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ECM Fix Proposal/Fixing ECCM Modules

Author
Warde Guildencrantz
Caldari Provisions
Caldari State
#1 - 2012-08-09 19:59:48 UTC  |  Edited by: Warde Guildencrantz
The issue:
ECM in comparison with other forms of electronic warfare, is overpowered, due to the fact that there is no specific counter that one can easily utilize to neutralize the effects of the electronic warfare, and the devices made to counter it (ECCM and passive ECCM) are not strong enough counters to alleviate the damage ECM causes, or that it is much too specific of a module to put on one’s ship when other useful combat oriented modules could be placed instead. Especially on shield tanked ships, sparing a slot for an active ECCM is crippling. This tradeoff is not really beneficial when there is only a potential for an enemy to bring ECM, however, not bringing this module leaves a ship completely vulnerable to ECM. Even ships that are unbonused to ECM can become a pain with ECM modules fit. However, fixing this issue is difficult because fixing a tracking penalty or some form of change to ECM would just not make any sense physically. As a result, there are two potential methods to fix up ECM:

a) Nerf ECM modules, making them less useful in general.
Advantages: Fixes balance across the board
Disadvantages: Makes ECM ships less desirable to fly, and caldari electronic warfare is solely based on ECM modules, whereas other races have multiple forms of warfare (warp disruption/dampening for gallente, energy warfare/tracking disruption for amarr, etc.). Debuffing ECM modules themselves will make some caldari ships useless completely and thus unbalance the caldari fleet in general. This causes option a to be unfair for caldari players.

b) Make ECCM much more useful
Advantages: Will make ECM counterable, however leaves ECM still a reasonable form of warfare in that it is not useless.
Disadvantages: Without ECCM, ECM still will be very powerful. However, after buffing ECCM modules, it should make ECCM modules extremely useful and not just a “nice to have” module, instead one of the “really important to consider” modules. Sort of like the versatility of a damage control module. This will not unbalance races, but provide a good counter to ECM if a pilot expects ECM on the field.

It is fairly clear that option b) models a more fair change in order to balance ECM. How would it be implemented?

Partial immunity

An active ECCM module currently provides around a 100% bonus to sensor strength of the ship using it. As this change will cause ECM to be much easier to counter, this basic bonus will be reduced to 40% instead.

An ECCM module should essentially nullify weak ECM(ECM drones, unmatching racial ECM), and makes powerful ECM (ECM from bonused ships/matching targeted racial ECM modules) more easy to deal with.

How would this work?
-ECM Drones and nonmatching targeted ECM do not affect a ship with an active ECCM module.

-Targeted ECM Jams as normally, with the exception of the Originating ship jamming the target. This means the target cannot shoot anyone except the ship that is jamming them while jammed. Overhead for this change would be a method of acknowledging who is jamming oneself easily so that one can target and engage the jammer.

What about multiple jammers?
The efficiency of this ability to target those who are jamming you decreases with each person jamming you. The first jammer you will have 100% chance of being able to target them back. The second, 75%, the third, 50%, and so on. This percentage decrease can be modified if found to be too lenient. For percentages that are not 100%, the chance of being able to target them is decided when their jam succeeds on you. That way, for multiple jammers, you have multiple chances to be able to target secondary jammers as well during a fight.

What about having multiple ECCM modules?
The bonus of each ECCM stacks (with penalties if needed). 40% strength bonus for each module. As well, the potential to target back jammers doubles for each module fit. With two ECCM, you can use both modules to completely target back 2 jammers. Meaning the first is 100% chance, the second being 100% chance, third 75% chance, 50%, etc.

How can this be balanced for all shiptypes?
Make identical ECCM modules in a medium slot and low slot version. This is needed because it is not fair if only armor ships have the potential to fend off ECM easily. Passive ECCM may not be needed anymore, due to the low slot ECCM being much more useful, however, perhaps passive ECCM could provide a negligible CPU requirement (1 CPU, 1PG), so ships could fit it with a very tight fitting if they wanted and didn’t have room for active ECCM.

