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An ECM change even I would get behind

Author
Nikk Narrel
Moonlit Bonsai
#41 - 2013-09-04 20:16:08 UTC
Soldarius wrote:
Nikk Narrel wrote:
What about a disruption field?

An ECM module that effectively made the signature of the ship unlockable, and in turn the ship using it could not lock anything else either.

I would limit this, so that the opponents could use signal boosters to overcome this effect, and lock the target despite this.

I would further twist the effect, and say the ship using this ECM could also use the same signal boosters, so they could also lock other ships over the interference that they generated.

Here is the kicker: as mid slot items, the ECM takes up slots used for shields and other items.
As low slot items, the boosters take up slots for armor and other items.


We already have these. They call this sensor boosters, remote sensor boosters, skirmish links, information warfare links, and x-instinct combat boosters. All of these either reduce your sig rad thus making you harder to lock/hit, or increase scan res thus allowing you to lock faster.

And that is the domain of sensor boosters and sensor damps. Not ECM.

Yeah, I am talking more extreme / absolute effects.

Without a booster, or a ship whose sensor strength is effectively boosted already, you cannot be locked at all.
The ship using this also suffers the effects, but towards absolutely everything else in the game.
Caliph Muhammed
Perkone
Caldari State
#42 - 2013-09-04 20:35:33 UTC  |  Edited by: Caliph Muhammed
[quote]
Sigras wrote:

My problem with ECM is that when you're jammed you might as well walk away from your computer for the next 20 seconds because thats about how effective you are. That should never be the case.

Extra Credits did an excellent episode explaining this issue. Game mechanics should increase the number of options each player has not eliminate them.

Also, saying "other mechanics leave you helpless too" is like defending a serial killer by saying "other people murder too"


I don't really have to defend the mechanics. Caldari and missiles along with ECM tie in. Not liking the mechanic isn't proof of it being out of line in EVE. ECM "resistance" skills are trainable and modules exist as well to boost that resistance even further. While I do engage in these threads often out of boredom I really don't worry about ECMs future at all.

We could spend a lot of time listing mechanics that we don't like, force projection, local chat, gate camps etc.

Deal with it.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#43 - 2013-09-04 20:47:11 UTC
Soldarius wrote:
After reading though all this, I am left with one question, and it is the most important one since ECM doesn't look so much at jam success as jam failure.

There are a lot of numbers here regarding jam time. But nothing regarding not-jammed time. How long does the target remain unjammed?

A player's functional combat time (time spent firing weapons or using other target-required modules) is reduced not just by the amount of time locked, but by how long it takes to reacquire a target lock. If the time spent unjammed is insufficient to reacquire locks, then he is effectively perma-jammed even if the ECM module(s) is/are not actively jamming him.


If you can get me a lock time equation I would be glad to do some more math in the GoogleDoc.

The unjammed time = 25 seconds - jam time. So technically the "total jam time" is jam time + relock time. Since BS take longer to lock and they are jammed for less time the idea is it averages out closely to a frigate which is jammed for longer but locks far quicker. It won't be perfect across the board, but it should be closer than 20 seconds + lock time that ECM does now. For a BS currently it could be upwards of 30-40 seconds. Whereas a frigate currently would be 23-25 seconds. If the math works right you could hit 15-20 seconds for both frigate and BS. Which would leave a few seconds to counter ECM ship before it jams you again.
Darirol
Ministry of War
Amarr Empire
#44 - 2013-09-04 21:02:23 UTC  |  Edited by: Darirol
one problem with this change would be the combination of guaranteed lock break for every single modul and the fact that capitals in lowsec can only tackled with target points. while being able to refit and instantly jumping away if there is no point for a half second

2 examples:

1.)
2 nyx grind a random structure in lowsec. some dudes find them and send in hics and tackle them. both nyx fit med slots with 5 ecm modules, everyone locks up to 5 different hics and then they hit F1-F5 together and jump out. i mean its hard enough to tackle supers in lowsec, but with your change you need almost a complete squad of hics for each super you want to tackle.

2.)
a normal capital fleet gets caught in lowsec. its not possible to jam 200 different ships at the same time, but iam sure if every capital refits to ecm modules, it would be hard to kill more then a few.

i would say guaranteed jams even for 0,1 sec is a no go solution
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#45 - 2013-09-04 21:09:10 UTC
Darirol wrote:
one problem with this change would be the combination of guaranteed lock break for every single modul and the fact that capitals in lowsec can only tackled with target points. while being able to refit and instantly jumping away if there is no point for a half second

2 examples:

1.)
2 nyx grind a random structure in lowsec. some dudes find them and send in hics and tackle them. both nyx fit med slots with 5 ecm modules, everyone locks up to 5 different hics and then they hit F1-F5 together and jump out. i mean its hard enough to tackle supers in lowsec, but with your change you need almost a complete squad of hics for each super you want to tackle.

