
ECM jamming you, and leaving you nothing to do is a bad game mechanic. |

Sigras
Conglomo
522
|
Posted - 2013.09.03 22:06:00 -
[32] - Quote
Aliventi wrote:Sigras wrote:There are a few problems with your comparisons. Jamming is unlike any other ewar in existence for a few reasons:
- There is nothing I can do to mitigate its effects; with TDs i can determine what script youre using and either close range or modify my flying to reduce transversal. with SDs i can just close range to make them less effective.
- Jamming is much more effective against smaller targets, other forms of ewar are less effective for practical applications. EG TDs only effect small ships against ships their own size, frigates can usually still hit a larger ship despite disruption, also frigates generally have to be close anyway, so range is usually less of an issue.
- The "counter mod" for Jamming has no other application; you would never fit it if you werent expecting jamming, but sensor boosters decrease lock time and tracking computers/enhancers are widely used.
All of these things are not addressed by your fix however I do like the idea of removing the randomness because randomness in a competitive game is universally bad The entire desire to make the cycle time of the ECM mod longer than the time you would be jammed is to give you the opportunity to counter the ship for those seconds you are unjammed. It isn't an unlimited amount of time, but with the right balancing touch I think you will find it effective. First of all, you know if this change went through, people would just go for the perma jam, and in this case, it would be a guaranteed perma jam, so you'd still be left with nothing to do.
Aliventi wrote:The ECM change doesn't penalize frigate more than BS. I know the numbers show that the time jammed is significantly longer for a frigate than a BS. However a BS takes far longer to lock than a frigate. So I think you will find it averages out nicely and may even favor the frigate in certain situations. Again with the knowledge that everyone is just going to go for the perma jam, you need less jammers to perma jam a frigate vs a battleship; also a frigate can do less in the time it is unjammed than a battleship would. IE a single battleship volly or a single battleship sized neut is way more effective than the amount of neuting/damage a frigate gets done in that amount of time.
Aliventi wrote:Why does ECCM need a another effect? There is no mod to counter TPs. There could be no ECCM at all. Also it comes down to choices: if you think an ECCM is worth fitting than fit it. If not then don't. The ECCM mod is fine right now. Many pilot already choose to fit an ECCM which shows that it they clearly don't need another incentive to fit it. That logic is post hoc ergo propter hoc. An alternative explanation is that ECM is perceived as overpowered and therefore people are more likely to employ the one module that at least in some way mitigates the overpowered other module. |

Onslaughtor
Carbon Dateing
57
|
Posted - 2013.09.03 23:06:00 -
[33] - Quote
As a long time sorpion pilot, I find this to be one of the best proposals for changing ECM. While the numbers could be tweeked a little I like it more than most.
If I may make two amendums.
Signal amps should effect all ewar.
Raicals should stay, and add slightly less effective scripts to Multispecs and lower is cap and fitting requierments to make it competitive. |

Aliventi
Stimulus Rote Kapelle
427
|
Posted - 2013.09.04 07:47:00 -
[34] - Quote
You can bring a Falcon with 2 jammers and perma jam a frigate. Be my guest. It is IMO a total waste of a Falcon. If I am going to put the effort in to bringing a Falcon to make a difference in even a small or large gang fight pretty much any other ship is worth more for me to jam than a frigate. If you want to fit 4 jammers to a Falcon to try to perma-jam a single Logi while ignoring every other ship on the field be my guest. You are limiting your potential effect by attempting to do so. With 2 jammers you could prevent 2 BS from putting down DPS for 10 seconds. At 1000+ DPS over the 2 BS for 10 seconds that is 10+k damage you could prevent. Or you could try to jam more than one logi and allow your DPS a chance to push the target beyond the point at which Logi would save them. This kind of creative thinking will make perma-jamming obsolete as a tactic in all but the most unusual circumstances.
You can continue to waste a falcon to perma-jam a frigate. You are still stuck under the assumption that such drastic changes to ECM as an effect and how the module functions/change to single jammer with scripts for racial effects will cause no change in how a Falcon pilot operates. I can tell you right now there will be people that will stick to the old thinking. They will die more often and have limited effect on the battlefield because of their choice. Those that adapt to the changes will reap the rewards as their Falcons can tank and cause broad guaranteed effects across multiple ships. I think you will find that a Falcon is far more devastating in a fight if it disrupts multiple targets over attempting to perma-jam a single target. Get used to the thinking that perma-jamming is no longer the best way to run a Falcon if these changes go through.
"tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

Caliph Muhammed
Perkone Caldari State
437
|
Posted - 2013.09.04 08:27:00 -
[35] - Quote
Sigras wrote:Crellion wrote:I respect you hard work OP, you are certainly doing it better than CCP. However all this is unnecessary.
There is a perfect system in place for EW. It was there before CCP introduced the chance based malarkey into the equation.
You have X jammers with a combined strength of Y and the target ship jas a sensor strangth of Y-1 he is jammed for as long as you can keep all modules active on him, if his strength is Y+1 he is not hammed. As simple as that. The only one who needs to calculate all the boring bits is the EW pilot.
ECM worked like this for years, perfectly allright and perfectly balanced (IMO) and then CCP decided they would fixitTM... a simple rollback would fix ECM.
Alternatively remove it from the game altogether. EW in general is a force multiplier in favor of the side having the numerical advantage and is therefore entirely unnecessary and disadvantageous for combat balance... There I said it... game mechanics that leave a player with nothing to do are bad game mechanics . . . its why the sandman was changed in TF2. There should never be any instance in any competitive game ever where the player has no options to do or choices to make that will affect the battle. ECM jamming you, and leaving you nothing to do is a bad game mechanic.
Yes, When i'm bubbled, webbed and alpha'd I too hate that I have no chance. That's EVE though. There are many ways to be left completely powerless and ECM is one of them. Unless of course you defend against it. |

