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Player Features and Ideas Discussion

 
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ECM and ECCM change idea

Author
Casey AtThe Bat
Center for Advanced Studies
Gallente Federation
#1 - 2014-07-14 02:02:31 UTC
The crux of this idea is to remove one aspect of ECM if you choose to fit for it. This aspect is the "throw your hands up in frustration" for 20 sec. So, the idea:

1) ECCM is changed to a module which remove all jams currently suffered when the cycle is started. Cycle time is now 20 sec to match ECM and cap usage is enormous (similar to a target spectrum breaker cap/sec). Meta variations reduce cap usage. Retain the sensor strength boost.

2) ECM is buffed back up. The mechanic remains the same chance-based jam. Naturally, if you notice they've countered a jam, a fit with multiple ECM can attempt a second jam.

I know this affects combat probing, so the low slot passive eccm needs to be buffed.
Nariya Kentaya
Ministry of War
Amarr Empire
#2 - 2014-07-14 03:25:12 UTC
Or you could just use drones, better ECM, disengage, bring a friend, you know, the counters. Kinda like missiles are the counter to TD, or smart bombs are the counter to drones.
Nevyn Auscent
Broke Sauce
#3 - 2014-07-14 06:33:19 UTC
So basically you want god mode ECM back, since ECCM is useless (Except for 'unprobable' T3's I guess) if your opponent doesn't bring ECM.
That's one of the big issues. SB's are useful all the time, TL are useful all the time. ECCM is not.
L4V4
Native Freshfood
Minmatar Republic
#4 - 2014-07-14 06:38:36 UTC
Maybe a module that has a chance to break out of ECM would be more fitting..

@Nariya Kentaya: what is TD?
Julius Rigel
#5 - 2014-07-14 08:13:30 UTC
Casey AtThe Bat wrote:
ECM is buffed back up. The mechanic remains the same chance-based jam.

L4V4 wrote:
Maybe a module that has a chance to break out of ECM would be more fitting..
If anything, I think ECM needs to be made less chance-based. RNG is a stupid, old design relic of days-gone-by that can easily be replaced by other design.

For example making ECM time-based, and having the time be a product of sensor strength divided by ECM strength. So let's say for instance your ECM module has 2.4 strength and 20s cycle time. You try to jam a ship with 21 sensor strength. 21 / 2.4 = 8.75. So once you activate the module, nothing happens for 8.75 seconds, and then the ship is jammed for the other 11.25 seconds of the cycle, and then that repeats for the next cycle - no jam the first 8.75 seconds, etc..

That also means you can make your ship immune to ECM in a simple to understand and calculate fashion; If you want to be immune to ECM of strength 2.4, you just need enough sensor strength to make the time he needs to jam you longer than his cycle time. For example, 50 sensor strength / 2.4 ECM strength = 20.8 seconds needed to jam you. If the ECM only cycles for 20 seconds, it will never get to jamming you.

P.S.
Feel free to use this idea if you can be bothered to actually run the numbers and make it work.