2.)
a normal capital fleet gets caught in lowsec. its not possible to jam 200 different ships at the same time, but iam sure if every capital refits to ecm modules, it would be hard to kill more then a few.

i would say guaranteed jams even for 0,1 sec is a no go solution

There was discussion about a residual point. The objective would be that the residual point would keep the unbonused ECM using ship pointed until the target ship could relock and reestablish point. While I don't think it is the best possible solution, it happens to be the best solution proposed so far. This would negate the ability for Supers or caps to escape a point through ECM jams.
Sigras
Conglomo
#46 - 2013-09-05 08:01:53 UTC  |  Edited by: Sigras
Caliph Muhammed wrote:
Sigras wrote:

My problem with ECM is that when you're jammed you might as well walk away from your computer for the next 20 seconds because thats about how effective you are. That should never be the case.

Extra Credits did an excellent episode explaining this issue. Game mechanics should increase the number of options each player has not eliminate them.

Also, saying "other mechanics leave you helpless too" is like defending a serial killer by saying "other people murder too"

I don't really have to defend the mechanics. Caldari and missiles along with ECM tie in. Not liking the mechanic isn't proof of it being out of line in EVE. ECM "resistance" skills are trainable and modules exist as well to boost that resistance even further. While I do engage in these threads often out of boredom I really don't worry about ECMs future at all.

These are not things you can do while a battle is progressing to change its course which is clearly what I meant . . . unless you happen to finish one of the skills in mid battle i guess.

Caliph Muhammed wrote:
We could spend a lot of time listing mechanics that we don't like, force projection, local chat, gate camps etc.

Deal with it.

That is a fantastic attitude to never get anything changed or fixed in this game.

I bet you like games from EA which are totally unbalanced and terrible at launch and never get fixed because you "deal with it"

Just because there are other bad mechanics in the game does not mean that you shouldnt at least try to fix some of them; you have to start somewhere.

I mean by that logic we shouldnt arrest murderers because we cant ever catch them all . . .
Caliph Muhammed
Perkone
Caldari State
#47 - 2013-09-05 09:04:40 UTC  |  Edited by: Caliph Muhammed
My attitude is snarky after training ECM taking for granted it would be effective to have and then ever more often watching the skills go from effective to less effective to now often requested removed. You'll forgive me if I choose to defend the choices I was offered in game and committed to achieving. I'm now forced to endure mountains of cry from people who can't be bothered to even equip 1 mod to defend against it.

I do not want more TANK. I do not want more DPS. I want to JAM your ships. Simple..

Just as advertised when it was month after month accepting my currency for the ability to train it.

You'll have to excuse me while I laugh out loud at your notion players "balance" the game. Players run games in to the ground.

There's an old expression, "Too many chef's spoil the soup".

I feel compelled to reply because CCP is never going to take a confrontational approach to a customer by telling them no. So unchecked any idea good or bad begins to snowball until often arbitrary changes are made.

I respect everyone's right to post an idea in the forums we all pay a subscription to access and I would hope they respect my right to disagree. If I do disagree unlike many i'm going to elaborately detail why. Many would simply tell you "no. biomass."
Sigras
Conglomo
#48 - 2013-09-05 15:40:23 UTC
youre talking to someone with 4 characters who have each put more than 4 million SP into jamming, its just that some of us are able to put the good of the game ahead of our own wants and desires.

You have yet to "elaborately detail" why jamming does not need a change after having been explained to several times why it is a bad game mechanic . . . I tried to have a discussion with you; you told me to "deal with it"
Caliph Muhammed
Perkone
Caldari State
#49 - 2013-09-06 00:48:05 UTC  |  Edited by: Caliph Muhammed
Sigras wrote:
youre talking to someone with 4 characters who have each put more than 4 million SP into jamming, its just that some of us are able to put the good of the game ahead of our own wants and desires.

