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Target Painters - EWAR, Weapon Upgrade or Common Pool?

Author
Yoshi Usoko
Mammon Federation
#1 - 2013-06-29 23:34:02 UTC
Summary overview

Target painters have always bothered me... they don't really fit, do they? I went and had a close look at them, and came to the conclusion that, while they have some of the characteristics of EWAR, TP's are really much closer to weapon upgrades or the common pool webs, points, scrams, nos's, neuts etc. than to EWAR mods.

That led me to the conclusion that they should be reclassified, and that Minmatar should receive a new form of EWAR. Since TP still have a place, though, I figured that they should be treated as common pool mods, kinda like warp disruptors, webs etc., because they aren't quite weapon upgrades either.

That leaves a new system for Minnie, and what I propose is effectively a resistance dampener.


Detailed considerations

1. TP's - EWAR, Upgrade or Common?

Apart from TP, the other three EWAR systems share a number of common factors. They tend to:
a) support the racial combat style;
b) they effectively "debuff" the enemy ship by shutting various systems down or reducing their effectiveness;
c) there are generally mods that can counteract them; and
d) fluff-wise, they tend to counter the racial enemy's abilities.

For example, Gallente tend towards close-range brawling, hence their RSD's force the enemy to come closer by debuffing sensors (a, b). They can be countered by sensor boosters (c) and, since Caldari have a reputation for long-range missile stand-off, are designed to counter their racial enemy (d).

TP's only really meet b) above. Minnie combat style is all about flexibility, so they don't really help there. They cannot be countered, and they don't provide much of a counter to Amarr either, so they fail on a), c) and d).

Weapon upgrades directly improve weapon characteristics. A BCU boosts rate of fire and damage amount. If you're shooting a torp at a frigate, you're going to do exactly the same proportional damage with or without the BCU. In addition, weapon upgrades only boost the ship they're fitted to, so it's pretty clear that TP's aren't really weapon mods either.

Common pool items, however, like scrams and webs have a lot in common with TP's. They all adversely affect an enemy ship (killing warp drive, cap etc.), those effects are beneficial to all members of the friendly fleet (enemy can't run, shoot back, run mods whatever), and they're all only applicable under certain circumstances:
* nos's don't help Minnie much against Amarr,
* neut's aren't too terrible to Minnie ships or Caldari missile boats, or to passive/buffer tanks,
* points/scrams are only relevant if the other dude actually wants to run away (otherwise it's just draining your cap!), and
* webs are most effective when stuff is small, fast or escaping, while almost irrelevant if you and enemy are both brawling BS's and committed to the fight.

TP's adversely affect the enemy (boosting their sig, making them easier to hit and taking more damage), the effects are beneficial to almost anyone who's shooting at that ship, and they're primarily useful under limited circumstances (e.g. frig gangs shooting up lone BC's aren't going to get much joy from TP's).

Based on the above, I really think that TP's should be reclassified as common pool items, and that Minnie should get some new EWAR.


2. Minnie's New EWAR

But what should they have, I hear you say! Resistance debuffers, I answer.

Going with the "ewar definition" from section 1 up top:

a) Amarr have always (in my experience anyway) been well known for their massive, high resist armor tanks. What better EWAR for Minmatar than something that debuffs those resists, making it easier for the Minnie "flexible is best" combat doctrine to chew through them. It also makes it easier for Minnie hulls to survive (as a general rule, Minnie aren't quite as tanky as Amarr).

b) With the exception of resists, pretty much all ship systems already have some form of available debuff. Speed has webs. Warp has scrams. Sensors have ECM and RSD's. Guns have TD's (and I seem to recall reading that CCP is planning on extending their effectiveness to missiles as well). Drones are destroyable, and have lame UI controls besides. Cap has nos's and neuts. It's all there... except tank. Since I can't think of a semi-reasonable pseudo-science explanation for reducing the amount of shields/armor, reducing the resists will work just fine. And it ties nicely into the Minnie-Amarr war because of Amarr's big armor tanks.

c) There are tons of resist mods out there already, so counter-mods are already in existence and won't need to be added.

d) As noted, a resist debuff hits directly at the Amarr, so the fluff works quite nicely.


3. What should change?

As noted, TP's should become common pool, but basically, nothing will have to change here. The new EWAR mods will need to be designed and tested. Minnie ships with TP bonuses will switch over to resist debuff bonuses. I can't think of any other changes that will need to be made.