Verity Sovereign
Sovereign Fleet Tax Shelter
516
|
Posted - 2013.09.04 17:37:00 -
[36] - Quote
What if the target loss didn't happen instantly... Under the target icon, you see a bar indicating lock strength that decreases, when it hits 0, the lock breaks. The higher the jam strength/the lower the sensor strength, the faster that bar moves (ie the sooner the lock breaks). Double jam strength, halve the time it takes to break a lock. The more ECMs targeted at you, the faster the lock breaks *and the additional ECMs are stacking penalized - so that 7 ECM modules don't break a lock much faster than 5 ECM modules. Then ECMs might be used in volleys, or dispersed rather than staggered.
Then, allow the player being jammed to do something to re acquire the target lock before it breaks.... Perhaps if you 1) have a free target slot open and 2) are being jammed, you can "double lock" your target. If you can acquire a 2nd lock before the first lock breaks, then no effective jam. - The target would show up twice in your overhead, and its just a matter of making sure that one is selected, and reactivating your modules on that target. A ECM modules starts to removes 1 target lock at a time for each locked ship - so double locked ships will first have one lock broken, then the next lock will start to break.
The bar continues to decrease for the duration of the ECM's cycle, and the 2nd target lock automatically begins degrading after the first one breaks, providing there is still an active ECM targeting the ship.
This "double lock" feature is only available after a jam has started (otherwise, everyone would double lock their targets) ECCM modules would enable double or triple locking before a jam has even started (truly being backup sensor clusters like the name suggests). You can "multiple" lock a ship for as many targeting slots as your ship has available when being sufficiently jammed/fitting sufficient ECCM.
BS's thus may have more target locks to break through, and due to higher sensor strength, the locks break slower, but due to worse scan res, they take longer to establish (keeping in mind that without some form of ECCM, you can't preemptively start multi-locking)
Support units (ie logis) that lock up many friendly fleet members would have few if any target slots open, and would not be able to double lock many of their units before their first set of locks get broken.
Thoughts? |

Sigras
Conglomo
523
|
Posted - 2013.09.04 19:27:00 -
[37] - Quote
Caliph Muhammed wrote:Sigras wrote:Crellion wrote:I respect you hard work OP, you are certainly doing it better than CCP. However all this is unnecessary.
There is a perfect system in place for EW. It was there before CCP introduced the chance based malarkey into the equation.
You have X jammers with a combined strength of Y and the target ship jas a sensor strangth of Y-1 he is jammed for as long as you can keep all modules active on him, if his strength is Y+1 he is not hammed. As simple as that. The only one who needs to calculate all the boring bits is the EW pilot.
ECM worked like this for years, perfectly allright and perfectly balanced (IMO) and then CCP decided they would fixitTM... a simple rollback would fix ECM.
Alternatively remove it from the game altogether. EW in general is a force multiplier in favor of the side having the numerical advantage and is therefore entirely unnecessary and disadvantageous for combat balance... There I said it... game mechanics that leave a player with nothing to do are bad game mechanics . . . its why the sandman was changed in TF2. There should never be any instance in any competitive game ever where the player has no options to do or choices to make that will affect the battle. ECM jamming you, and leaving you nothing to do is a bad game mechanic. Yes, When i'm bubbled, webbed and alpha'd I too hate that I have no chance. That's EVE though. There are many ways to be left completely powerless and ECM is one of them. Unless of course you defend against it. There is nothing in eve that leaves you without anything to do except ECM. Now there are extremely unfavorable situations, but that isnt the same thing.
My problem with ECM is that when you're jammed you might as well walk away from your computer for the next 20 seconds because thats about how effective you are. That should never be the case.
Extra Credits did an excellent episode explaining this issue. Game mechanics should increase the number of options each player has not eliminate them.
Also, saying "other mechanics leave you helpless too" is like defending a serial killer by saying "other people murder too" |

Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2649
|
Posted - 2013.09.04 19:32:00 -
[38] - Quote
What about a disruption field?
An ECM module that effectively made the signature of the ship unlockable, and in turn the ship using it could not lock anything else either.
I would limit this, so that the opponents could use signal boosters to overcome this effect, and lock the target despite this.
I would further twist the effect, and say the ship using this ECM could also use the same signal boosters, so they could also lock other ships over the interference that they generated.
Here is the kicker: as mid slot items, the ECM takes up slots used for shields and other items. As low slot items, the boosters take up slots for armor and other items. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Soldarius
Deadman W0nderland Tribal Band
335
|
Posted - 2013.09.04 19:59:00 -
[39] - Quote
After reading though all this, I am left with one question, and it is the most important one since ECM doesn't look so much at jam success as jam failure.
There are a lot of numbers here regarding jam time. But nothing regarding not-jammed time. How long does the target remain unjammed?
A player's functional combat time (time spent firing weapons or using other target-required modules) is reduced not just by the amount of time locked, but by how long it takes to reacquire a target lock. If the time spent unjammed is insufficient to reacquire locks, then he is effectively perma-jammed even if the ECM module(s) is/are not actively jamming him.
Free Ripley Weaver! |

Soldarius
Deadman W0nderland Tribal Band
335
|
Posted - 2013.09.04 20:04:00 -
[40] - Quote
Nikk Narrel wrote:What about a disruption field?
An ECM module that effectively made the signature of the ship unlockable, and in turn the ship using it could not lock anything else either.
I would limit this, so that the opponents could use signal boosters to overcome this effect, and lock the target despite this.
I would further twist the effect, and say the ship using this ECM could also use the same signal boosters, so they could also lock other ships over the interference that they generated.
Here is the kicker: as mid slot items, the ECM takes up slots used for shields and other items. As low slot items, the boosters take up slots for armor and other items.
We already have these. They call this sensor boosters, remote sensor boosters, skirmish links, information warfare links, and x-instinct combat boosters. All of these either reduce your sig rad thus making you harder to lock/hit, or increase scan res thus allowing you to lock faster.
And that is the domain of sensor boosters and sensor damps. Not ECM.
Free Ripley Weaver! |

Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2649
|
Posted - 2013.09.04 20:16:00 -
[41] - Quote
Soldarius wrote:Nikk Narrel wrote:What about a disruption field?
An ECM module that effectively made the signature of the ship unlockable, and in turn the ship using it could not lock anything else either.
I would limit this, so that the opponents could use signal boosters to overcome this effect, and lock the target despite this.
I would further twist the effect, and say the ship using this ECM could also use the same signal boosters, so they could also lock other ships over the interference that they generated.
Here is the kicker: as mid slot items, the ECM takes up slots used for shields and other items. As low slot items, the boosters take up slots for armor and other items. We already have these. They call this sensor boosters, remote sensor boosters, skirmish links, information warfare links, and x-instinct combat boosters. All of these either reduce your sig rad thus making you harder to lock/hit, or increase scan res thus allowing you to lock faster. And that is the domain of sensor boosters and sensor damps. Not ECM. Yeah, I am talking more extreme / absolute effects.
Without a booster, or a ship whose sensor strength is effectively boosted already, you cannot be locked at all. The ship using this also suffers the effects, but towards absolutely everything else in the game. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Caliph Muhammed
Perkone Caldari State
437
|
Posted - 2013.09.04 20:35:00 -
[42] - Quote
I don't really have to defend the mechanics. Caldari and missiles along with ewar tie in. Not liking the mechanic isn't proof of it being out of line in EVE. ECM "resistance" skills are trainable and modules exist as well to boost that resistance even further. While I do engage in these threads often out of boredom I really don't worry about ECMs future at all.
Deal with it. |