You have yet to "elaborately detail" why jamming does not need a change after having been explained to several times why it is a bad game mechanic . . . I tried to have a discussion with you; you told me to "deal with it"



I haven't seen evidence it's bad game mechanics. I have seen people demonstrate its effective when they refuse to defend against it. ECM has been changed from consistent to random to less effective. Its time for the playerbase to HTFU.
Sigras
Conglomo
#50 - 2013-09-06 06:41:35 UTC
Caliph Muhammed wrote:
Sigras wrote:
youre talking to someone with 4 characters who have each put more than 4 million SP into jamming, its just that some of us are able to put the good of the game ahead of our own wants and desires.

You have yet to "elaborately detail" why jamming does not need a change after having been explained to several times why it is a bad game mechanic . . . I tried to have a discussion with you; you told me to "deal with it"

I haven't seen evidence it's bad game mechanics. I have seen people demonstrate its effective when they refuse to defend against it. ECM has been changed from consistent to random to less effective. Its time for the playerbase to HTFU.

im assuming you're just choosing to ignore the well respected source I linked earlier that you in fact quoted . . . and the general consensus that randomness is bad for competitive gameplay.

Seriously, just think about it logically, name one way in which a totally random roll of the dice determines who wins and who loses an engagement makes the game in any way more skillful, more deep or in any way better.

The fact that you can fit modules to defend against it does not make the game more skillful, it just makes it a guessing game, as an uninformed decision isnt a decision at all.

What would make it better is for there be some way to play around it like with all other forms of E-war like flying closer to your opponent (sensor dampeners) adjusting your flight pattern for better tracking (tracking disruptors) etc.
Caliph Muhammed
Perkone
Caldari State
#51 - 2013-09-06 06:54:09 UTC  |  Edited by: Caliph Muhammed
There is counter play. You equip eccm/backup sensor arrays/ecm and I go down in flames. You don't equp eccm/backup sensor arrays/ecm you go down in flames. Just because a mini game doesn't pop up mid fight for us to spar it out with doesn't mean there aren't counters available.
EVE fights are won or lost, usually, before the first shot is fired.
ECM also has an effective range, so you can "play" around it.

How many losses do you have in 1v1s versus ECM ships?

Also, LOL at well respected source. Well respected in what?

Also, LOL at "skillful". At one time ECM was if jam strength equals sensor strength target is jammed. Then it was changed to if jam strength equals sensor strength target has a good probability to be jammed. Then everyone was given magically delicious resistance skills. Which further lowers the chance to be jammed. All of which comes into play before you even equip one module to defend against ECM.

htfu,l2p.l2notsuck, etc
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#52 - 2013-09-06 08:06:49 UTC
Come on. take your pissing contest to PMs and get back on evaluation the merits of this suggestions.
Morrigan LeSante
Perkone
Caldari State
#53 - 2013-09-06 09:07:40 UTC
There could be a significant psychological improvement to ECM if they removed the relock requirement and simultaneously dropped the cycle/effect time.

Minor side effects would be easier to shift tackle, but other than that....no net change except in people's minds which is where the problem mainly resides.
Kidsrule
The Scope
Gallente Federation
#54 - 2013-09-06 09:34:25 UTC
I believe that ECM needs a rework, as a logi pilot I am well aware of the power and strength of ECM jamming. Over the last 2 weeks half of the fleets i have been in have been hit by 80km orbiting griffins in fights where there was unbelievable amounts of EWAR being used. While i can close distance to the fleet to counter damps, the proposed ECM change would make even easier to disable logi in fleet fights. Just the simple act of having your entire DPS section fit a ECM mod and just having then fire randomly at hostile logi would kill the effectiveness of the reps without there being a quick way to remove said hostile EWAR. My favorite ships the Basilisk and Guardian and their T1 variants would become absolutely useless. For example if we were by some miracle winning a fight but losing a ship every now and then, a single scorpion (or any range bonused ewar ship) could warp in at 100+km and simply fire ECM randomly into the cap chain. The problem is that not only would we have to relock cap chain partners but we would also have to relock the rep target, while possibly under sustained jam attempts (ECM bursting is a comparsion) Worse off if the hostile fleet simply had 3-4 cheap as nails griffins you could cause a an entire guardian/basi group to go down in about 25secs regardless of their fitted ECCM.

TLDR, lock breaking would end guardians and basilisks due to role bonus forcing a cap chain.
Nikk Narrel
Moonlit Bonsai
#55 - 2013-09-06 13:04:47 UTC
Morrigan LeSante wrote:
There could be a significant psychological improvement to ECM if they removed the relock requirement and simultaneously dropped the cycle/effect time.

