These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
12Next page
 

ECM fix

Author
Vanquished Void
O.R.E. Transporting
#1 - 2014-12-21 08:35:17 UTC  |  Edited by: Vanquished Void
Greetings,

After the announcement that recon ships were being rebalanced, I've started thinking about ECM and how it's the only EWAR module that is chance based. After a while, I think I figured out the best way to fix them without completely making them overpowered.

First they need to be unlinked from sensor strength, which should be only used for your ability to be probed down.

Second, instead of being chanced base, they should reduce a ships maximum targets by 2-4 per module used against it.

Third, reduce the max range to 10-20 km based on tech/meta level, but can be increased by ship/player skills.

The flat decrease of locked targets should go a long way to making this module stronger, without making it game breaking. This would make it strong against logi ships in this format, and against other ships if you single them out, which is similar to how the other EWAR works. This also removes the need of racial ECM's.

Now, the ECM bursts should reduce the amount of locks of ships by 6-8, and limits the total amount of ECM modules that can be equipped to one.

The ECM rigs should be changed to add another maximum target reduction. Instead of ECM strength.

Feedback welcome,
VV


========================================================

 

Current proposal (Should have reserved a post instead of editing the OP)

 

Remove racial variants of ECM, and replace them with scripts to be used on the omni to make them as powerful as the racial variants.

 

This goes along with my original want overall, clear up module bloat. This would also make for a great quality of Life improvement since you don't need to keep so many different ECM modules to do the same job for different races, and goes along with how other EWAR modules can be scripted for specific results.
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#2 - 2014-12-21 08:41:33 UTC
You just made ECM stupid op in curbstomps and worthless everywhere else.
Jennifer Maxwell
Crimson Serpent Syndicate
#3 - 2014-12-21 09:57:44 UTC  |  Edited by: Jennifer Maxwell
As an ECM pilot, I have grown to feel that every attempt by someone to "ballance" or "fix" ECM is in fact an attempt at undermining it and nerfing it into the ground.

In short, keep your hands off my ECM.
Lugh Crow-Slave
#4 - 2014-12-21 10:12:18 UTC
Jennifer Maxwell wrote:
As an ECM pilot, I have grown to feel that every attempt by someone to "ballance" or "fix" ECM is in fact an attempt at undermining it and nerfing it into the ground.

In short, keep your hands off my ECM.


this is very true and a lot of times (like this OP) all they do is make its stupid overpowered


the main problem with ECM is people don't understand ECM

everyone either complains they are always jammed or that their jams never land
Swiftstrike1
Swiftstrike Incorporated
#5 - 2014-12-21 11:17:59 UTC
It's situations like this where I like to tell people to read my signature!

Also, I'll include this link just in case I change my signature in the future Cool

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Vanquished Void
O.R.E. Transporting
#6 - 2014-12-21 14:18:39 UTC
So to start off, I really didn't think it sounded that bad when I wrote it down first time and came back 10 minutes later.

The issue I have with ECM, isn't that it works or doesn't, it's that there are something like 100 modules because of the racial split that is generated from having too many modules just to work on each race of ship. (ECM and ECCM) This is the only EWAR type that suffers this kind of module bloat.

I know if someone said just remove all the racial variants, there would also be a bit of complaints made. Since module tiericide is happening, and recons are being balanced, it just seemed to make sense at the time.

ECM in it's nature is "If the ship has a bonus for it, it has a decent chance of landing." Also, the ships with the bonus also has a range increases on it as well.

I originally figured the number 2, because bonused ships would have 4 points of lock reduction and 5 for recons. This, I definitely feel was on the higher edge of power, but not completely overpowered.

If the module had base 2 lock reduction, with 10 km range, it wouldn't be used completely by solo players since you would have to sacrifice a lot of mids that were to be used for prop/tackle.

A ship that has bonuses for it, rarely fly solo, and when they are used in conjunction with another DPS ship, the same effect would happen, but your teamwork would allow tackle to land and ship to blow up. In fleet battles, limiting logi from locking more than 2-3 people is definitely on the strong side, and most ships have more than 6 locks, meaning no single module can shut down a ship.

Now that I read it again, nix the rig change, that is definitely more broken than I thought it was.

ECM is not a module for solo work, and I figured that the lock reduction vs current effect would allow it to stay decently strong, with only minimal change of actual effect. If I'm wrong, then meh, glad I was able to get this idea off my chest.
FT Diomedes
The Graduates
#7 - 2014-12-21 16:28:59 UTC
Swiftstrike1 wrote:
It's situations like this where I like to tell people to read my signature!

Also, I'll include this link just in case I change my signature in the future Cool



Swiftstrike1, your ideas are good and you should feel good.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Rain6637
GoonWaffe
Goonswarm Federation
#8 - 2014-12-21 17:38:31 UTC
damps are chance based beyond optimal, and damps are even worse than jams.
Rawketsled
Generic Corp Name
#9 - 2014-12-21 22:26:39 UTC
It's not that they're chance based.