Aliventi
Stimulus Rote Kapelle
427
|
Posted - 2013.09.04 20:47:00 -
[43] - Quote
Soldarius wrote:After reading though all this, I am left with one question, and it is the most important one since ECM doesn't look so much at jam success as jam failure.
There are a lot of numbers here regarding jam time. But nothing regarding not-jammed time. How long does the target remain unjammed?
A player's functional combat time (time spent firing weapons or using other target-required modules) is reduced not just by the amount of time locked, but by how long it takes to reacquire a target lock. If the time spent unjammed is insufficient to reacquire locks, then he is effectively perma-jammed even if the ECM module(s) is/are not actively jamming him.
If you can get me a lock time equation I would be glad to do some more math in the GoogleDoc.
The unjammed time = 25 seconds - jam time. So technically the "total jam time" is jam time + relock time. Since BS take longer to lock and they are jammed for less time the idea is it averages out closely to a frigate which is jammed for longer but locks far quicker. It won't be perfect across the board, but it should be closer than 20 seconds + lock time that ECM does now. For a BS currently it could be upwards of 30-40 seconds. Whereas a frigate currently would be 23-25 seconds. If the math works right you could hit 15-20 seconds for both frigate and BS. Which would leave a few seconds to counter ECM ship before it jams you again. "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

Darirol
Origin. Black Legion.
8
|
Posted - 2013.09.04 21:02:00 -
[44] - Quote
one problem with this change would be the combination of guaranteed lock break for every single modul and the fact that capitals in lowsec can only tackled with target points.
2 examples:
1.) 2 nyx grind a random structure in lowsec. some dudes find them and send in hics and tackle them. both nyx fit med slots with 5 ecm modules, everyone locks up to 5 different hics and then they hit F1-F5 together and jump out. i mean its hard enough to tackle supers in lowsec, but with your change you need almost a complete squad of hics for each super you want to tackle.
2.) a normal capital fleet gets caught in lowsec. its not possible to jam 200 different ships at the same time, but iam sure if every capital refits to ecm modules, it would be hard to kill more then a few.
i would say guaranteed jams even for 0,1 sec is a no go solution
|

Aliventi
Stimulus Rote Kapelle
427
|
Posted - 2013.09.04 21:09:00 -
[45] - Quote
Darirol wrote:one problem with this change would be the combination of guaranteed lock break for every single modul and the fact that capitals in lowsec can only tackled with target points. while being able to refit and instantly jumping away if there is no point for a half second
2 examples:
1.) 2 nyx grind a random structure in lowsec. some dudes find them and send in hics and tackle them. both nyx fit med slots with 5 ecm modules, everyone locks up to 5 different hics and then they hit F1-F5 together and jump out. i mean its hard enough to tackle supers in lowsec, but with your change you need almost a complete squad of hics for each super you want to tackle.
2.) a normal capital fleet gets caught in lowsec. its not possible to jam 200 different ships at the same time, but iam sure if every capital refits to ecm modules, it would be hard to kill more then a few.
i would say guaranteed jams even for 0,1 sec is a no go solution There was discussion about a residual point. The objective would be that the residual point would keep the unbonused ECM using ship pointed until the target ship could relock and reestablish point. While I don't think it is the best possible solution, it happens to be the best solution proposed so far. This would negate the ability for Supers or caps to escape a point through ECM jams. "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

Sigras
Conglomo
523
|
Posted - 2013.09.05 08:01:00 -
[46] - Quote
Caliph Muhammed wrote:I don't really have to defend the mechanics. Caldari and missiles along with ECM tie in. Not liking the mechanic isn't proof of it being out of line in EVE. ECM "resistance" skills are trainable and modules exist as well to boost that resistance even further. While I do engage in these threads often out of boredom I really don't worry about ECMs future at all. We could spend a lot of time listing mechanics that we don't like, force projection, local chat, gate camps etc. Deal with it. That is a fantastic attitude to never get anything changed or fixed in this game.
I bet you like games from EA which are totally unbalanced and terrible at launch and never get fixed because you "deal with it"
Just because there are other bad mechanics in the game does not mean that you shouldnt at least try to fix some of them; you have to start somewhere.
I mean by that logic we shouldnt arrest murderers because we cant ever catch them all . . . |

Caliph Muhammed
Perkone Caldari State
438
|
Posted - 2013.09.05 09:04:00 -
[47] - Quote
Yes my attitude is snarky after training ECM taking for granted it would be effective to have and then ever more often watching the skills go from effective to less effective to now often requested removed. You'll forgive me if I choose to defend the choices I was offered in game and committed to achieving. I'm now forced to endure mountains of cry from people who can't be bothered to even equip 1 mod to defend against it.
I do not want more TANK. I do not want more DPS. I want to JAM your ships. Simple..
Just as advertised when it was month after month accepting my currency for the ability to train it.
You'll have to excuse me while I laugh out loud at your notion players "balance" the game. Players run games in to the ground. |

Sigras
Conglomo
523
|
Posted - 2013.09.05 15:40:00 -
[48] - Quote
youre talking to someone with 4 characters who have each put more than 4 million SP into jamming, its just that some of us are able to put the good of the game ahead of our own wants and desires.
You have yet to "elaborately detail" why jamming does not need a change after having been explained to several times why it is a bad game mechanic . . . I tried to have a discussion with you; you told me to "deal with it" |

Caliph Muhammed
Perkone Caldari State
459
|
Posted - 2013.09.06 00:48:00 -
[49] - Quote
Sigras wrote:youre talking to someone with 4 characters who have each put more than 4 million SP into jamming, its just that some of us are able to put the good of the game ahead of our own wants and desires.
You have yet to "elaborately detail" why jamming does not need a change after having been explained to several times why it is a bad game mechanic . . . I tried to have a discussion with you; you told me to "deal with it"
I haven't seen evidence it's bad game mechanics. I have seen people demonstrate its effective when they refuse to defend against it. ECM has been changed from consistent to random to less effective. Its time for the playerbase to HTFU. |