Minor side effects would be easier to shift tackle, but other than that....no net change except in people's minds which is where the problem mainly resides.

Actually, this makes sense.

Needing to manually retarget a hostile, despite the fact that you had them previously targeted, seems a bit over stated.

Your ship's computer should at least allow a checkbox option to auto-retarget in the event of jamming, and pop up a fail message saying target no longer present, or out of range, if it can't re-establish a lock.

The automatic aspect should at least shave off a second or two for targeting here.

(Optionally, you can have greyed out targeting windows showing who you were targeting, which you could manually drop if you decided not to worry about them after the fact.)
Morrigan LeSante
Perkone
Caldari State
#56 - 2013-09-06 13:59:58 UTC
I meant going a bit further, that locks automatically and instantly re-establish. i.e. no re-lock time. It feels unnecessarily punitive given the current ECM duration to lump relock time on after that.

So, you have stuff locked. Get jammed. Jam ends. Targets (those still on grid/range) are instantly (or almost if too hard to code) reacquired. Explainable by the sensors overcompensating for the jamming and giving a temporary boost to resolution for a few seconds.


It'd be needed if the cycle time is dropped, otherwise low scan res ships would NEVER get a lock, ever,
Sigras
Conglomo
#57 - 2013-09-06 15:32:44 UTC
Caliph Muhammed wrote:
There is counter play. You equip eccm/backup sensor arrays/ecm and I go down in flames. You don't equp eccm/backup sensor arrays/ecm you go down in flames. Just because a mini game doesn't pop up mid fight for us to spar it out with doesn't mean there aren't counters available.
EVE fights are won or lost, usually, before the first shot is fired.
ECM also has an effective range, so you can "play" around it.

Clearly you misunderstand the idea of counterplay . . . Counterplay is a way to play around the ability once you find out they have it, EG they start using scouts to spot for their snipers and you start driving away their scouts. Note they did not say "get in your time machine and warn your earlier self to fit a counter module" counterplay and counters are different . . . but im going to assume you didnt even watch the video

Caliph Muhammed wrote:
How many losses do you have in 1v1s versus ECM ships?

Who said anything about a 1v1? a 4v4 where one ship is ECM which lands several jam cycles will cause you to lose and it wouldnt even be your fault, you just got unlucky.

Caliph Muhammed wrote:
Also, LOL at well respected source. Well respected in what?

Well respected in game design which is, you know, what we've been talking about this whole time.

Caliph Muhammed wrote:
Also, LOL at "skillful". At one time ECM was if jam strength equals sensor strength target is jammed. Then it was changed to if jam strength equals sensor strength target has a good probability to be jammed. Then everyone was given magically delicious resistance skills. Which further lowers the chance to be jammed. All of which comes into play before you even equip one module to defend against ECM.

And yet not one of the things you mentioned has anything to do with skill; perhaps you need an English lesson. What people mean when they say skillful is the ability to apply player skill to a situation in order to overcome it, such as spiraling in to a target to avoid 0 transversal, or properly lining up a bombing run, on the other hand, FITTING a bomb launcher is not skillful.
Caliph Muhammed
Perkone
Caldari State
#58 - 2013-09-06 15:53:47 UTC  |  Edited by: Caliph Muhammed
Nothing in this thread has merit. Its yet another idea to change a mechanic because people don't want to defend against it and take less dps. Well guess what. TFB. Its working just fine as is. It doesn't need changing. They aren't going to remove it. They aren't going to make it disable high slots and its just about as weak as it could go before it becomes a waste of time to bring.

How do I counterplay around various damage types? I either do intel and prepare according, omni tank or I die.

So do intel, plan accordingly, omni tank (including eccm) or die.

See these threads always come with the assertion it's been proven too strong, too effective, whatever. Prove it. All I read is that "we" don't like ecm and heres how it should change to suit us and be damned all the ecm specialist.

And nothing in EVE requires skill. Just marginally more patience than normal, some study time and a better than room temperature IQ. You don't even have to aim.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#59 - 2013-09-06 16:43:04 UTC  |  Edited by: Aliventi
Morrigan LeSante wrote:
I meant going a bit further, that locks automatically and instantly re-establish. i.e. no re-lock time. It feels unnecessarily punitive given the current ECM duration to lump relock time on after that.

So, you have stuff locked. Get jammed. Jam ends. Targets (those still on grid/range) are instantly (or almost if too hard to code) reacquired. Explainable by the sensors overcompensating for the jamming and giving a temporary boost to resolution for a few seconds.