Remote ECCM
Effectively, remote ECCM is supposed to be even more powerful than local ECCM. What would make remote ECCM useful?
-80% boost to sensor strength
-Make the targeted ship able to target any ship that is jamming it.
-Provide the same bonuses as the active local ECCM module.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Warde Guildencrantz
Caldari Provisions
Caldari State
#2 - 2012-08-09 20:00:14 UTC
What do these changes entail?
-Small scale ECM is much less useful if a player fits ECCM. A falcon can no longer lock down a 1v1 fight completely, the person being jammed will have the option to take down the falcon if the player can get in range or prepare properly for such an event. Using ECM however is still useful because the non ECM ship will be able to stay safe, or escape. But it does not mean the player being jammed instantly loses the fight.

-ECM on a small gang scale was too powerful, because one falcon could shut down a fleet of 5-6 people. With ECCM in this change, the falcon can be taken down reasonably, and the fight can go on. On a small scale, one person can be assigned to fit ECCM, and if a falcon uncloaks, they can be the person who hero scrams the falcon and kills it while the others are completely jammed. This is more reasonable. The other players still have problems, but the falcon can be taken down by the one who fits ECCM. This introduces a nice role and is a pretty cool setup for countering.

-One ship can also receive remote ECCM, making it able to shoot absolutely any ECM boat that attempts to jam it. At first, this seems overpowered, but in reality, if the person giving giving remote ECCM gets jammed, this effect is easily removed. Thus, it is reasonably fair.

-If a fleet flies as a complete ECM setup, even those with ECCM will have a bit of trouble dealing with it. This should be the case. If an entire fleet fits ECCM and faces an ECM fleet, each and every person who is jammed will be able to target back at least 1 ship. However, not all of them will be able to target the same ship. Thus, confusion will be present in the fight, but a method to fight back is quite available. Thus, each player can go after a single target, and try to take down enough ECM to fight properly. This is a new sort of fight, but would be quite interesting. It is a fair circumstance and both sides have a chance to fight back. However, one side will not be completely locked down. The ECM side can also cycle ECMs such that the “first ECM” landing on each target changes, so the ship that each pilot on the ECCM side has a 100% chance of targeting on the ECCM side will continuously change, making for an interesting fight with constantly changing targets. This and the fact that the ECCM side’s ships will be immune to unmatched targeted ECM modules will make it much easier for the ECCM side to fight back.

-On a large scale, ECM is easy to deal with. Whoever is not jammed, shoot the jammer. It still works this way after the ECCM module modifications.

Why should a ship be immune to ECM drones and unmatched ECM?
-Without ECCM these modules have a low chance of jamming already, this chance should be simply taken away if the player takes the opportunity to fit ECCM. This means deploying ECM drones to run away no longer works on a ship with ECCM, and matching ECM modules is very important against ECCM fitted ships.

What about ECM Burst modules?
-Unaffected by ECCM, stay as the currently are. Since bursts are very specialized modules, they should not be reduced in usefulness. (However, the 40% boost ECCM and the 80% boost ECCM gives still helps with resisting ECM bursts)

What about Remote ECM Bursts?
-Same as ECM Burst, very specialized, so should not be changed.

What about multispectral ECM?
-Works the same as matched targeted ECM, it is already not that powerful with jam potential, but not fair to nullify like unmatched or drones.