Sigras
Conglomo
524
|
Posted - 2013.09.06 06:41:00 -
[50] - Quote
Caliph Muhammed wrote:Sigras wrote:youre talking to someone with 4 characters who have each put more than 4 million SP into jamming, its just that some of us are able to put the good of the game ahead of our own wants and desires.
You have yet to "elaborately detail" why jamming does not need a change after having been explained to several times why it is a bad game mechanic . . . I tried to have a discussion with you; you told me to "deal with it" I haven't seen evidence it's bad game mechanics. I have seen people demonstrate its effective when they refuse to defend against it. ECM has been changed from consistent to random to less effective. Its time for the playerbase to HTFU. im assuming you're just choosing to ignore the well respected source I linked earlier that you in fact quoted . . . and the general consensus that randomness is bad for competitive gameplay.
Seriously, just think about it logically, name one way in which a totally random roll of the dice determines who wins and who loses an engagement makes the game in any way more skillful, more deep or in any way better.
The fact that you can fit modules to defend against it does not make the game more skillful, it just makes it a guessing game, as an uninformed decision isnt a decision at all.
What would make it better is for there be some way to play around it like with all other forms of E-war like flying closer to your opponent (sensor dampeners) adjusting your flight pattern for better tracking (tracking disruptors) etc. |

Caliph Muhammed
Perkone Caldari State
460
|
Posted - 2013.09.06 06:54:00 -
[51] - Quote
There is counter play. You equip eccm and I go down in flames. You don't equp eccm you go down in flames. Just because a mini game doesn't pop up mid fight for us to spar it out with doesn't mean there aren't counters available.
LOL at well respected source. |

Aliventi
Stimulus Rote Kapelle
427
|
Posted - 2013.09.06 08:06:00 -
[52] - Quote
Come on. take your pissing contest to PMs and get back on evaluation the merits of this suggestions. "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

Morrigan LeSante
The Lost and Forgotten Troopers
357
|
Posted - 2013.09.06 09:07:00 -
[53] - Quote
There could be a significant psychological improvement to ECM if they removed the relock requirement and simultaneously dropped the cycle/effect time.
Minor side effects would be easier to shift tackle, but other than that....no net change except in people's minds which is where the problem mainly resides. |

Kidsrule
SniggWaffe WAFFLES.
0
|
Posted - 2013.09.06 09:34:00 -
[54] - Quote
I believe that ECM needs a rework, as a logi pilot I am well aware of the power and strength of ECM jamming. Over the last 2 weeks half of the fleets i have been in have been hit by 80km orbiting griffins in fights where there was unbelievable amounts of EWAR being used. While i can close distance to the fleet to counter damps, the proposed ECM change would make even easier to disable logi in fleet fights. Just the simple act of having your entire DPS section fit a ECM mod and just having then fire randomly at hostile logi would kill the effectiveness of the reps without there being a quick way to remove said hostile EWAR. My favorite ships the Basilisk and Guardian and their T1 variants would become absolutely useless. For example if we were by some miracle winning a fight but losing a ship every now and then, a single scorpion (or any range bonused ewar ship) could warp in at 100+km and simply fire ECM randomly into the cap chain. The problem is that not only would we have to relock cap chain partners but we would also have to relock the rep target, while possibly under sustained jam attempts (ECM bursting is a comparsion) Worse off if the hostile fleet simply had 3-4 cheap as nails griffins you could cause a an entire guardian/basi group to go down in about 25secs regardless of their fitted ECCM.
TLDR, lock breaking would end guardians and basilisks due to role bonus forcing a cap chain. |

Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2663
|
Posted - 2013.09.06 13:04:00 -
[55] - Quote
Morrigan LeSante wrote:There could be a significant psychological improvement to ECM if they removed the relock requirement and simultaneously dropped the cycle/effect time.
Minor side effects would be easier to shift tackle, but other than that....no net change except in people's minds which is where the problem mainly resides. Actually, this makes sense.
Needing to manually retarget a hostile, despite the fact that you had them previously targeted, seems a bit over stated.
Your ship's computer should at least allow a checkbox option to auto-retarget in the event of jamming, and pop up a fail message saying target no longer present, or out of range, if it can't re-establish a lock.
The automatic aspect should at least shave off a second or two for targeting here.
(Optionally, you can have greyed out targeting windows showing who you were targeting, which you could manually drop if you decided not to worry about them after the fact.) Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Morrigan LeSante
The Lost and Forgotten Troopers
358
|
Posted - 2013.09.06 13:59:00 -
[56] - Quote
I meant going a bit further, that locks automatically and instantly re-establish. i.e. no re-lock time. It feels unnecessarily punitive given the current ECM duration to lump relock time on after that.
So, you have stuff locked. Get jammed. Jam ends. Targets (those still on grid/range) are instantly (or almost if too hard to code) reacquired. Explainable by the sensors overcompensating for the jamming and giving a temporary boost to resolution for a few seconds.
It'd be needed if the cycle time is dropped, otherwise low scan res ships would NEVER get a lock, ever, |

Sigras
Conglomo
524
|
Posted - 2013.09.06 15:32:00 -
[57] - Quote
Caliph Muhammed wrote:There is counter play. You equip eccm/backup sensor arrays/ecm and I go down in flames. You don't equp eccm/backup sensor arrays/ecm you go down in flames. Just because a mini game doesn't pop up mid fight for us to spar it out with doesn't mean there aren't counters available. EVE fights are won or lost, usually, before the first shot is fired. ECM also has an effective range, so you can "play" around it. Clearly you misunderstand the idea of counterplay . . . Counterplay is a way to play around the ability once you find out they have it, EG they start using scouts to spot for their snipers and you start driving away their scouts. Note they did not say "get in your time machine and warn your earlier self to fit a counter module" counterplay and counters are different . . . but im going to assume you didnt even watch the video
Caliph Muhammed wrote:How many losses do you have in 1v1s versus ECM ships? Who said anything about a 1v1? a 4v4 where one ship is ECM which lands several jam cycles will cause you to lose and it wouldnt even be your fault, you just got unlucky.
Caliph Muhammed wrote:Also, LOL at well respected source. Well respected in what? Well respected in game design which is, you know, what we've been talking about this whole time.
Caliph Muhammed wrote:Also, LOL at "skillful". At one time ECM was if jam strength equals sensor strength target is jammed. Then it was changed to if jam strength equals sensor strength target has a good probability to be jammed. Then everyone was given magically delicious resistance skills. Which further lowers the chance to be jammed. All of which comes into play before you even equip one module to defend against ECM. And yet not one of the things you mentioned has anything to do with skill; perhaps you need an English lesson. What people mean when they say skillful is the ability to apply player skill to a situation in order to overcome it, such as spiraling in to a target to avoid 0 transversal, or properly lining up a bombing run, on the other hand, FITTING a bomb launcher is not skillful. |

