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Murukan
Minmatar The Priory
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Posted - 2006.08.26 02:52:00 -
[31]
just remove multispecs and a fair amount of hte problems go away
In rust we trust!!! |

Maya Rkell
Forsaken Empire
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Posted - 2006.08.26 03:06:00 -
[32]
Edited by: Maya Rkell on 26/08/2006 03:09:07
Valea Silpha, and so what? If they're total jammed, they ain't doing anything. This also emphasises gank > tank again, smaller ships are far less useful, and the fitting of small numbers of ECM on non-EW ships. (And really, sorry, not interested in what you do with rocks :P)
Murukan, Yea, removing much of the usefulness of ECM ...er...
All it does apart from that is increases the chance-based elements (not only do you ja, did you guess right what the enemy had...and it's the chance-based being critical being PRECISELY what is being objected to) and makes them JUST as overwhelming when people DO guess right! No, total jam needs fixing.
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Mr Peanut
The New Empire R i s e
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Posted - 2006.08.26 03:27:00 -
[33]
Originally by: Azerrad
Originally by: Nicholai Pestot Firstly change sensor boosters and sensor dampners to only effect locking speed.Give each of them a 50% bonus to their effect.
Change ECCM to increase the targeting range of the ship running it and ECM to lower the targeting range of the ship it is hitting. Double the optimal range of ECM.
I'd support that suggestion, although I don't think the optimal of ECM needs to be doubled. If anything sniping range needs to be nerfed.
Stealth bombers need that lock range reduction in order to deal any sort of real damage to BS.
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Tyler Lowe
Minmatar DROW Org Sylph Alliance
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Posted - 2006.08.26 04:09:00 -
[34]
I'd just as soon see ECM modules moved to a highslot if they are to retain both the ability to break a lock and prohibit all attempts to relock targets for their entire activation cycle. That's a tremendous amount of combat capability, on par with energy vampires at the least.
If things were to be changed (and I got what I wanted), I'd rather ECM affect your targeting resolution negatively, and simply have a chance to break your locks. ECCM modules would do nothing to increase targeting range, but would enhance targeting resolution when active. Both modules would have a more pronounced effect on resolution than the sensor damps and boosters now in game, which would remain unchanged.
It's broken, CCP knows it's broken. I'm interested to see what they have decided on as a fix.
J.A.F.O.
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Karandor
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Posted - 2006.08.26 05:07:00 -
[35]
I think the big problem is that you can't retarget for so many seconds. If they just broke target and you could re-target right away it wouldn't be so bad. Could have it so sensor damps = longer targeting time, ECM = break target. Could make it so that a scorp could fit its mids with a combo of both and perma jam a couple ships. ECCM = ECM resistance (ECM has larger chance to fail) sensor boosters = sensor damp effects reduced. IMO they could have a 3rd EWAR which is lock range (make boosters ONLY boost lock speed) and then have a specific targetting range module. This would make things interesting as you would have to choose offence and defence carefully. Using artillery getting a lock dropped isn't a big deal if you can target again right away but range would be a problem. With ACs it's the opposite. Of course any combo of 2 different types of EWAR would be nasty but require many slots for guaranteed effectiveness. The thing is to make the defensive mods as strong as the offensive mods on normal ships. ECM ships would still be able to mess people up but with mids full of ECM they're generally pretty fragile. Also they would probably lack tackling gear so would need friends to keep you from warping off.
Make ECM users make the same choices with set-ups as other people do. Close range? Long range? Make it so they can't target you until you're in close or make it so they can get a couple vollies in while you approach but are jammed once you get in range. This would add some strategy to the ECM and EWAR game that is severely lacking.
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Johnny Washboard
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Posted - 2006.08.26 06:30:00 -
[36]
Originally by: Murukan just remove multispecs and a fair amount of hte problems go away
This would really solve the entire problem.
Multispecs are really the only form of ECM that is overpowered, and only in 1v1 situations.
Take Tracking Disruptors for example. Nobody claims they are unbalanced, but they are arguably more effective than ECM against turret based ships. Tracking Disruptors are countered by Tracking Computers/Enhancers, much like ECM is countered by ECCM. The difference is that Tracking Disruptors only work against 3/4 of the ships in the game, whereas multispecs works against everything.
For a game to be balanced, there should be a rock-paper-scissors type system of effective strategies and counters. If rock broke scissors and ripped through paper then everyone would pick rock every time and the game would stagnate. Currently Multispectral Jammers are like rock in that they counter everything. Tracking Disruptors are very powerful against turret based ships, but suck against missile and drone ships. Dampeners are very powerful against large or long range ships, but suck against fast short range ships. If only racial jammers existed then they would be very powerful against ships of the particular race, but suck against other races.
Removing Multispectrals would mean ECM is still useful in fleet battles, is still useful on dedicated jammers, is still useful in some but not all 1v1 situations, and is equally as effective as all other forms of electronic warfare.
An alternatives to removing multispecs could be making it so that multis are only usable by dedicated jamming ships.
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