I thought that maybe without bonuses, TP's would need to be buffed, but on examination, I decided that it would probably be fine as is. Even comparing completely unbonused TP's to bonused TP's, I only came out with 4%-5% variations on effectiveness even under ideal conditions. If CCP's really concerned, they can always give TP's a small buff.

I know it'll need a fair amount of testing for balance, but I think it's got a lot of potential. Comments?
Zakeus Djinn
Who Called In The Fleet
#2 - 2013-06-30 00:02:20 UTC
Seems to me tracking disruptors fail on points a) and d) also. Amarr are slow, and fit heavy armor plates that slow them down further, so they don't have good range control and they don't out track guns very well. Minmatar also have the best tracking guns, and they typically rely on falloff to gain range, which is a bit less effected. On the other hand, Minmatar are the fastest, and webs are their secondary EWAR, meaning they have great range control and are better at getting under the tracking of other ships. Furthermore, Amarr lasers typically have long optimal ranges, and the slowest tracking (I think), and so are heavily affected by tracking disruptors.

Basically, Minmatar should have tracking disruptors, and Amarr should be the one getting a new EWAR module.
Yoshi Usoko
Mammon Federation
#3 - 2013-06-30 00:10:49 UTC
Zakeus Djinn wrote:
Seems to me tracking disruptors fail on points a) and d) also. Amarr are slow, and fit heavy armor plates that slow them down further, so they don't have good range control and they don't out track guns very well. Minmatar also have the best tracking guns, and they typically rely on falloff to gain range, which is a bit less effected. On the other hand, Minmatar are the fastest, and webs are their secondary EWAR, meaning they have great range control and are better at getting under the tracking of other ships. Furthermore, Amarr lasers typically have long optimal ranges, and the slowest tracking (I think), and so are heavily affected by tracking disruptors.

Basically, Minmatar should have tracking disruptors, and Amarr should be the one getting a new EWAR module.


I suppose I wasn't particularly clear with a). In most ways, a) is just as much about forcing the enemy to play your way as it is about boosting yourself. Gallente RSD's force Caldari in close range. Caldari ECM gives Gallente the finger and lets them fight at close or long range without being overly punished by the Gallente blasters.

As such, given that Minnie guns track way better than Amarr, it makes sense for Amarr to have TD's to nerf Minnies gunnery down to sub-Amarr levels. That also fulfils d), sorta. Range control, like cap war, cannot be limited to a single race or it would be massively OP. Apart from those two, Minnie's big advantage is their gunnery, so it would make fluff sense for Amarr to nerf that. d) fulfilled.
Zakeus Djinn
Who Called In The Fleet
#4 - 2013-06-30 03:02:36 UTC
Yoshi Usoko wrote:
Zakeus Djinn wrote:
Seems to me tracking disruptors fail on points a) and d) also. Amarr are slow, and fit heavy armor plates that slow them down further, so they don't have good range control and they don't out track guns very well. Minmatar also have the best tracking guns, and they typically rely on falloff to gain range, which is a bit less effected. On the other hand, Minmatar are the fastest, and webs are their secondary EWAR, meaning they have great range control and are better at getting under the tracking of other ships. Furthermore, Amarr lasers typically have long optimal ranges, and the slowest tracking (I think), and so are heavily affected by tracking disruptors.

Basically, Minmatar should have tracking disruptors, and Amarr should be the one getting a new EWAR module.


I suppose I wasn't particularly clear with a). In most ways, a) is just as much about forcing the enemy to play your way as it is about boosting yourself. Gallente RSD's force Caldari in close range. Caldari ECM gives Gallente the finger and lets them fight at close or long range without being overly punished by the Gallente blasters.

As such, given that Minnie guns track way better than Amarr, it makes sense for Amarr to have TD's to nerf Minnies gunnery down to sub-Amarr levels. That also fulfils d), sorta. Range control, like cap war, cannot be limited to a single race or it would be massively OP. Apart from those two, Minnie's big advantage is their gunnery, so it would make fluff sense for Amarr to nerf that. d) fulfilled.


Amarr already have long range though, so disrupting range forces the player to get closer where you have worse tracking (or helps you avoid taking damage at the edge of your range if you are able to dictate range), and disrupting tracking doesn't do much of anything to force an opponent for an Amarr player because Amarr ships are too slow to take much advantage of the tracking penalty.