Caliph Muhammed
Perkone Caldari State
461
|
Posted - 2013.09.06 15:53:00 -
[58] - Quote
Nothing in this thread has merit. Its yet another idea to change a mechanic because people don't want to be jammed. Well guess what . TFB. Its working just fine as is. It doesn't need changing. They aren't going to remove it. They aren't going to make it disable high slots and its just about as weak as it could go before it becomes a waste of time to bring. |

Aliventi
Stimulus Rote Kapelle
427
|
Posted - 2013.09.06 16:43:00 -
[59] - Quote
Morrigan LeSante wrote:I meant going a bit further, that locks automatically and instantly re-establish. i.e. no re-lock time. It feels unnecessarily punitive given the current ECM duration to lump relock time on after that.
So, you have stuff locked. Get jammed. Jam ends. Targets (those still on grid/range) are instantly (or almost if too hard to code) reacquired. Explainable by the sensors overcompensating for the jamming and giving a temporary boost to resolution for a few seconds.
It'd be needed if the cycle time is dropped, otherwise low scan res ships would NEVER get a lock, ever, I understand what you are saying. This design is supposed to help counter that low scan res ships lock slower by using their typically higher sensor strength to make the jam time shorter. So jam time + lock time for a BS is approximately the same as jam time + lock time of a frigate. That design is supposed to not favor BS or frigates. The 25 or maybe even 30 second cycle time for the ECM mod should guarantee that even a single falcon would have difficulty perma-jamming a target without a lot of jammers.
While I agree that instantly relocking would be a potentially useful mechanic, I don't think it would be the right decision in this design. The main issue is unbonused jammers only jam for 1-2 seconds. Instantly relocking after that would make an unbonused jammer nearly useless. The only way around this would be to buff the base jam strength of the ECM mod to the point an unbonused jammer was viable. Then you have the nightmare of trying to balance bonused hulls using this super-strength jammer. It would get ugly very quickly IMO.
Edit: It you were to rework the proposal to factor in an instant relock that would be balanced I would love to see it.
As far as a bunch of griffins jamming out a Basi or Guardian chain: It would take 4 jammers on a falcon to jam out a single scimi. It would end up being 2 girffins to the logi if they wanted a perma jam. That is a huge sacrifice considering that could be 2X logi in potential DPS ships. There is nothing that says you can't bring your own falcons and jam out all the griffins. Guaranteed jams work both ways. In other words I think this change is more balanced than it would appear in the case of jamming logi, but I can't really hand you proof that it is in all "what if..." situations.
I really wish we could test server this and have two 30 man gangs fight each other a few times with logi, ECM and the whole 9 yards to see how effective this is. It is such a drastic change that I would be very interested to see exactly how the tactics change. It is kind of hard to predict how these changes would effect things and how balance/unbalanced these changes are from a forum. "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2665
|
Posted - 2013.09.06 16:48:00 -
[60] - Quote
Aliventi wrote:Morrigan LeSante wrote:I meant going a bit further, that locks automatically and instantly re-establish. i.e. no re-lock time. It feels unnecessarily punitive given the current ECM duration to lump relock time on after that.
So, you have stuff locked. Get jammed. Jam ends. Targets (those still on grid/range) are instantly (or almost if too hard to code) reacquired. Explainable by the sensors overcompensating for the jamming and giving a temporary boost to resolution for a few seconds.
It'd be needed if the cycle time is dropped, otherwise low scan res ships would NEVER get a lock, ever, I understand what you are saying. This design is supposed to help counter that low scan res ships lock slower by using their typically higher sensor strength to make the jam time shorter. So jam time + lock time for a BS is approximately the same as jam time + lock time of a frigate. That design is supposed to not favor BS or frigates. The 25 or maybe even 30 second cycle time for the ECM mod should guarantee that even a single falcon would have difficulty perma-jamming a target without a lot of jammers. While I agree that instantly relocking would be a potentially useful mechanic, I don't think it would be the right decision in this design. The main issue is unbonused jammers only jam for 1-2 seconds. Instantly relocking after that would make an unbonused jammer nearly useless. The only way around this would be to buff the base jam strength of the ECM mod to the point an unbonused jammer was viable. Then you have the nightmare of trying to balance bonused hulls using this super-strength jammer. It would get ugly very quickly IMO. Edit: It you were to rework the proposal to factor in an instant relock that would be balanced I would love to see it. As far as a bunch of griffins jamming out a Basi or Guardian chain: It would take 4 jammers on a falcon to jam out a single scimi. It would end up being 2 girffins to the logi if they wanted a perma jam. That is a huge sacrifice considering that could be 2X logi in potential DPS ships. There is nothing that says you can't bring your own falcons and jam out all the griffins. Guaranteed jams work both ways. In other words I think this change is more balanced than it would appear in the case of jamming logi, but I can't really hand you proof that it is in all "what if..." situations. I really wish we could test server this and have two 30 man gangs fight each other a few times with logi, ECM and the whole 9 yards to see how effective this is. It is such a drastic change that I would be very interested to see exactly how the tactics change. It is kind of hard to predict how these changes would effect things and how balance/unbalanced these changes are from a forum. If we are not expected to be twitch gaming, then needing us to manually relock multiple targets diverts us from actually playing the real game, in exchange for the click fest mini game needed to restore locks you may need in a fight. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Morrigan LeSante
The Lost and Forgotten Troopers
360
|
Posted - 2013.09.06 18:19:00 -
[61] - Quote
I'd meant leave it exactly as is today, minus my changes.
The random is still there, but since the duration is shorter it offers less frustration for both ECM users and targets. As I say, the only side effect I can think of is on tackle.
You'll have approximately the same combat effectiveness overall but less relies on one jam landing, it's still binary but with much shorter ramifications if a jam does or does not land.
It doesn't reduce the chance, but it mitigates some of the impact, if you follow? |

