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ECM should be changed or nerfed

Author
Wu Jiaqiu
#1 - 2012-06-19 19:29:25 UTC
Alright so, I've been thinking with this idea that ECM would ungroup your guns, deactivate or stop firing guns, overheat random modules, make your guns shoot randomly FoF style, make you scram an ally etc. Basically make your modules go ******* crazy until you deactivate and use it again.

OR

Just make it unlock your target.

Or some ****. Any other ideas? ECM sucks **** to be up against. Its really lame.

So, thoughts? Your input? How to balance it? and stuff.
NiGhTTraX
Deep Core Mining Inc.
Caldari State
#2 - 2012-06-19 20:12:41 UTC
Fit ECCM.

If you're gonna post here thinking your idea is the greatest thing since bacon and that it will save EVE and possibly all humankind with it, you're gonna have a bad time.

Crunchie Attuxors
Always Another Corporate Venture
#3 - 2012-06-19 20:17:03 UTC
Wu Jiaqiu wrote:
Alright so, I've been thinking with this idea that ECM would ungroup your guns, deactivate or stop firing guns, overheat random modules, make your guns shoot randomly FoF style, make you scram an ally etc. Basically make your modules go ******* crazy until you deactivate and use it again.

OR

Just make it unlock your target.

Or some ****. Any other ideas? ECM sucks **** to be up against. Its really lame.

So, thoughts? Your input? How to balance it? and stuff.


Did you get permajammed?

http://i0.kym-cdn.com/photos/images/original/000/161/626/falcon-punch.jpg
Eve forums official anthem: http://www.youtube.com/watch?v=pudOFG5X6uA Real men tank hull. Fake women shield-tank Gallente.
Viribus
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#4 - 2012-06-19 20:56:15 UTC
NiGhTTraX wrote:
Fit ECCM.


ECCM is even more useless than this entire thread
masternerdguy
Doomheim
#5 - 2012-06-19 21:11:25 UTC
Fit ECCM.

HTFU.

Things are only impossible until they are not.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#6 - 2012-06-19 22:17:07 UTC

Personally, I'd like to see ECM changed so jams are never 100%.... Perhaps each jammer would have a max jam probability of 90%...

Truth be told though, most ECM ships are very weak, and easily dealt with. Additionally, I think they plan to buff other ewar though, so any ECM changes should be balanced apporpriately.. (meaning no change is necessarily needed).

Galphii
Caldari Provisions
Caldari State
#7 - 2012-06-20 02:19:26 UTC
I'd like to see ecm's break the lock (and perhaps reduce the cycle time as well), and that's all. Combine it with a friend with sensor damps to slow relocking time and you'll get a similar effect to how it is now, but requiring a buddy to assist.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Samuel Wess
Doomheim
#8 - 2012-07-01 21:48:25 UTC
Jamming is a lottery, and its ruining the essence of the game. You can prepare, you can train, you can test fits,
control the way you fight, win or loose a fight because you were not sufficient prepared.

The only way to control ecm atm is to avoid fights where ecm is present.

Every other form of electronic warfare is predictable, has this effect and can be countered by a mod that has
the opposite effect.

Either change jamming to a predictable form, either change the other electronic warfare to random, like warp disruptor
has a chance to disrupt warp, etc...

Walk into the club like "What up? I got a big cockpit!"

Simi Kusoni
HelloKittyFanclub
#9 - 2012-07-01 22:11:37 UTC
Viribus wrote:
NiGhTTraX wrote:
Fit ECCM.


ECCM is even more useless than this entire thread

Then use defender missiles and burn at the falcon. If you are seriously having issues killing a <20k EHP ship you deserve to have your fleet wiped out.

To any well setup fleet a falcon is just a nice kill mail waiting to happen. Hell, most falcon pilots will warp off you get drones on them or land a few hits.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Aoyagi Haineko
Genuinely Exquisite Entities Society
#10 - 2012-07-01 22:34:54 UTC
Samuel Wess
Either change jamming to a predictable form, either [u wrote:
change the other electronic warfare to random, like warp disruptor
has a chance to disrupt warp, etc...[/u]

I'd support that. E-war needs more dices.
Simi Kusoni
HelloKittyFanclub
#11 - 2012-07-01 22:42:08 UTC
Aoyagi Haineko wrote:
Samuel Wess
Either change jamming to a predictable form, either [u wrote:
change the other electronic warfare to random, like warp disruptor
has a chance to disrupt warp, etc...[/u]

I'd support that. E-war needs more dices.

Except chance based warp disruptors make blobbing a necessity, and make all forms of solo-pvp a joke.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Aoyagi Haineko
Genuinely Exquisite Entities Society
#12 - 2012-07-01 22:57:31 UTC
Simi Kusoni wrote:
Aoyagi Haineko wrote:
Samuel Wess
Either change jamming to a predictable form, either [u wrote:
change the other electronic warfare to random, like warp disruptor
has a chance to disrupt warp, etc...[/u]

I'd support that. E-war needs more dices.

