These forums have been archived and are now read-only.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

Lets relook at ECM; in a different way than before

Author
ViRtUoZone
Commie Bunny Pirates
#1 - 2014-01-02 19:27:40 UTC  |  Edited by: Virtuozone
So as we can all tell CCP seems to be taking steps to improving the game for small gangs and solo pilots right? Mobile Depots, siphon units ect. Now can we please take a look at fixing ECM. And I don't mean nerfing it or buffing ECCM at what it does; I mean completely fixing the system. Lets give ECCM some love, but in a different way than just buffing them.

Why?

Well for small gangs, such as 3-6 people, one ECM boat cripples the entire fleet and the only reasonable counter is another ECM boat. How many times have you heard (to my fellow small gang corps and pilots) 'They've got a Falcon' 'Can we get an anti-Falcon Falcon?' If you do a significant amount of small gang you've probably heard this before. Now ECM has a counter right? ECCM? What's wrong with ECCM? It's only purpose is to counter ECM. Well, how would that be different from Tracking Disruptors, Energy Neutralizers and Sensor dampeners?
In a few ways. First to Tracking disruptors; first I would like to point out that TD's have 0 effect on missile boats, while ECM effects all combat boats equally depending on ship size. So there's your first reason that TD's aren't as effective as ECM. Second, TD's do not put a ship out of a fight necessarily. For example; I was in a small fleet yesterday, 2 comets and a condor, all fitted with TD's. We all warped into two thrashers and split our TD's upon the two with the expectation that it would shut them off; they didn't. We had anticipated that the Thrashers be auto-cannon fit and put in optimal range scripts while they were artillery fits and hit just fine ultimately killing our fleet before we had time to swap scripts. However lets say, for the sake of argument, that we had the right scripts in. With the right piloting the thrashers would have the opportunity to decrease transversal velocity enough that they would have a chance to put up some damage. When you're perma-jammed by ECM however, you put out no damage. Finally lets compare the counter of Tracking Disruptors to ECCM; Tracking enhancers and Tracking computers. Same concept as ECCM is to ECM right? Just nullify the effect of the EWAR. The difference however is that ECCM doesn't help the ship when it's not being jammed, while tracking computers and enhancers do.
Now on to Neutralizers and vampires. The obvious counter to Neutralizers is a cap injector to keep cap coming in even when it's being removed, the difference here is that, again, cap injectors are useful even when not having your energy neutralized, much alike tracking enhancers are useful when not being Tracking Disrupted.
The final EWAR is obviously Sensor Dampeners. Sensor Disruptors have a counter, however it's not implemented very often. Sensor Boosters and remote Sensor Boosters. However even Sensor Boosters help a ships scan resolution and targeting range when it's not being Sensor Dampened. So what's the other difference between ECM and Sensor Dampeners? Well once again Sensor Dampeners don't make a ship as useless as a permanent jam. If you can get a sensor disrupting ship in your reduced lock range, something that if done right is entirely possible, and tackle him then it's entirely possible to remain in the fight. While being permanently jammed though? Nope, you get to sit there until they bring more back up or you run out of cap charges or whatever the condition may be. Ultimately, There isn't a practical counter that is nearly as desirable as other counters to other forms of EWAR are.

Well we've determined the problem, but how do we fix it?

Well we've determined what's wrong with ECM. It makes a ship useless in a fight with no counter that gives the ship a bonus other then to counter ECM itself. So naturally to counter the problem we have two solutions:

1. Remove ECM from the game and give Caldari an entirely new form of EWAR. (Not preferable by any means, would require tons of work and lots of people would be upset by the process.

2. Introduce a way to give a ship a bonus to countering ECM AND something else on the ship.

What I'm propose is a new (probably low slot mod) that I would like to call the electronically structured hull. (open for name suggestions because that one is crap) Well how would it work? It's a mod that would be used by small gangs and solo pilots quite often. A common setup for small gangs is to kite very well, it enables solo/small gangs to engage with larger gangs at range and potentially pose a threat to the large gang without being blaped off the field. The common mod for this type of fleet is a nanofiber internal structure. This mod improves the ships agility and speed, with a drawback of raw hull hitpoints. What I'm proposing is a mod that has the same effect as a nanofiber internal structure, however without the agility buff, (potentially a smaller speed buff as well, but that's open for discussion) that also give the ship a bonus to sensor strength. (how much also open for discussion but probably around 50-75%) This way there's a counter for ECM, that helps the ship even when ECM isn't on the field (like tracking enhancers/computers/capboosters do). However isn't necessarily on every ship. Also if you look at the numbers you'll see that it wouldn't make ECM useless in these engagements. Lastly lets take a look at it in action, with the comet mentioned earlier that I love to fly.