Aliventi
Stimulus Rote Kapelle
427
|
Posted - 2013.09.06 18:43:00 -
[62] - Quote
Nikk Narrel wrote: If we are not expected to be twitch gaming, then needing us to manually relock multiple targets diverts us from actually playing the real game, in exchange for the click fest mini game needed to restore locks you may need in a fight.
On a server cycle time of 1 second twitch gaming really doesn't exist. It does allow you to send a large number of commands to the sever during a single second. So you can begin to relock all the targets you need in a single second. It isn't really a mini-game when you can complete it in less than a second.
I would be down with it starting to auto-relock the targets when the jam is up. That would be a quality of life improvement.
Morrigan LeSante wrote:I'd meant leave it exactly as is today, minus my changes.
The random is still there, but since the duration is shorter it offers less frustration for both ECM users and targets. As I say, the only side effect I can think of is on tackle.
You'll have approximately the same combat effectiveness overall but less relies on one jam landing, it's still binary but with much shorter ramifications if a jam does or does not land.
It doesn't reduce the chance, but it mitigates some of the impact, if you follow? Yeah I follow. It doesn't get rid of a majority of the annoyances that are caused by ECM. Things like ECM bonused ships needing 4 mods to be effective, which causes them to be unable to tank. It doesn't change the fact that chance based still isn't a great mechanic. Another thing is Signal distortion amps only exist for ECM.
I think it would be a nice stop-gap measure until a better re-work can come around, but by no means a final solution. "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

Morrigan LeSante
The Lost and Forgotten Troopers
360
|
Posted - 2013.09.06 18:59:00 -
[63] - Quote
Yes, it's a starter - see how it goes and build from there. I'm also a fan of all weapon classes having access to FoF thus allowing a weak counter - weak because there's no slot sacrifice for its use so that's probably fair. |

Sigras
Conglomo
524
|
Posted - 2013.09.06 20:58:00 -
[64] - Quote
Caliph Muhammed wrote:Nothing in this thread has merit. Its yet another idea to change a mechanic because people don't want to defend against it and take less dps. Well guess what. TFB. Its working just fine as is. It doesn't need changing. They aren't going to remove it. They aren't going to make it disable high slots and its just about as weak as it could go before it becomes a waste of time to bring. Part of the complaint is that ECCM doesnt do anything while you're not being jammed, this is unlike any other ewar "defense" in the game. Tracking Computer/Enhancers help even if you're not being tracking disrupted, sensor boosters decrease your lock time even if youre not being sensor dampened why is ECCM a useless module?
Also as was said before, there needs to be a way to play around ECM like there is with every other type of e-war. The problem with ECM is that you might as well walk away from the computer when you're jammed because you have NOTHING TO DO. there should never be a part of the game where the game is functioning properly and you have nothing to do.
Caliph Muhammed wrote:See these threads always come with the assertion it's been proven too strong, too effective, whatever. Prove it. All I read is that "we" don't like ecm and heres how it should change to suit us and be damned all the ecm specialist. I can basically guarentee that I have more characters with more SP in ECM than you do because i believe it to be so overpowered; its just that I can put the good of the game ahead of my selfish desires.
Caliph Muhammed wrote:And nothing in EVE requires skill. Just marginally more patience than normal, some study time and a better than room temperature IQ. You don't even have to aim. I think you might be PvPing wrong bro . . . Why dont you go have a look at snuff box or rooks and kings then come back and tell me that PvP requires no skill . . .
Sure there are some ships that require more skill and some that require less, but no ship requires no skill unless youre doing it wrong. |

Sigras
Conglomo
524
|
Posted - 2013.09.06 21:03:00 -
[65] - Quote
just thinking about the proposed change, im not sure im a fan of guaranteed jam cycles . . . it is basically a get out of gank free card for supercarriers and titans in low sec.
The problem is I dont have a good solution for what the change should be, I just know that the current implementation has no place in a competitive game just like every other random mechanic |

Caliph Muhammed
Perkone Caldari State
462
|
Posted - 2013.09.06 21:04:00 -
[66] - Quote
Shields suck if you aren't the target. Unless you're being hit they are absolutely worthless.
ECM has falloff.
I have every ewar skill level 5. The exception being the resistance ones that came in after I remapped out of int and mem. I spent the better part of two years in int mem.
Before we argue semantics, define skill.
Random has every reason to be in this game and others. Without it the results are linear and can be predicted. Predictability is stale. |

Morrigan LeSante
The Lost and Forgotten Troopers
360
|
Posted - 2013.09.06 21:53:00 -
[67] - Quote
Sigras wrote:Part of the complaint is that ECCM doesnt do anything while you're not being jammed, this is unlike any other ewar "defense" in the game. Tracking Computer/Enhancers help even if you're not being tracking disrupted, sensor boosters decrease your lock time even if youre not being sensor dampened why is ECCM a useless module?
To be pedantic, it has function beyond ECM prevention. Unless scanning has changed that much.
How would you feel about FoF ammo across all weapon types and not just missile? Crappy...ish....maybe...but not a slot taker either.
Finally, the thing you're not considering - at least not obviously and in forums it's better to avoid doubt, ECM is *also* the only ewar that can do *nothing*. You dont address at all.
My notion of reduction of cycle time [with locking jiggery-pokery] mitigates the random to a point - it is still there, but it's impact to a given player is greatly reduced as the cycle is shorter. You see, the shorter the cycle time the closer you get to X% reduced effectiveness as opposed to today's X% chance of 100% ineffectiveness for a sustained period. |

Phaade
Debitum Naturae
97
|
Posted - 2013.09.06 22:21:00 -
[68] - Quote
Swiftstrike1 wrote:
- Your entire post can be summarised in 1 sentence: "target is always jammed, just not for the entire cycle". That's hardly a new idea.
- Someone has already pointed out that this makes perma-jamming much easier by simply staggering the activation of the ECM modules.
- You started by saying that there's nothing wrong with ECM, but then went on to list a bunch of problems. Make your mind up.
Sorry for being so negative, but I don't think this would be a good change. Personally I would prefer to see ECM reduced to a lock breaking effect that always hits once every X seconds, where X is determined by the ratio of jam to sensor strength. It would be weak as **** on it's own, but very strong when supported by sensor damps (which are just ecm by another name in my opinion).
QFT.
From the OP: "ECM isn't overpowered, but it's not in line with other forms of Ewar."
WHAT? |