What about blue-on-blue jamming?
-An interesting idea is the fact that two ships who jam each other and have ECCM both fitted will be able to always, no matter what is put on them, target each other. This could mean that two guardians could rep each other no matter if people were attempting to jam them or not. However, if they are jammed, neither of the ships can target anything other than each other (not with a 100% chance anyways), so this is okay. (They could only rep each other, and no one else)

Summary of changes:
ECCM Modules:
-40% boost to sensor strength
-Can target back the jamming ship, 100%,75%,50%, etc., if jammed, cannot target back ships that are not attempting to jam
-With 2 ECCM modules, another jamming ship can be 100% targeted. With 3, another, etc.
-ECM Drones and Unmatched Targeted ECM nullified
Passive ECCM Modules:
-Leave the same, make negligible fitting requirements
Remote ECCM:
-Target can target back every single ship that tries to jam it. Cannot target people who aren’t trying to jam when jammed.
-80% bonus to sensor strength
-Nullify ECM drones and untargeted ECM.
Other:
UI needs to be able to show who can and can’t be targeted when jammed.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Emulated
Aliastra
Gallente Federation
#3 - 2012-08-09 20:02:59 UTC  |  Edited by: Emulated
ecm is the counter to ecm? fly with ecm pilots!!!! most ecm ships are dead in 1 shot with the exception of the scorpion! fly with a fc that knows whats up and you wont have a problem with most ecm engagements.
Warde Guildencrantz
Caldari Provisions
Caldari State
#4 - 2012-08-09 20:08:50 UTC  |  Edited by: Warde Guildencrantz
Emulated wrote:
ecm is the counter to ecm? fly with ecm pilots!!!! most ecm ships are dead in 1 shot with the exception of the scorpion! fly with a fc that knows whats up and you wont have a problem with most ecm engagements.


1. Flying a falcon in 1v1s generally won't get you any fights
2. A fleet of 5 people can fight back against a fleet of 5 other people using dampeners by getting close up, can fight tracking disruption by minimizing transversal, don't have to fight target painting because it is useless, yet can't do anything against ECM if they are unlucky? That is the reason ECM is up for being fixed up.
3. Not all fleets have room for ECM pilots, or the potential to field ECM. It doesn't even matter, because the issue here is solely that ECCM is not good enough to counter ECM, and this change makes it reasonable to use without ruining ECM in general.

The reason I posted this is because ECM is up for changes in near future (devs are talking about fixing it up, this is just a reasonable option)

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Mag's
Azn Empire
#5 - 2012-08-09 21:24:03 UTC
Warde Guildencrantz wrote:
The issue:
ECM in comparison with other forms of electronic warfare, is overpowered, due to the fact that there is no specific counter that one can easily utilize to neutralize the effects of the electronic warfare, and the devices made to counter it (ECCM and passive ECCM) are not strong enough counters to alleviate the damage ECM causes
I guess you'll now show us figures to back up this claim.

Warde Guildencrantz wrote:
or that it is much too specific of a module to put on one’s ship when other useful combat oriented modules could be placed instead. Especially on shield tanked ships, sparing a slot for an active ECCM is crippling.
Wow, you mean we have to make choices when we fit and there's not a fits all set up? Roll

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Warde Guildencrantz
Caldari Provisions
Caldari State
#6 - 2012-08-09 21:31:09 UTC  |  Edited by: Warde Guildencrantz
Mag's wrote:
Warde Guildencrantz wrote:
The issue:
ECM in comparison with other forms of electronic warfare, is overpowered, due to the fact that there is no specific counter that one can easily utilize to neutralize the effects of the electronic warfare, and the devices made to counter it (ECCM and passive ECCM) are not strong enough counters to alleviate the damage ECM causes
I guess you'll now show us figures to back up this claim.

Warde Guildencrantz wrote:
or that it is much too specific of a module to put on one’s ship when other useful combat oriented modules could be placed instead. Especially on shield tanked ships, sparing a slot for an active ECCM is crippling.
Wow, you mean we have to make choices when we fit and there's not a fits all set up? Roll


This proposal is not about arguing whether ECM is overpowered, it is simply trying to find a more useful setup for ECCM in general. As such, I am not going to focus in depth on ECM in comparison with other electronic warfare. The fact is that CCP has acknowledged that it is difficult to counter and wants to make some sort of change. This is just a possible method.