Turrets are chance based, and nobody cries about that. Tracking disruption affects that chance, and nobody cries about that either.

When you've been TD'ed, you have the option of steering your ship to minimise transveral as well as dictating range. When damped, you have the option of changing range. Sure, it's less, but it's still an option. When webbed or painted; use prop mods and dictate range.

When jammed, you have no option except for turning on ECCM.

That's what sucks about it. You just sit there and wait. Give the victim something to do to oppose the ewar effect applied to them.
Reaver Glitterstim
The Scope
Gallente Federation
#10 - 2014-12-21 22:34:02 UTC
Howabout keep it as a chance-based module but make it treat all of the target ship's potential target locks as discrete units, and jam all of them separately? For instance, if you have a 60% jam chance against the target, you would have a 60% chance of jamming each of their potential locks. If it's a ship that can lock up to 5 targets and has 2 already locked, you might jam out 3 potential targets, including one of the targets that was already locked. The ship can still lock two targets (only two) and has one still acquired. The other must be re-acquired. If during re-acquiring the target, the lock unit being used gets jammed, the target locking will fail and will have to be manually restarted from the beginning.

This would effectively be a nerf to ECM, so it should be balanced out with a buff to ECM strength to compensate.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Joe Risalo
State War Academy
Caldari State
#11 - 2014-12-21 23:39:53 UTC
My only problem is the racial ties to ECM.

Remove that so that it's one module group instead of several.
Everything else can stay the same...
Sobaan Tali
Caldari Quick Reaction Force
#12 - 2014-12-22 00:23:25 UTC
Joe Risalo wrote:
My only problem is the racial ties to ECM.

Remove that so that it's one module group instead of several.
Everything else can stay the same...


Wouldn't that be a huge buff to them? I'm not really into ECM all that much so I'm just going off theory here, but doesn't that make it immensely easier for a Rook or Balckbird to keep several ships locked out regardless of there sensor types?

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Reaver Glitterstim
The Scope
Gallente Federation
#13 - 2014-12-22 00:28:03 UTC
Sobaan Tali wrote:
Wouldn't that be a huge buff to them?

I assume he meant to remove the racial jammers and leave multispectral where they are now. If anything that would be a nerf.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Mario Putzo
#14 - 2014-12-22 00:38:16 UTC  |  Edited by: Mario Putzo
Just give it scripts and make it target Drone Control Range and Drone Bandwidth. Boom problem with the imbalance solved. Functions like damps and other EWAR by removing a % of DCR or DB based on optimal/falloff variables. Will apply an effect 100% of the time, but the % will vary by engagement.

May have to add a module for drones that increase Drone Bandwidth, but with a counter to said module available I don't see that being an issue.
Joe Risalo
State War Academy
Caldari State
#15 - 2014-12-22 00:52:47 UTC
Reaver Glitterstim wrote:
Sobaan Tali wrote:
Wouldn't that be a huge buff to them?

I assume he meant to remove the racial jammers and leave multispectral where they are now. If anything that would be a nerf.



Yes and no...

Remove racial jammers, and multispectral.

Basically, remove anything tied to racial sensors, including racial sensors themselves.

Instead, go with a flat, across the board sensors, instead of racial specific sensors.


Now, balance ECM around that, and much like other modules, have one line of ECM...

I think leaving race specific ECM as the marking point would likely be OP, however, balancing around multi-spec would likely be a bit weak.

Perhaps meet somewhere in the middle.
Arya Regnar
Darwins Right Hand
#16 - 2014-12-22 00:56:16 UTC
I have my own version of ecm overhaul and it's basically centered around eccm not being so bad.
It goes like this.

ECM is fine, the only problem I see is that there is no counter to its randomness.

Make it so that each additional ECCM after 1 makes you ignore one succesful jam.

As in 1 ECCM -> makes you resistant
2 ECCM -> make you more resistant and first jam will be void and if second cycle lands you are jammed, otherwise it gets reset.
(resulting in having to jam 2 times in a row to get a jam in)
3 ECCM -> more resistant and first 2 successful jams are void (resulting in having to jam 3 times in a row to get a jam in)
It stops there and 4th ECCM just makes you more resistant again.

To not make logis overpowered with this you can make it so that remote assisting modules null the secondary effects of ECCM.

Think that is overpowered?

You are fitting 2 middle slot modules on a ship to be immune to a single cycle and 3 middle slots to be immune to 2 cycles.
You severely gimp your tackle abilities so people that want to avoid PVP can use stabs against you and you probably wont have enough scram points to hold them.

As far as PVP goes this still works to disrupts logi chains and remote repairs as they have no secondary effects.

Might be hard to code but I think this would fix the randomness of ECM for those that specifically fit to counter it.

EvE-Mail me if you need anything.

Zan Shiro
Doomheim
#17 - 2014-12-22 01:02:03 UTC
Vanquished Void wrote:
Second, instead of being chanced base, they should reduce a ships maximum targets by 2-4 per module used against it.