Except chance based warp disruptors make blobbing a necessity, and make all forms of solo-pvp a joke.

Well, I guess the chance for disruptors would be fairly high. 90%? 85%? You know, mainly for the feeling "Wow, I was so lucky, his disruptor failed!" then making it into a story and telling that to friends in all channels and bars.
Simi Kusoni
HelloKittyFanclub
#13 - 2012-07-01 23:11:48 UTC  |  Edited by: Simi Kusoni
Aoyagi Haineko wrote:
Simi Kusoni wrote:
Aoyagi Haineko wrote:
Samuel Wess
Either change jamming to a predictable form, either [u wrote:
change the other electronic warfare to random, like warp disruptor
has a chance to disrupt warp, etc...[/u]

I'd support that. E-war needs more dices.

Except chance based warp disruptors make blobbing a necessity, and make all forms of solo-pvp a joke.

Well, I guess the chance for disruptors would be fairly high. 90%? 85%? You know, mainly for the feeling "Wow, I was so lucky, his disruptor failed!" then making it into a story and telling that to friends in all channels and bars.

Make it as high as you want, we'd just fit two points on our tackle ships and bring in the blob even faster to keep people held down.

It's like a lot of the mechanics in Eve, they don't actually give you a better chance of surviving, they just encourage every fleet to bring three times the number of people they really need.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Covert Kitty
SRS Industries
#14 - 2012-07-02 03:53:31 UTC
I would kinda like to see ecm have more of a deterministic effect, however I don't really have any suggestions how to change it from how it is.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#15 - 2012-07-02 05:14:44 UTC
I kind of feel like the math is not super well done and it seems like it still works too often even when the target has extremely high sensor strength, but overall there's nothing wrong with the lock break+20 seconds of no locking mechanic.
Kadeyoo
Viziam
Amarr Empire
#16 - 2012-07-02 08:14:18 UTC  |  Edited by: Kadeyoo
The issue lies within the concept behind ECM overall.

Let's look at each racial electronic warfare capabilities, and compare them:

Amarr:
Energy Neutralization:
Punishes anything with excess cap usage (Active Tanks, Lasers, Hybrids). But it has hard counters like Cap Injectors, which work very nicely against it. (Even if your Harbinger is neuted by a Bhaal, you can still fire your guns and keep points on) - cap easy ships (Minmatar in particular) are nearly unaffected by this.

Tracking Disrupting.
This directly affects gun users, but does not completely block out their damage. Also countered by tracking computers/enhancers/links.


Minmatar: Webs/Target Painters. First one is an annoyance at best, it simply slows you down. Hard countered by MWD and oversized ABs. Second one is a beautiful tool to increase that missile damage, and vastly increase damage against ships that employ a sig/speed tanking technique across your fleet with just one single module alone for example.


Gallente: Scrams/Warp Disruptors. Long points are nice. Extra long points are cool. They merely prevent warp off in case of the point, and also shut down MWDs for the Scram. Again, this is countered by getting out of range. Also, Warp Core Stabilizers do exist (though somewhat situational, but they exist nevertheless)


Caldari: ECM. Works for everything, except local modules. Also, the only counter - ECCM - is relatively weak.

Let's put this into actual real world numbers:

Falcon has a 65% chance of jamming an Archon.
Falcon has a 65% chance of jamming an ECCMed + Remote ECCMed Guardian.
Falcon has a 75% chance of jamming an ECCMed Bhaalgorn.
Falcon has a 96% chance of jamming an plain Bhaalgorn.


And ontop of that, it can do that at 80km Range. Beyond that he will simply lose some chance of doing it (which means sitting at 120km, he can still jam out that plain Bhaalgorn with a 50% chance).

This is sick. Against unbonused sub-cap ships, a Falcon can practically perma jam anything. And it hard counters *any* of their targeted capabilities, unlike the other E-War stuff, which tackles very specific capabilities. Once you add more ECM on the field, it just gets better since there are no stacking penalty. Each single jam has it's own seperate chance of going off.

It affects *all* targeted modules, while *all* other E-War attacks very specific attributes of a ship. And it's far too strong at that. Then add a ridiculous long time of 20s if a jam goes off.

The mere fact that Jamming ships is always on the top of the priority list demonstrates that. When ships need to be killed off the field above anything else almost no matter what fleet composition either fleet has, then there's something wrong with that ship.

To conclude this point:
* Chance based without stacking penalties means the more you have, the merrier.
* Chances of a single bonused jamming ships are far too high. They can pretty much jam anything sub-cap with ease. If they fit * ECCM and get remote ECCM, they can still jam you with a 40-60% chance.
* Unlike other E-War it affects *all targeted modules*.