And yes, fitting active ECCM should be an option for both shield and armor tanks, it should be an option on most fits.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Taoist Dragon
Okata Syndicate
#7 - 2012-08-09 21:47:08 UTC
ECM or Electronic counter measure is a think to break the target lock.

Go back to the old ECM formula of str v sig str and make ecm racial only (no multi spec)

So simply make it break the lock on the target ship that has ecm not the ability to lock 'any ' target.

EG. I'm in a gang of three ships....I'm the biggest damage dealer and fit an anti minnie ecm jammer. We come across a mixed gang of 4 ships (2 minnie 2 other) and they all lock me up as i'm the biggest threat. I turn on my ecm and start attacking. Now the two minnie ships in the gang lose their lock on me but the other don't. If the ships were targeting my gang mates my ecm would have no effect whatso ever.

ECM should be a defensive mechanism not and offensive one. Damps/TD's are a combo, TP is offensive.

Balance it out.

That is the Way, the Tao.

Balance is everything.

Spr09
Abyssal Echoes
Invidia Gloriae Comes
#8 - 2012-08-09 21:59:47 UTC
Stasis Webifiers have no direct counters either, how do you propose we counter that?

BTW, "debuff" isn't actually a word, and despite people thinking that it is, and thinking it means a negative buff is wrong. So please people, stop using that word, if it were actually a word it would mean to remove buffs.
Warde Guildencrantz
Caldari Provisions
Caldari State
#9 - 2012-08-09 22:06:31 UTC
Changing a ships velocity does not necessarily negate its ability to fight back against against the ship that is webbing it.

If you are that worried about the term debuff, I can replace it :)

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Uris Vitgar
Center for Advanced Studies
Gallente Federation
#10 - 2012-08-09 22:15:41 UTC
Balancing ECM is simple, just weaken subsequent jam attempts. Whether to weaken them after a successful jam or after an attempt, and for how long, is a matter for experimentation
Warde Guildencrantz
Caldari Provisions
Caldari State
#11 - 2012-08-09 22:32:22 UTC
Uris Vitgar wrote:
Balancing ECM is simple, just weaken subsequent jam attempts. Whether to weaken them after a successful jam or after an attempt, and for how long, is a matter for experimentation


This change consists of doing option a) which was covered in the initial post. The aim with fixing ECM is to make it so that ECM ships are great still but are possible to counter in a convincing manner. Weakening jams successively is an unfair change in comparison with other EWAR types. As well, the method of tracking the decrease in jam strength would be difficult to keep track of based on the fact that one could switch targets with a single module, or reactivate it.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Bubanni
Center for Advanced Studies
Gallente Federation
#12 - 2012-08-09 22:32:57 UTC
I have the perfect fix, that won't nerf ecm directly...
Eccm module could also have an -%jam duration, the exact number is up to devs, but this would make eccm more useful, the real strengt behind ecm is the jam duration, so being able to decrease that would be nice... it could also be a completly different module that simply decreased the effectiveness of all ewar against your ship by a few % making it desireable to fit but not mandatory

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Warde Guildencrantz
Caldari Provisions
Caldari State
#13 - 2012-08-09 22:37:46 UTC
Bubanni wrote:
I have the perfect fix, that won't nerf ecm directly...
Eccm module could also have an -%jam duration, the exact number is up to devs, but this would make eccm more useful, the real strengt behind ecm is the jam duration, so being able to decrease that would be nice... it could also be a completly different module that simply decreased the effectiveness of all ewar against your ship by a few % making it desireable to fit but not mandatory


This is a reasonable idea, but I would still think that making the jammer more vulnerable while not completely taking away the full effect of ECM is a more fair setup, and a more interesting one tactically at that. The other issue with this is that it still causes unfair problems to those who prep for ECM on a small scale level, since sensor strength is unaffected.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#14 - 2012-08-09 22:54:40 UTC
#1: combine SeBo and ECCM modules.
Have 1 script to boot sensor range, 1 script to boost sensor resolution, 1 script to boost sensor strength.