Phaade
Debitum Naturae
97
|
Posted - 2013.09.06 22:26:00 -
[69] - Quote
Caliph Muhammed wrote:Shields suck if you aren't the target. Unless you're being hit they are absolutely worthless. ECM has falloff. I have every ewar elite cert/skill level 5. The exception being the resistance ones that came in after I remapped out of int & mem. I spent the better part of two years mapped int & mem. Before we argue semantics, define skill. Random has every reason to be in this game and others. Without it the results are linear and can be predicted. Predictability in my opinion leads to stale gameplay. I'm glad you've started "just thinking about the proposed change". Its the first step. 
Randomization is lame regarding ECM. It adds nothing to game play. It should have a constant effect on the target, and be less effective. Or, should have a random chance to effect each active module fit. |

Sigras
Conglomo
524
|
Posted - 2013.09.06 22:48:00 -
[70] - Quote
Caliph Muhammed wrote:Shields suck if you aren't the target. Unless you're being hit they are absolutely worthless. yes, but there is no opportunity cost to having shields.
Caliph Muhammed wrote:I have every ewar elite cert/skill level 5. The exception being the resistance ones that came in after I remapped out of int & mem. I spent the better part of two years mapped int & mem. I have 4 dedicated ECM characters with perfect skills and caldari battleship 5 just for the scorpion; they are my cyno alts, like i said, im heavily invested in ECM . . . just saying.
Caliph Muhammed wrote:Before we argue semantics, define skill. Skill is the ability to analyze a situation and change tactics or gameplay in the midst of battle to increase your chances of winning or effectiveness in combat.
Caliph Muhammed wrote:Random has every reason to be in this game and others. Without it the results are linear and can be predicted. Predictability in my opinion leads to stale gameplay. Starcraft is widely held as the best most competitive computer game in the world. It has no randomness by design because randomness can decide battles, and yet the myriad of strategies enabled by starcraft allow the gameplay not to become stale. Another example would be chess or Goe because there are nearly limitless possibilities.
Randomness is the opposite of skill; I need to know that every time my marine fires it does 6 damage, not 5-7 damage but exactly 6. Its one of the things that makes starcraft such a competitive game because I know that my un-upgraded marine will kill an un-upgraded zergling in exactly 6 hits every time, and a zergling with 1 armor in exactly 7 hits every time, otherwise im just clicking and praying. |

Caliph Muhammed
Perkone Caldari State
471
|
Posted - 2013.09.07 18:03:00 -
[71] - Quote
There is as much opportunity cost for having shields as there are for having base ship sensor strength. Perhaps you mean shield mods. If so, shield mods like ecm mods, take up a slot that could be used for something else. Target painters, webs, points; etc. If those slots you use for shields go unused they are in fact wasted. Ive went in war multiple weeks and dozens of fights without so much as being shot. Each time I had shields just in case I were though. As often as people complain about ecm and encountering it one would think the best solution is to always have ECCM/SBA's equipped.
I trust you have ECM experience. I am not calling it into question.
That's a very narrow definition and uniquely worded to fit your opinion. A more accurate description would be
skill /skil/ noun noun: skill 1. the ability to do something well; expertise
StarCraft is a completely different genre of game. It being held as one of the most competitive game in the world is opinion. I believe Chess to be the most skill based and in chess whoever can think the furthest ahead while eliminating the unnecessary moves is the better plaer. Thinking ahead and being prepared for ecm and having the skill to counter your opponent even if they don't bring ECM and you have an imperfect setup is skill. You have this in EVE right now.
Randomness is not the opposite of skill.Its antonyms are essential methodical planned systematic definite particular specific |

Sigras
Conglomo
525
|
Posted - 2013.09.09 09:56:00 -
[72] - Quote
Caliph Muhammed wrote:There is as much opportunity cost for having shields as there are for having base ship sensor strength. Perhaps you mean shield mods. If so, shield mods like ecm mods take up a slot that could be used for something else. Target painters, webs, points; etc. If those slots you use for shields go unused they are in fact wasted. Ive went in war multiple weeks and dozens of fights without so much as being shot. Each time I had shields just in case I were though. As often as people complain about ecm and encountering it one would think the best solution is to always have ECCM/SBA's equipped. Damage is universal; in every single encounter with your enemy you will either take damage or you will win. There are no matches that you should ever lose where you take no damage.
The same cannot be said for ECM, that coupled with the fact that ECCM provides none but the most fringe ancillary benefits and the fact that ECM is random are the crux of our problem here . . . but straw man arguments aside.
Caliph Muhammed wrote:That's a very narrow definition and uniquely worded to fit your opinion. A more accurate description would be
skill /skil/ noun noun: skill 1. the ability to do something well; expertise Look I dont care what you call it, randomness reduces the need for a person to be "good" at the game. You may be way better at the game than I am, but if I get lucky for no reason and get 3 jam cycles off in a row against you, ill probably win . . . so the game is now more based on luck . . . that makes for a non-competitive game.
Should I beat you because I just hit the jackpot on jam cycles? or would it be better to come up with a system where the outcome can be predicted and played around by the better player?
Caliph Muhammed wrote:StarCraft is a completely different genre of game. It being held as one of the most competitive games in the world is opinion. I believe chess to be the most competitive and in chess whoever can think the furthest ahead while eliminating the unnecessary moves is the better player. Thinking ahead and being prepared for ecm while having the ability to counter your opponent in less than optimal circumstances is "skill". You have this in EVE right now. Ah but even in chess, you dont have randomness . . . in fact, including any random element would completely ruin the game of chess. The whole point of your argument is that you should be able to think ahead of your opponent, but you truly cant think ahead because you dont really know if his jam cycle is going to hit or not, and neither does he, its random!
Caliph Muhammed wrote:Randomness is not the opposite of skill. Its antonyms are essential methodical planned systematic definite particular specific Ok, clearly what I meant when i said that was in a game sense, nobody is "good" at rolling dice (well ok some people are but theyre cheating dice are supposed to be random)
Say we make a game were the first person to roll three 6s wins on a regular 6 sided die. There is no opportunity for me to get better at the game (unless I want to cheat and roll the die in my favor), I just keep rolling and hope I luck out before you do. That is what I mean when I say randomness is the opposite of skill. The amount of skill you need to play a game is inversely proportional to the amount of randomness it involves.
Lets look at your example of chess again . . . If I lose at chess, I am the one to blame because I was in complete control of everything that all of my pieces did throughout the whole game.
Now lets look at another example of a strategic game, Risk . . . I can, and have before, lost at risk due to no fault of my own with no way to prevent it. I once had 30 men stationed on brazil, my enemy attacked me with a paltry force of 15 men from north africa. Statistics says I that should have been a rout in my favor and yet I lost through no fault of my own because he rolled 5s and 6s for that entire attack. |