Combine these three points, and it's obvious that the whole concept ECM is just plain broken.

Shifting chances around won't change any of that in any meaningful way.

The only sensible thing to do really, is by removing it and replacing it with something more sensible. For example (and this is just a random idea, not a suggestion - though I do like it!) a "Resistance Nano Disruptor" that directly disrupts a targets resistances in some way.
Zindale
Spias Inc.
#17 - 2012-07-02 10:44:16 UTC
Problem is not in the concept of ECM. The problem is in the fact that Pilots especially Solo PVP'er hate fitting modules that have only one purpose. ie ECCM. It only has one purpose and that is to reduce the chance of getting Jammed by ECM.

Sole PVP'er like their super PWN moblies and they love going round killing every ship in sight, and the first thing they do when they ANY ship fitted with ECM is come a cry on the forums.

Every time these threads come on the forum it is the same old whine ECM is overpowered! It is not overpowered. yes it jams a ship and stops it from locking anything for the cycle of the module, but it is NOT a guaranteed re-lock after the cycle

It's funny how you never hear an ECM pilot go on about how hard it is to actually jam a ship, as an ECM pilot i can tell you it is harder than any of you maths show.

The chances of failure is much higher than you think, yes it's a pain and yes you can get very annoyed when you can not do anything accept watch your ship melt, but simple rules are fit your ship to defend against ECM.

Also remember that Eve is NOT a sole game, and those who solo are at the greatest disadvantage, those who small gang PVP take your own ECM or ewar and primary the ECM ship before it has a chance to lock anyone.

ECM ship Such as the Falcon are the weakest ships on the field this is by design as well as by fit so take advantage of that and STOP cry every time your ship gets popped by an EWAR gang.
Aoyagi Haineko
Genuinely Exquisite Entities Society
#18 - 2012-07-02 10:53:33 UTC  |  Edited by: Aoyagi Haineko
Kadeyoo wrote:
It affects *all* targeted modules, while *all* other E-War attacks very specific attributes of a ship. And it's far too strong at that. Then add a ridiculous long time of 20s if a jam goes off.

I agree that the cycle/jam time is too long and that ECCM could be more than near to useless, but other than that, I don't see a problem. ECM doesn't affect all modules, it only affects most of other e-war, most remote reps/links/etc and most attack modules.It doesn't affect drones that already do what they are supposed to do (e.g. attack the Faclon/Kitsune), tank, speed... I'm sure there is more, but I can't recall right now as I'm at work looking for my boss to come any minute.
ECM ships are paper-thin, any fleet can get rid of them fast enough.

By the way, how exactly did you get the numbers?
Aoyagi Haineko
Genuinely Exquisite Entities Society
#19 - 2012-07-02 10:56:42 UTC  |  Edited by: Aoyagi Haineko
Well then, awkward double post...
Kadeyoo
Viziam
Amarr Empire
#20 - 2012-07-02 11:12:52 UTC  |  Edited by: Kadeyoo
Aoyagi Haineko wrote:
Kadeyoo wrote:
It affects *all* targeted modules, while *all* other E-War attacks very specific attributes of a ship. And it's far too strong at that. Then add a ridiculous long time of 20s if a jam goes off.

I agree that the cycle/jam time is too long and that ECCM could be more than near to useless, but other than that, I don't see a problem. ECM doesn't affect all modules, it only affects most of other e-war, most remote reps/links/etc and most attack modules.It doesn't affect drones that already do what they are supposed to do (e.g. attack the Faclon/Kitsune), tank, speed... I'm sure there is more, but I can't recall right now as I'm at work looking for my boss to come any minute.
ECM ships are paper-thin, any fleet can get rid of them fast enough.

By the way, how exactly did you get the numbers?


Please refer to this article for the formulae:

http://wiki.eveonline.com/en/wiki/Electronic_warfare_guide

And use PyFa/EFT/EveHQ to determine sensor strength/jamming strength for various combinations.


It only affects *all* other e-war, *all* remote reps/links/etc, and *all* attack modules (Please don't get me started on F.O.F missiles).

Does not leave much. You can warp off, fly around, rep yourself, have command processors/warfare links running - but other than that, you can not contribute to the fleet in any other way whatsoever. Right, this is not a problem?

Drones yes, I grant you that. But as you pointed out yourself, they will only do what they were told to do the last time. And attacking the Falcon/Kitsune with drones will be impossible if he's 80km away (drone control range!). Especially since a Jammer will have you locked and jammed long before you can acquire a lock on him, not just because he's likely to have a much smaller signature radius than you, but also because he has the advantage of surprise with the cloak in a Falcon.
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