Now when you fit an ECCM module, it can help against multiple types of Ewar, or give you other bonuses.

Ie, you expect jamming, but then they come at you with range scripted sensor damps, so you got from a strength script to a range script in your SeBo - at least partially negating the damp. It can also help in a sniping/kiting setup, and extra scan res is always welcome.

#2) have Jam length shorter than the jam cycle time. Only when Jam strength >> sensor strength does jam time = Jammer cycle time.
Ie something like Jam strength = 100, sensor strength =1, so sensor strength = 1/100th of jam strength, so jam length = 99/100 * the jam cycle time, when Jam strength = sensor strength, Jam time = 1/2 Jammer cycle time. ECM becomes good at breaking locks, but not good at completely shutting down a target (although if the target has a low scan res, it may jammed again before it is able to re establish a lock)

#3) HARM missiles,
http://en.wikipedia.org/wiki/AGM-88_HARM
http://en.wikipedia.org/wiki/Anti-radiation_missile
Or an "Anti-Radiation" targetting computer/fire control system
They operate similar to FOF missiles, except fire is directed at anyone using (harmful) Ewar on you.
Ie if someone paints/damps/ jams/tracking disrupts you, the missiles/guns go after them - but not normal targets that are simply shooting at you
Uris Vitgar
Center for Advanced Studies
Gallente Federation
#15 - 2012-08-09 23:03:19 UTC
Warde Guildencrantz wrote:
The aim with fixing ECM is to make it so that ECM ships are great still but are possible to counter in a convincing manner. Weakening jams successively is an unfair change in comparison with other EWAR types.


Not at all, the other ewars already have their stacking penalties. If the jam strength is penalised after a successful jam that's still 30 seconds a ship was taken out of action- that's a heck of a long time to be unable to lock anything, and even if the penalty is 50% each there's a very good chance of doubling that time.
Stukkler Tian
Brutor Tribe
Minmatar Republic
#16 - 2012-08-15 16:42:02 UTC  |  Edited by: Stukkler Tian
personally i always thought it would be better if ecm was script based
one script for highs
one for lows
one for mids.
The module would then shutdown one or all of the active modules targeted by the scripts (depending on how powerfull the devs wanted to make it)
This would mean that you could still do everything that ecm is indended for (bailing out scrammed ships,shutting off logi,countering a massive dps boat) and more (good counter for ancillary boosters ) while reducing the rage that is assosiated with not even being able to target the ships that are murdering you. This would also prevent one falcon from being able to render five ships combat ineffective reguarldess of race.
Eccm Could use similar scripts to make sure that those critical modules could be kept online.

Personally i would perfer it if they just shut down one module but it would shut it down 100% of the time no more chance based stuff. This would mean that a Ecm ship could either be used to either lock down an entier ship or it could spread its effects out across a fleet. Some things may need to be kept exempt (propmods).


A special note to the people who say the ecm boats dont need a nerf because they are fragile, I fly a rapier from time to time and I dont fit webs onto all of my mids.
Fon Revedhort
Monks of War
#17 - 2012-08-15 19:33:26 UTC
That's a classical case of flawed logic.

The thing is, eccm already doubles sensor strengh and by boosting it even further you're effectively splitting the whole ship lineup into two groups - ones without eccm and thus defensiveless and those with (OP) eccm and thus well protected. It would be a gamble of 0 and 1, a simple on/off mechanics.

Apparently it's a very primitive way of doing things and deserves no place in such a complex universe as EVE Online.

Also, there are already way too many must-have modules in small-scale (the one most vulnerable to ecm) PvP and you simply can not introduce yet another one and consider things done.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Warde Guildencrantz
Caldari Provisions
Caldari State
#18 - 2012-08-15 19:36:28 UTC
Fon Revedhort wrote:
That's a classical case of flawed logic.