Against an all level 5, standard fit fleet Kitsune the probability of being jammed per racial ECM mod is roughly 85% if the comet pilot has his sensor compensation skills to level 5 as well.

With the proposed mod however, it is reduced to around 53%, making the ECM still very present, however not quite as totally crippling.

I appreciate the read, please offer any advice and please keep it constructive,

Virtuozone

Edited
Copied from the wrong forum section
Mag's
Azn Empire
#2 - 2014-01-02 19:31:49 UTC
So you said this.
ViRtUoZone wrote:
Now can we please take a look at fixing ECM. And I don't mean nerfing it or buffing ECCM at what it does; I mean completely fixing the system. Lets give ECCM some love, but in a different way than just buffing them.

Then followed with this.
ViRtUoZone wrote:
So naturally to counter the problem we have two solutions:

1. Remove ECM from the game and give Caldari an entirely new form of EWAR. (Not preferable by any means, would require tons of work and lots of people would be upset by the process.

2. Introduce a way to give a ship a bonus to ECM AND something else on the ship.

So you don't mean nerf it, you mean either kill it off completely or nerf it?

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

ViRtUoZone
Commie Bunny Pirates
#3 - 2014-01-02 19:38:14 UTC
Mag's wrote:
So you said this.
ViRtUoZone wrote:
Now can we please take a look at fixing ECM. And I don't mean nerfing it or buffing ECCM at what it does; I mean completely fixing the system. Lets give ECCM some love, but in a different way than just buffing them.

Then followed with this.
ViRtUoZone wrote:
So naturally to counter the problem we have two solutions:

1. Remove ECM from the game and give Caldari an entirely new form of EWAR. (Not preferable by any means, would require tons of work and lots of people would be upset by the process.

2. Introduce a way to give a ship a bonus to ECM AND something else on the ship.

So you don't mean nerf it, you mean either kill it off completely or nerf it?


You're missing my point my friend. The reason I put that we would have to remove it from the game as a solution is that we're always looking at it in the wrong way. (That's the reason for the the parenthesis after the statement.) When people look at ECM they either want ECM nerfed or ECCM buffed when in reality in order to balance ECM out with other forms of EWAR neither of those things need to occur. ECM simply needs a counter that helps the ship in a form other than to counter ECCM. (Kind of a confusing statement)
ViRtUoZone
Commie Bunny Pirates
#4 - 2014-01-02 19:40:39 UTC  |  Edited by: Virtuozone
ViRtUoZone wrote:
Mag's wrote:
So you said this.
ViRtUoZone wrote:
Now can we please take a look at fixing ECM. And I don't mean nerfing it or buffing ECCM at what it does; I mean completely fixing the system. Lets give ECCM some love, but in a different way than just buffing them.

Then followed with this.
ViRtUoZone wrote:
So naturally to counter the problem we have two solutions:

1. Remove ECM from the game and give Caldari an entirely new form of EWAR. (Not preferable by any means, would require tons of work and lots of people would be upset by the process.

2. Introduce a way to give a ship a bonus to ECM AND something else on the ship.

So you don't mean nerf it, you mean either kill it off completely or nerf it?


You're missing my point my friend. The reason I put that we would have to remove it from the game as a solution is that we're always looking at it in the wrong way. (That's the reason for the the parenthesis after the statement.) When people look at ECM they either want ECM nerfed or ECCM buffed when in reality in order to balance ECM out with other forms of EWAR neither of those things need to occur. ECM simply needs a counter that helps the ship in a form other than to counter ECCM. (Kind of a confusing statement)


Also I forgot the word counter in 'Introduce a way to give a ship a bonus to 'counter' ECM AND something else on the ship.'

My apologies and it's been fixed.
Mr Doctor
Imperial Academy
Amarr Empire
#5 - 2014-01-02 19:45:28 UTC
You do get a buff, its just a sucky buff for almost all ships in that it makes you harder to probe. I like the thinking, but at the same time it would have to relate to sensors, not speed. Technically nanos are already a counter to webs.

Only sensor related buff I can think is increased D-scan range but thats hella niche. Bult in meta0 ship scanner with half the range making it a little useful for neut ships maybe? Built in passive targeting with a 2 sec duration? The main sensor buffs are already counters to damps so you cant have any of those.
ViRtUoZone
Commie Bunny Pirates
#6 - 2014-01-02 19:48:48 UTC
Mr Doctor wrote:
You do get a buff, its just a sucky buff for almost all ships in that it makes you harder to probe. I like the thinking, but at the same time it would have to relate to sensors, not speed. Technically nanos are already a counter to webs.

Only sensor related buff I can think is increased D-scan range but thats hella niche. Bult in meta0 ship scanner with half the range making it a little useful for neut ships maybe? Built in passive targeting with a 2 sec duration? The main sensor buffs are already counters to damps so you cant have any of those.