While disrupting minmatar makes some sense because of their high tracking weapons, it's more effective to reduce the tracking of low tracking weapons.

I was certainly not suggesting limiting range control to a single race, I was simply saying that the higher speed of Minmatar ships makes them a little better at controlling range than other races.

Minmatar's big advantage is certainly NOT their gunnery; it's their speed. Tracking disruption doesn't really do anything to them in that respect.

Even if tracking disruption fits the categories you listed above in regards to Amarr, it just fits the Minmatar way better; reducing range hits lasers hard and the faster speed of minmatar ships makes it easier to gain and maintain range, reducing tracking also hits lasers hard and the lower sig and faster speed of Minmatar ships are just way more effective at sig tanking.

Basically, Tracking disruptors perfectly complement Minmatar's greatest strengths.
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#5 - 2013-06-30 03:49:47 UTC
It's a lore thing. Think about it, Caldari can totally blind a ship, Gallente can cut targeting to nothing, Amarr can make guns worthless, and the back water Minmatar call their laserpointers EWAR.

Tracking disrupters are nice on Amarr ships because you can make ships track worse than you upclose or out range them depending on how they're fit. TP are good on Min ships for lighting things up for arty or an improvised tracking enhancer for a swarm.

A) God no. Turning off someones health doesn't strike you as OP?
B) We call those weapons. They counter tank very well.

D)The fluff where wizards are now in the employ of Min ships?
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#6 - 2013-06-30 11:23:18 UTC  |  Edited by: Verity Sovereign
Well, as far as drones... the electronic warfare drone skill is needed for any drone that applies a negative effect, but doesn't do damage.

If that is what "ewar" is, then webs are also ewar, as well as neuts (though you could make a definition that excludes neuts).

TPs apply a negative effect to the target, but don't do damage, or subtract any "points" from a pool of "points" (as energy neuts do)

TPs seem like Eqar to me... but a very weak one...

In contrast to ECM, which is very strong. By your definitions, ECM fails the tests as well.

"a) support the racial combat style;"
Not really, it works with any combat style if your target can't lock

"b) they effectively "debuff" the enemy ship by shutting various systems down or reducing their effectiveness;"
I suppose, it does shut systems down, but its either complete neutralization, or no Debuff at all, as per a roll of the dice

"c) there are generally mods that can counteract them; and"
yea... but they suck IMO... I can mount 2 ECCMs, and still get jammed...

"d) fluff-wise, they tend to counter the racial enemy's abilities."
There is nothing gallente specific about them, they counter every race.... but they don't counter gallente particularly well, or at least not gallente drone boats


In some ways it would make more sense for TPs to be amarr ewar.
Amarr love lasers, minmatar have small sigs, and so a way to increase them would be good.
Amarr can TD minmatar, but they'll just get even closer and orbit, and they can still have very good tracking, since their weapons natively track better, and then the hulls often have a tracking bonus

Neuts don't do much against minmatar ships, who don't need cap to fire, and who can passive tank shields, or do a capless ASB tank...

It makes more sense for Minmatar to use tracking disruptors and neuts (since neuts are perfect for use against a cap hungry race like amarr), and for amarr to use target painters and webs (since webs and TPs are perect for making hard to hit ships become very easy to hit)

Gallente should be.... I guess SDs and tracking disruptors? TDs to counter caldari sniping?
although webs also seem to go good with their blasters.

Caldari ECM... ughh... I think it should just break target locks - that or the duration of the jam is related to the relative sensor strengths... a 10 strength jammer jams a 20 sensor strength ship... 10/20= 0.5... the jam only lasts half the jammer cycle time

I guess TPs (as the golem has) would be good...
TDs would also help with their sniper style... if ECM was changed to just break the lock, a SD/ECM combo would be good, as lowering scan res will make re-locking take a long time
Balthazar Lestrane
Dirt 'n' Glitter
Local Is Primary
#7 - 2013-06-30 12:25:12 UTC  |  Edited by: Balthazar Lestrane
TL:DR

Resistances bonuses just took a nerf if you recall the changes that came with Odyssey. How do you plan to balance this new (and wildly overpowered idea IMO) against ships that have no bonus to resistance? Nope. You want to counter Amarr armor resistance bonuses?

Bring more guns.