Caliph Muhammed
Perkone Caldari State
488
|
Posted - 2013.09.09 13:19:00 -
[73] - Quote
Damage is not universal. It's also not guaranteed save for maybe in a 1v1. But even then there are fringe cases. Combat versus Freighter as an example.
ECM is another weapon system, like guns and missiles. It does no damage however so shields do not defend against it. Eve is a complex game.
Randomness does not make you "less good at a game" In fact if there was no randomness every battle would be absolutely predictable and in most cases the larger party would always win.
You won't beat me by just hitting jam cycles. You may beat me by hitting jam cycles and having another means to kill me.
In chess there are random variables that follow a simple set of rules. You do not control your opponents moves and as such what you encounter is random.
You can think ahead by equipping ECCM, Backup Sensor Arrays or bringing your own ECM.
Risk is a game where you roll dice to attack and defend. Claiming that it has no skill involved because you don't engage in FPS style pvp whenever a battle is fought is .... reductive. Where did the manual state if you put 30 troops on something and are attacked by less you'll win? You risked a turtle defense, failed to recognize the danger of an impending attack and paid the price.
You can absolutely get better at rolling dice by "schooling" them. I won't bother explaining that concept but rest assured it's factual. |

Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2675
|
Posted - 2013.09.09 14:58:00 -
[74] - Quote
Caliph Muhammed wrote:Randomness does not make you "less good at a game" In fact if there was no randomness every battle would be absolutely predictable and in most cases the larger party would always win. Gotta take exception to this line here.
There are no elements more random than another player, and the lack of being able to predict how they will react.
This makes games possible, all the way from Rock/Paper/Scissors to chess. There are zero unknown elements regarding these games, beyond how an individual player will use the elements when opposing another.
Yes, the battles would be predictable, but not to anyone involved with them as players. Only a third party, with full awareness of all elements in play, would have a potential result.
And since the players are reacting to assumptions as well as facts about their opponents, any random element becomes meaningless if not actually diminishing to play quality.
What truly must be watched, is how some things limit options regarding what players can plan and deploy as moves. That is the difference between Rock/Paper/Scissors and chess, the limits to what you can do. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Karma Codolle
Federal Navy Academy Gallente Federation
4
|
Posted - 2013.09.10 08:02:00 -
[75] - Quote
Johnson Oramara wrote:So currently when you get jammed your max locked targets drop to 0, which for the victim feels always very frustrating and annoying not being able to do anything. That feeling of being ripped off of your own ships ability to target is what annoys the most.
So what if the jamming just affected your ships sensor strength? It initially breaks all the targets (or not?) and then causes your locking time to grow up to 10x. This would affect differently from the current ecm mechanics and not cause nearly as much frustration and annoyance and still accomplish almost same job. Of course various attributes would need to get play tested and fine tuned for it to remain balanced with the other forms of ewar.
you mean like a sensor dampner?.,.. |

Sigras
Conglomo
525
|
Posted - 2013.09.11 00:38:00 -
[76] - Quote
Caliph Muhammed wrote:Damage is not universal. It's also not guaranteed save for maybe in a 1v1. But even then there are fringe cases. Combat versus Freighter as an example.
ECM is another weapon system, like guns and missiles. It does no damage however so shields do not defend against it. Eve is a complex game. The difference is that there are only three possible outcomes in PvP:
1. you win 2. you run away 3. you take damage
And in fact its usually 2 & 3 or 1 & 3 . . . You cannot say the same about ECM; if your opponent(s) dont fit damage theyre going to lose, so its reasonable to assume every person is fitting damage. It is not the same case with ECM.
Caliph Muhammed wrote:Randomness does not make you "less good at a game" In fact if there was no randomness every battle would be absolutely predictable and in most cases the larger party would always win. So you're saying that chess is completely predictable? or starcraft? or Goe?
What I am saying is that randomness allows a worse player to beat a better player for no reason; not because he applied an unorthodox strategy, or because he came up with something new but simply because he got lucky.
Caliph Muhammed wrote:You won't beat me by just hitting jam cycles. You may beat me by hitting jam cycles and having another means to kill me. As one of my friends always says "youre being intentionally dumb" you know exactly what I meant when i said that.
Caliph Muhammed wrote:In chess there are random variables that follow a simple set of rules. You do not control your opponents moves and as such what you encounter is random. Uncontrolled is not the same as random, and good chess players never take random actions anyway; you can bait, feign, control and intimidate your opponent into taking certain actions
Caliph Muhammed wrote:You can think ahead by equipping ECCM, Backup Sensor Arrays or bringing your own ECM. 1. ECCM doesnt even provide good protection against ECM 2. ECCM still does nothing except protect you from ECM unlike any of the other ewar counter modules. 3. battles should not be decided before you undock, and ECM is not simply an advantage, its a battle decider on a small scale
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Sigras
Conglomo
525
|
Posted - 2013.09.11 00:44:00 -
[77] - Quote
Caliph Muhammed wrote:Risk is a game where you roll dice to attack and defend. Claiming that it has no skill involved because you don't engage in FPS style pvp whenever a battle is fought is .... reductive. Where did the manual state if you put 30 troops on something and are attacked by less you'll win? You risked a turtle defense, failed to recognize the danger of an impending attack and paid the price. I didnt say there was no skill involved, what I said was that luck caused him to win a battle he should have lost for no reason.
I did in fact see an attack coming and in fact fielded a force twice the size of his and still lost because lady luck was not on my side. thus explaining why relying on luck reduced the amount of skill necessary to play the game.
Caliph Muhammed wrote:You can absolutely get better at rolling dice by "schooling" them. I won't bother explaining that concept but rest assured it's factual. Yes I mentioned that earlier however that is cheating because the idea behind dice is that its supposed to be random. |

Caliph Muhammed
Perkone Caldari State
504
|
Posted - 2013.09.11 04:02:00 -
[78] - Quote
We can go back and forth from now til the end of time. I'm not budging nor are you. We'll just have to agree to disagree. |
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