It'd be needed if the cycle time is dropped, otherwise low scan res ships would NEVER get a lock, ever,

I understand what you are saying. This design is supposed to help counter that low scan res ships lock slower by using their typically higher sensor strength to make the jam time shorter. So jam time + lock time for a BS is approximately the same as jam time + lock time of a frigate. That design is supposed to not favor BS or frigates. The 25 or maybe even 30 second cycle time for the ECM mod should guarantee that even a single falcon would have difficulty perma-jamming a target without a lot of jammers.

While I agree that instantly relocking would be a potentially useful mechanic, I don't think it would be the right decision in this design. The main issue is unbonused jammers only jam for 1-2 seconds. Instantly relocking after that would make an unbonused jammer nearly useless. The only way around this would be to buff the base jam strength of the ECM mod to the point an unbonused jammer was viable. Then you have the nightmare of trying to balance bonused hulls using this super-strength jammer. It would get ugly very quickly IMO.

Edit: It you were to rework the proposal to factor in an instant relock that would be balanced I would love to see it.

As far as a bunch of griffins jamming out a Basi or Guardian chain: It would take 4 jammers on a falcon to jam out a single scimi. It would end up being 2 girffins to the logi if they wanted a perma jam. That is a huge sacrifice considering that could be 2X logi in potential DPS ships. There is nothing that says you can't bring your own falcons and jam out all the griffins. Guaranteed jams work both ways. In other words I think this change is more balanced than it would appear in the case of jamming logi, but I can't really hand you proof that it is in all "what if..." situations.

I really wish we could test server this and have two 30 man gangs fight each other a few times with logi, ECM and the whole 9 yards to see how effective this is. It is such a drastic change that I would be very interested to see exactly how the tactics change. It is kind of hard to predict how these changes would effect things and how balance/unbalanced these changes are from a forum.
Nikk Narrel
Moonlit Bonsai
#60 - 2013-09-06 16:48:30 UTC
Aliventi wrote:
Morrigan LeSante wrote:
I meant going a bit further, that locks automatically and instantly re-establish. i.e. no re-lock time. It feels unnecessarily punitive given the current ECM duration to lump relock time on after that.

So, you have stuff locked. Get jammed. Jam ends. Targets (those still on grid/range) are instantly (or almost if too hard to code) reacquired. Explainable by the sensors overcompensating for the jamming and giving a temporary boost to resolution for a few seconds.


It'd be needed if the cycle time is dropped, otherwise low scan res ships would NEVER get a lock, ever,

I understand what you are saying. This design is supposed to help counter that low scan res ships lock slower by using their typically higher sensor strength to make the jam time shorter. So jam time + lock time for a BS is approximately the same as jam time + lock time of a frigate. That design is supposed to not favor BS or frigates. The 25 or maybe even 30 second cycle time for the ECM mod should guarantee that even a single falcon would have difficulty perma-jamming a target without a lot of jammers.

While I agree that instantly relocking would be a potentially useful mechanic, I don't think it would be the right decision in this design. The main issue is unbonused jammers only jam for 1-2 seconds. Instantly relocking after that would make an unbonused jammer nearly useless. The only way around this would be to buff the base jam strength of the ECM mod to the point an unbonused jammer was viable. Then you have the nightmare of trying to balance bonused hulls using this super-strength jammer. It would get ugly very quickly IMO.

Edit: It you were to rework the proposal to factor in an instant relock that would be balanced I would love to see it.

As far as a bunch of griffins jamming out a Basi or Guardian chain: It would take 4 jammers on a falcon to jam out a single scimi. It would end up being 2 girffins to the logi if they wanted a perma jam. That is a huge sacrifice considering that could be 2X logi in potential DPS ships. There is nothing that says you can't bring your own falcons and jam out all the griffins. Guaranteed jams work both ways. In other words I think this change is more balanced than it would appear in the case of jamming logi, but I can't really hand you proof that it is in all "what if..." situations.

I really wish we could test server this and have two 30 man gangs fight each other a few times with logi, ECM and the whole 9 yards to see how effective this is. It is such a drastic change that I would be very interested to see exactly how the tactics change. It is kind of hard to predict how these changes would effect things and how balance/unbalanced these changes are from a forum.

If we are not expected to be twitch gaming, then needing us to manually relock multiple targets diverts us from actually playing the real game, in exchange for the click fest mini game needed to restore locks you may need in a fight.