--

You can't really complain about Target Painters at all. They have drawbacks like any other module and benefits as well.

Quote:
(and I seem to recall reading that CCP is planning on extending their effectiveness to missiles as well)


Proof of this would be more welcome than conjecture, as tracking disruptors affecting missiles makes no sense. Missiles have no optimal range nor a tracking property. Why do TD need to affect missiles anyway? It's their drawback. They're only useful against turreted ships, like target painters have drawbacks (ineffective when used with turreted ships and less effective on smaller ships in terms of damage application) or sensor damps have drawbacks or neuts/nos have drawbacks.

And for the record, any sort of capacitor warfare can be considered "EWAR" against tank, no cap = no reps, remote or local is irrelevant. The only exception to that is passive shield tanks that can actually withstand the incoming DPS to rep itself with the base recharge rate; Drakes can do this though I know of no others but I also don't fly those Caldari dishonor boats). Don't forget those pesky Ancillary Shield Boosters that use 0 cap ( and yet Ancillary Armor Reppers are still cap hungry little *****) ..moving on.

Quote:
Basically, Minmatar should have tracking disruptors, and Amarr should be the one getting a new EWAR module.


This is as ludicrous as the idea of a tank debuff. Did you forget that Amarr weapons are also the most cap hungry over all others? So Minmatar can now neut, web, and TD the **** out of the slowest, most cap reliant ships that just also happen to have the worst damage application?

You sir, get an F in Rebalancing EVE 101.

CCP, please ignore this and move on to Pirate Faction/T2 Tiericide.
Rroff
Antagonistic Tendencies
#8 - 2013-06-30 12:33:51 UTC
OK its not quite in the direct counter mods of the others but TPs can't be countered :P halo implants, skirmish sig reduction link, etc.
Kakuzo Noud
Ministry of War
Amarr Empire
#9 - 2013-06-30 12:59:22 UTC
I think EWAR in general needs a huge re-balancing and overhaul.

As it is, Caldary get the best ECM, Amarr get an ECM that works only on some ships, Gallente get a 'meh' ECM, and Minmatar's ECM is just a joke.

Why not just make all the ECM general pool, and ECM boats get a bonus to any form of ECM? This will absolutely **** off any blackbird pilot, but it makes more sense IMO. Just because I chose to fly Amarr, I can't fly an ECM ship to counter missile ships?
Balthazar Lestrane
Dirt 'n' Glitter
Local Is Primary
#10 - 2013-06-30 15:41:56 UTC  |  Edited by: Balthazar Lestrane
Kakuzo Noud wrote:
I think EWAR in general needs a huge re-balancing and overhaul.

As it is, Caldary get the best ECM, Amarr get an ECM that works only on some ships, Gallente get a 'meh' ECM, and Minmatar's ECM is just a joke.

Why not just make all the ECM general pool, and ECM boats get a bonus to any form of ECM? This will absolutely **** off any blackbird pilot, but it makes more sense IMO. Just because I chose to fly Amarr, I can't fly an ECM ship to counter missile ships?


Please go read the newbie's guide to Electronic Warfare located here because I have no idea what you just said other than you're pissing and moaning about modules you don't understand.

http://wiki.eveuniversity.org/EWar_101_Guide

You have obviously never flown an Arazu, Celestis, Hyena, Huginn, Rapier, any of the four stealth bombers. All those ships (and there are plenty I didn't list) effectively utitlize their races EWAR (and other races). Dual-web Hyenas are boss in low sec FW sites, Rapiers are the heavenly form of bomber support because they can not only slow targets down with webifiers but 'cause massive sig blooms with Target Painters. I shouldn't even need to point out the dampening capabilities of an Arazu or Lachesis. Meh? I think not. Unbonused damps on a roaming bomber fleet can be devastating, because EWAR itself is best utilized as support and a force multiplier. This goes the same for Target Painters.

As for "Caldary get the best ECM", that's a load of ****. ECM is forever chance based, it will ALWAYS have the possibility of failing and guess what? It does, quite a lot. I've been on both ends of the spectrum where ECM has been a game changer and heralded glorious victory and failed miserably, resulting in blown-out hulls. ECM is fine.

As I stated before, the Tracking Disruptor bonus that Amarr utilizes doesn't need to affect missiles. It doesn't even make sense in terms of current mechanics. There is no tracking speed to disrupt nor an optimal range, either. And until I see something from CCP about this actually even being considered, I will ignore any further discussion on it.