The thing is, eccm already doubles sensor strengh and by boosting it even further you're effectively splitting the whole ship lineup into two groups - ones without eccm and thus defensiveless and those with (OP) eccm and thus well protected. It would be a gamble of 0 and 1, a simple on/off mechanics.

Apparently it's a very primitive way of doing things and deserves no place in such a complex universe as EVE Online.

Also, there are already way too many must-have modules in small-scale (the one most vulnerable to ecm) PvP and you simply can not introduce yet another one and consider things done.


So having one person in a fleet put on ECCM to be able to fight the ECM boats if any comes is too much of a gamble?

Also, the sensor strength bonus of ECCM is nerfed with the setup i talked about, not boosted.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Kitt JT
True North.
#19 - 2012-08-15 22:56:01 UTC
Those that whine about how ECM is OP have clearly never spent much time in ECM boats. Thinnest tank, first primaried.

I'll give you a hint though. this works especially well in low. If you're always getting hit by that falcon that decloaks at 70 or so, and jamms you during the fight, start bring an anti-ecm ship.

Its not hard.

here's an example. took 5 minutes

[Tempest, anti-ecm]
Gyrostabilizer II
Gyrostabilizer II
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Damage Control II
Energized Adaptive Nano Membrane II

Prototype 100MN MicroWarpdrive I
Medium Electrochemical Capacitor Booster I, Cap Booster 25
ECCM - Ladar II
ECCM - Ladar II
ECCM - Ladar II

1400mm Howitzer Artillery II, Republic Fleet Depleted Uranium L
1400mm Howitzer Artillery II, Republic Fleet Depleted Uranium L
1400mm Howitzer Artillery II, Republic Fleet Depleted Uranium L
1400mm Howitzer Artillery II, Republic Fleet Depleted Uranium L
1400mm Howitzer Artillery II, Republic Fleet Depleted Uranium L
1400mm Howitzer Artillery II, Republic Fleet Depleted Uranium L
[empty high slot]
[empty high slot]

Large Ancillary Current Router I
Large Trimark Armor Pump I
Large Trimark Armor Pump I

you know what that is? thats a dead falcon.

not good enough? get creative. ecm isn't over powered. people just don't try to counter it.

although i do think that ecm drones should be looked at.

Warde Guildencrantz
Caldari Provisions
Caldari State
#20 - 2012-08-15 23:16:40 UTC
Kitt JT wrote:
Those that whine about how ECM is OP have clearly never spent much time in ECM boats. Thinnest tank, first primaried.

I'll give you a hint though. this works especially well in low. If you're always getting hit by that falcon that decloaks at 70 or so, and jamms you during the fight, start bring an anti-ecm ship.

Its not hard.

here's an example. took 5 minutes

[Tempest, anti-ecm]
Gyrostabilizer II
Gyrostabilizer II
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Damage Control II
Energized Adaptive Nano Membrane II

Prototype 100MN MicroWarpdrive I
Medium Electrochemical Capacitor Booster I, Cap Booster 25
ECCM - Ladar II
ECCM - Ladar II
ECCM - Ladar II

1400mm Howitzer Artillery II, Republic Fleet Depleted Uranium L
1400mm Howitzer Artillery II, Republic Fleet Depleted Uranium L
1400mm Howitzer Artillery II, Republic Fleet Depleted Uranium L
1400mm Howitzer Artillery II, Republic Fleet Depleted Uranium L
1400mm Howitzer Artillery II, Republic Fleet Depleted Uranium L
1400mm Howitzer Artillery II, Republic Fleet Depleted Uranium L
[empty high slot]
[empty high slot]

Large Ancillary Current Router I
Large Trimark Armor Pump I
Large Trimark Armor Pump I

you know what that is? thats a dead falcon.

not good enough? get creative. ecm isn't over powered. people just don't try to counter it.

although i do think that ecm drones should be looked at.



Fleets shouldn't be forced to field a BS just to deal with the potential of a single ECM ship

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

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