I like the ideas. Again what the buff should be is totally open for discussion and suggestions. I suggested the speed buff because ECM is something particularly crippling to small gangs when they try to take larger gangs by kiting which is seems to be the suggested counter for larger fleets.
Ice Dealer
Ice Dealer Corporation
#7 - 2014-01-02 19:56:52 UTC
OP, you're forgetting ECM already has a big counter built in: Drones. All ECM ships are quite frail.

But:

What if a tech 1 ECM did -1 to target's max target lock?
What if a tech 2 ECM did -2 to target's max target lock?

Skills:
Targeting: Skill at targeting multiple targets. +1 extra target per skill level, up to the ship's maximum allowed number of targets locked.
Multitasking: Skill at targeting multiple targets. +1 extra target per skill level, up to the ship's maximum allowed number of targets locked.

Max Level V Skills = 2 (Before skills) + 5 (Targeting) + 5 (Multitasking) = 12

All ECM bonused ships should get a +2 to jamming. So a blackbird with 4 T2 ECM's could be -16. One blackbird could jam out one Maxed skilled ship. If people dont have that skill to 5, then perhaps a blackbird could nail 2.

Signal Amplifier I already adds +1 locks to your ship
Signal Amplifier II already adds +2 to locks to your ship


ViRtUoZone
Commie Bunny Pirates
#8 - 2014-01-02 20:03:49 UTC
Ice Dealer wrote:
OP, you're forgetting ECM already has a big counter built in: Drones. All ECM ships are quite frail.

But:

What if a tech 1 ECM did -1 to target's max target lock?
What if a tech 2 ECM did -2 to target's max target lock?

Skills:
Targeting: Skill at targeting multiple targets. +1 extra target per skill level, up to the ship's maximum allowed number of targets locked.
Multitasking: Skill at targeting multiple targets. +1 extra target per skill level, up to the ship's maximum allowed number of targets locked.

Max Level V Skills = 2 (Before skills) + 5 (Targeting) + 5 (Multitasking) = 12

All ECM bonused ships should get a +2 to jamming. So a blackbird with 4 T2 ECM's could be -16. One blackbird could jam out one Maxed skilled ship. If people dont have that skill to 5, then perhaps a blackbird could nail 2.

Signal Amplifier I already adds +1 locks to your ship
Signal Amplifier II already adds +2 to locks to your ship





I actually really like this idea. It would also encourage pilots to use the auto-targeting system in their utility highs.
Mag's
Azn Empire
#9 - 2014-01-02 20:07:33 UTC  |  Edited by: Mag's
ViRtUoZone wrote:


You're missing my point my friend. The reason I put that we would have to remove it from the game as a solution is that we're always looking at it in the wrong way. (That's the reason for the the parenthesis after the statement.) When people look at ECM they either want ECM nerfed or ECCM buffed when in reality in order to balance ECM out with other forms of EWAR neither of those things need to occur. ECM simply needs a counter that helps the ship in a form other than to counter ECCM. (Kind of a confusing statement)
No, not really. ECM already has counters. I do think it's balanced at the moment.

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

ViRtUoZone
Commie Bunny Pirates
#10 - 2014-01-02 20:10:09 UTC
Mag's wrote:
ViRtUoZone wrote:


You're missing my point my friend. The reason I put that we would have to remove it from the game as a solution is that we're always looking at it in the wrong way. (That's the reason for the the parenthesis after the statement.) When people look at ECM they either want ECM nerfed or ECCM buffed when in reality in order to balance ECM out with other forms of EWAR neither of those things need to occur. ECM simply needs a counter that helps the ship in a form other than to counter ECCM. (Kind of a confusing statement)
No, not really. ECM already has counters. I do think it's balanced at the moment.



I don't think you read the full post. I'm aware that ECM has counters, however the direct counter to ECM, ECCM, doesn't help the ship other than to counter ECM unlike other forms of EWAR.
Mag's
Azn Empire
#11 - 2014-01-02 20:18:45 UTC  |  Edited by: Mag's
ViRtUoZone wrote:
Mag's wrote:
ViRtUoZone wrote:


You're missing my point my friend. The reason I put that we would have to remove it from the game as a solution is that we're always looking at it in the wrong way. (That's the reason for the the parenthesis after the statement.) When people look at ECM they either want ECM nerfed or ECCM buffed when in reality in order to balance ECM out with other forms of EWAR neither of those things need to occur. ECM simply needs a counter that helps the ship in a form other than to counter ECCM. (Kind of a confusing statement)
No, not really. ECM already has counters. I do think it's balanced at the moment.