The ECM rigs should be changed to add another maximum target reduction. Instead of ECM strength.

Feedback welcome,
VV




taking a wicked guess and saying you were t3 roll stomped? T3 gets slammed hard here as 5 is their max target number. And if sensor strength removed the subs that boost this become basically useless outside of pve (where'd they be used for hard to find). Pvp wise...you wouldn't need to probe me out in a pvp tengu, I'd be on grid lol.


Now...if you have in mind to get this limit removed, not helping this idea much but that be a fun idea to discuss all the same. As I do hate that limit tbh.
Reaver Glitterstim
The Scope
Gallente Federation
#18 - 2014-12-22 01:23:22 UTC  |  Edited by: Reaver Glitterstim
Arya Regnar wrote:
I have my own version of ecm overhaul and it's basically centered around eccm not being so bad.
It goes like this.

ECM is fine, the only problem I see is that there is no counter to its randomness.

Make it so that each additional ECCM after 1 makes you ignore one succesful jam.

As in 1 ECCM -> makes you resistant
2 ECCM -> make you more resistant and first jam will be void and if second cycle lands you are jammed, otherwise it gets reset.
(resulting in having to jam 2 times in a row to get a jam in)
3 ECCM -> more resistant and first 2 successful jams are void (resulting in having to jam 3 times in a row to get a jam in)
It stops there and 4th ECCM just makes you more resistant again.

To not make logis overpowered with this you can make it so that remote assisting modules null the secondary effects of ECCM.

Think that is overpowered?

You are fitting 2 middle slot modules on a ship to be immune to a single cycle and 3 middle slots to be immune to 2 cycles.
You severely gimp your tackle abilities so people that want to avoid PVP can use stabs against you and you probably wont have enough scram points to hold them.

As far as PVP goes this still works to disrupts logi chains and remote repairs as they have no secondary effects.

Might be hard to code but I think this would fix the randomness of ECM for those that specifically fit to counter it.

ECCM is pretty effective, and as far as I know, most people only ever fit one to any given ship. Logistics has a pretty high base sensor strength, so with one ECCM they become extremely resistant to ECM. Sometimes logistics might fit a second ECCM if they consider it utterly important that they never get jammed even once. But the real reason ECCM modules aren't very valued is that in most fights, nobody uses ECM against you. If you want to make ECCM less unattractive, you need to give it a use that works when nobody is trying to jam you.

I could see making an ancillary ECCM module which could prevent one successful jam and in doing so it would eat one charge of whatever it uses to resist the jams. This would be its only effect--it would not increase sensor strength. It could be a 60-second cycle module that holds, say, 3 charges (with a 5 minute reload timer) and you just turn it on and have it cycle when you think you're in danger of being jammed. It only uses a charge if it prevents a jam that would otherwise have been successful. It would also create an effect around your ship to make it clear to others that you have it fit. Some pattern that creates a dissonance with the ECCM visual effect, making it extra obvious if you are using both.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Arya Regnar
Darwins Right Hand
#19 - 2014-12-22 01:48:58 UTC
Reaver Glitterstim wrote:

ECCM is pretty effective, and as far as I know, most people only ever fit one to any given ship. Logistics has a pretty high base sensor strength, so with one ECCM they become extremely resistant to ECM. Sometimes logistics might fit a second ECCM if they consider it utterly important that they never get jammed even once. But the real reason ECCM modules aren't very valued is that in most fights, nobody uses ECM against you. If you want to make ECCM less unattractive, you need to give it a use that works when nobody is trying to jam you.

I could see making an ancillary ECCM module which could prevent one successful jam and in doing so it would eat one charge of whatever it uses to resist the jams. This would be its only effect--it would not increase sensor strength. It could be a 60-second cycle module that holds, say, 3 charges (with a 5 minute reload timer) and you just turn it on and have it cycle when you think you're in danger of being jammed. It only uses a charge if it prevents a jam that would otherwise have been successful. It would also create an effect around your ship to make it clear to others that you have it fit. Some pattern that creates a dissonance with the ECCM visual effect, making it extra obvious if you are using both.

I just want to have a decent way to go 1v1 and not lose it to jams if I prepare for them.

Other forms of ewar have hard counters ECM does not, besides supers and marauders ofc.

It's no fun when you go 1v1 against a puny miner in a belt and belt rat spawns and instajams you.

EvE-Mail me if you need anything.

Reaver Glitterstim
The Scope
Gallente Federation
#20 - 2014-12-22 01:54:18 UTC
Arya Regnar wrote:
It's no fun when you go 1v1 against a puny miner in a belt and belt rat spawns and instajams you.

ECCM is quite effective against player ships. I haven't tested it against belt rats but I know that NPC EWAR is highly imbalanced. This is another topic of discussion, but I agree, no single belt rat should be superior to a player in EWAR strength of any kind.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

12Next page