Want to counter missiles with ECM?

Train for Caldari hulls. Get a second toon started with the fancy new dual character training. Or better yet, think of a way to counter missiles that doesn't involve ECM or Caldari ships at all. Because guess what? It's very doable. You chose to fly Amarr? Doesn't matter. Cross-racial training or owning multiple toons is the norm and I see no reason to change anything because you don't have an Amarr ECM ship, which doesn't adhere to EVE lore for one thing. Secondly, how do you plan to run all those capacitor hungry lasers with all those ECM modules running at the same time? I don't get the impression that you would know how to micro-manage those modules to be successful with an Amarr ECM ship. I'll admit that I probably can't myself.

Not only would you **** off every Blackbird pilot, but you can add Falcons and Rooks (for those alliance tourney pilots) as well as Scorpions and Widows to that list as well. You want to strip a races identity and lore because you regret your starting choice?

o\

Quote:
OK its not quite in the direct counter mods of the others but TPs can't be countered :P halo implants, skirmish sig reduction link, etc.


Remote Sensor Damps or ECM will counter Target Painters. If you cannot lock, you cannot paint. You could also point your guns at them and remove the threat that way. Not everything in EVE needs a sure-fire counter, lest we all fly the same 4 hulls and turn this wonderful spacescape into a bland, WoW-tastic crapfest. No thanks, I'll take my EWAR just the way it is.
Mr Doctor
Imperial Academy
Amarr Empire
#11 - 2013-06-30 15:49:39 UTC
Theres also the "Caldari get the best Ewar" which is true in a lot of circumstances especially with how easy it is, but they also have only one Ewar when everyone else gets 2.

TDs only work on some(most) ships, but neuts work on everyone. Galente can scram out past point range and point from 100km which combined with damps is killer, Tars webs can match that range. ECM is easybutton but not winbutton.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#12 - 2013-06-30 16:09:36 UTC
TP's are useful.

It's like giving your ENTIRE fleet a tracking computer.

You don't think that's powerful?
Balthazar Lestrane
Dirt 'n' Glitter
Local Is Primary
#13 - 2013-06-30 16:17:59 UTC  |  Edited by: Balthazar Lestrane
Mr Doctor wrote:
Theres also the "Caldari get the best Ewar" which is true in a lot of circumstances especially with how easy it is, but they also have only one Ewar when everyone else gets 2.

TDs only work on some(most) ships, but neuts work on everyone. Gallente can scram out past point range and point from 100km which combined with damps is killer, Tars webs can match that range. ECM is easybutton but not winbutton.


Neutralizers are fairly worthless against a passively tanked shield fit, have no effect on missiles or projectile turrets. Cap boosters will also negate their effects so long as you have booster charges loaded to inject. So no, they don't work on everyone.

ECM is not an easy button. It's just a button that you push, like TD or RSD or any other active module. It has the drawback of not always doing something however. I find it extraordinary that people will ***** about ECM after it's already been nerfed and Remote Sensor Dampeners do the same ******* thing and will not fail.
Balthazar Lestrane
Dirt 'n' Glitter
Local Is Primary
#14 - 2013-06-30 16:20:38 UTC
Spugg Galdon wrote:
TP's are useful.

It's like giving your ENTIRE fleet a tracking computer.

You don't think that's powerful?


In addition it's like giving your entire fleet a Sensor Booster with a Scan Res script, though I'm sure it's nothing like the actual thing, sig radius does affect lock time.
Mr Doctor
Imperial Academy
Amarr Empire
#15 - 2013-06-30 16:50:15 UTC
Balthazar Lestrane wrote:
Neutralizers are fairly worthless against a passively tanked shield fit, have no effect on missiles or projectile turrets. Cap boosters will also negate their effects so long as you have booster charges loaded to inject. So no, they don't work on everyone.

Other than killing off Invuls and even DCU at times, not to mention scram/web/prop. Boosters burn up quick under bonused neuts and also distract the pilot because he has to boost as his mods are cycling so it is having an effect. Granted if you come up against an SPR Gila youre out of luck but generally if youre fighting an SPR Gila youre probably doing a gank anyway.
Balthazar Lestrane
Dirt 'n' Glitter
Local Is Primary
#16 - 2013-06-30 17:12:08 UTC  |  Edited by: Balthazar Lestrane
Mr Doctor wrote:
Balthazar Lestrane wrote:
Neutralizers are fairly worthless against a passively tanked shield fit, have no effect on missiles or projectile turrets. Cap boosters will also negate their effects so long as you have booster charges loaded to inject. So no, they don't work on everyone.

Other than killing off Invuls and even DCU at times, not to mention scram/web/prop. Boosters burn up quick under bonused neuts and also distract the pilot because he has to boost as his mods are cycling so it is having an effect. Granted if you come up against an SPR Gila youre out of luck but generally if youre fighting an SPR Gila youre probably doing a gank anyway.


I said "passively" tanked shield fit, meaning no active mods (briefcase doesn't count IMO as an active mod as it's cap use is infinitesimally small). Much of what you're saying is circumstantial as well. You won't always be up against a bonused neut ship and some neut bonuses are only for range (Sentinels come to mind, as do the new Armageddons) and not amount. I was just speaking in generalities, a neut ship will be much less effective against non-capacitor reliant ships and/or missiles/projectiles. Shutting off prop mods and tackle is useful yes, but will it help you win the fight and kill the enemy? Not as assuredly as shutting down DPS or Tank is. Yeah, you have the option to warp off now because the target has no tackle.. but if you're warping off that's because your tank broke and you effectively lost the engagement. Shutting the prop modules down is useful when dictating range but like your examples, it really depends on the situation. I'm sure there are instances where a prop-less ship will still have the base speed to outdrift/dictate range. As I have limited experience with capacitor boosters, I won't argue with you on that, I just knew they were one way to counter neuting ships.
Mike Voidstar
Voidstar Free Flight Foundation
#17 - 2013-06-30 18:15:22 UTC
I tend to agree that TP's aren't really Ewar. I would class them support, like Remote Sensor Boosters, Remote Tracking Links, Remote Repair...

It does operate as Ewar in a way though. The signature bloat likely equates to the same difference as reducing resists by some small amount.
Kahega Amielden
Rifterlings
#18 - 2013-06-30 18:52:19 UTC
I generally agree that TPs don't function as ewar, and a replacement would be good, but your resist debuff idea will not work. You cannot have a form of ewar that amplifies damage on a target. This is because there is exactly one person on whom it makes sense to apply this new ewar, and that is the primary target. To put it another way, a Falcon can only jam a certain number of ships at a time - A single Falcon in a gang of 10 is about at strong as a Falcon in a gang of 100. Your ewar will get more relatively useful as the size of the fight increases, which is probably not a good mechanic.
Eka Lawrencia
Different Drummers
#19 - 2013-06-30 19:08:22 UTC  |  Edited by: Eka Lawrencia
Yoshi Usoko wrote:
TP's only really meet b) above. Minnie combat style is all about flexibility, so they don't really help there. They cannot be countered, and they don't provide much of a counter to Amarr either, so they fail on a), c) and d).


You forget transversal speed. TPs provide the ability to go fast and still hit with artillery, which traditionally is the main Minmatar weapon system. The speed of the ship and the range of the artillery provide the flexibility. Because of transversal, webbing the target means webbing yourself. Minmatar don't like to be webbed, so they need TP to stay in their operational envelope.

Minmatar use long range webs defensively, in order to counter Amarr fast movers and shape the engagement.
Drake Doe
88Th Tax Haven
#20 - 2013-06-30 21:59:27 UTC
Balthazar Lestrane wrote:
Mr Doctor wrote:
Theres also the "Caldari get the best Ewar" which is true in a lot of circumstances especially with how easy it is, but they also have only one Ewar when everyone else gets 2.

TDs only work on some(most) ships, but neuts work on everyone. Gallente can scram out past point range and point from 100km which combined with damps is killer, Tars webs can match that range. ECM is easybutton but not winbutton.


Neutralizers are fairly worthless against a passively tanked shield fit, have no effect on missiles or projectile turrets. Cap boosters will also negate their effects so long as you have booster charges loaded to inject. So no, they don't work on everyone.

ECM is not an easy button. It's just a button that you push, like TD or RSD or any other active module. It has the drawback of not always doing something however. I find it extraordinary that people will ***** about ECM after it's already been nerfed and Remote Sensor Dampeners do the same ******* thing and will not fail.

Rsds vs ecm is like being webbed compared to not being able to move at all.

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

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