I don't think you read the full post. I'm aware that ECM has counters, however the direct counter to ECM, ECCM, doesn't help the ship other than to counter ECM unlike other forms of EWAR.
But other forms of Ewar are rather certain in their effectiveness. It's rather like comparing chalk and cheese.

There is a guy that posts the same post in each and every one of these threads, showing the true nature of ECM. I'll try and find it and see which version we are now on.

Found it. Posted below and link here.

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

Mag's
Azn Empire
#12 - 2014-01-02 20:33:34 UTC
Aliventi wrote:
There is nothing wrong with ECM: A substantiation with numbers
Version 1.0.3 10/21/13
By: Aliventi

A work in progress. To be refined as more "ECM is OP/wrong/bad" threads pop up.



If you step back and take a look, ECM is arguably the least destructive of the EWAR varieties with the exception of TPs. A sensor dampener can lower a ship's targeting range to the point that it can't lock anything. Tracking disruptors lower the tracking on a ship to the point it can't actually hit anything. How frustrating is it that you can lock a target, but you can't track well enough to even hit it? Of course, TDs don't work against logistics, EWAR, or missile boats. That would make TDs less effective than ECM.

In other words, ECM, damps, and tracking disruption all have the potential to remove enemies from the fight. ECM and damps prevent you from locking, and TDs prevent your guns from doing anything effective. ECM is balanced in the way that it has a non-trivial chance of outright failing none of the other EWARs have. In fact SDs, TDs, and TPs never miss. ECM effects lasts 20 seconds whereas SD and TD effects last for as long as the module is activated.

Another balancing factor is that ECM is a mid-slot module in a race that is purely shield tanking. The other three races can fill their mids with EWAR and put together a reasonable armor tank. It is no mystery that this is why the CFC celestis fleets are so successful. They are combining never miss EWAR with a bonused ship that can tank long enough for logi to rep them. Caldari ships can put together a tissue paper armor tank at best.

One more reason ECM is less effective than the other types of EWARs is that to be effective in all situations a ECM ship needs to fit 4 specialized modules compared to the 1 generalized module that TDs, SDs and TPs enjoy. This means that tank is often sacrificed to reacha bare minimum of effectiveness.

"That is all fine and dandy," You say "but ECM is still too powerful". Why don't we take a look at some numbers?

Take a T2 Minmatar jammer. The ECM Phase Inverter II has a Ladar jam strength of 3.6.
Jammer vs Rifter: 3.6/8 sensor strength = 45% chance of a jam or 55% chance of doing nothing.
Jammer vs Stabber: 3.6/13 sensor strength = 27.69% chance of a jam or 72.31% chance of doing nothing.
Jammer vs Hurricane: 3.6/16 sensor strength = 22.5% chance of a jam or 77.5% chance of doing nothing.
Jammer vs Tempest: 3.6/20 sensor strength = 18% chance of a jam or 82% chance of doing nothing.

See? hardly anything wrong with ECM. Even against the most basic frigate it will fail more times than it will succeed. Imagine if your guns, hardeners, point, MWD, etc. had that fail rate. *shudder*

You see your issue is not truly with ECM. Your issue, is in fact, with the ECM bonused hulls. Take a Falcon with all level 5 skills fit with racial jammers, 2 Sensor Distortion Amps, and one ECM strength rig and let's look at those numbers again.

All level 5 Falcon vs. Sensor Comp. 5 ship:
Jammer vs Rifter: 14.2/9.6 sensor strength = 100% chance of jamming
Jammer vs Stabber: 14.2/15.6 sensor strength = 91.02% chance of jamming
Jammer vs Hurricane: 14.2/19.2 sensor strength = 73.95% chance of jamming
Jammer vs Tempest: 14.2/24 sensor strength = 59.16% chance of jamming

That really isn't OP at all. Considering the vast amount of training one has to accomplish to become a perfect Falcon pilot. In comparison the time it take to train a racial sensor comp to 5 or fit an ECCM module is trivial. In addition a Falcon has a tissue paper tank, a non-trivial chance of missing a jam, and unlike the other forms of EWAR it doesn't last forever.

Now you are likely to bring up a rather painful point in small gang and solo PvP: The ECM drone. Why don't we take a look at those?

EC-300 drone strength is 1.
Jammer vs Rifter: 1/9.6 sensor strength = 10.41% chance of jamming
Jammer vs Stabber: 1/15.6 sensor strength = 6.41% chance of jamming
Jammer vs Hurricane: 1/19.2 sensor strength = 5.23% chance of jamming
Jammer vs Tempest: 1/24 sensor strength = 4.16% chance of jamming

EC-600 drone strength is 1.5.
Jammer vs Rifter: 1.5/9.6 sensor strength = 15.62% chance of jamming
Jammer vs Stabber: 1.5/15.6 sensor strength = 9.61% chance of jamming
Jammer vs Hurricane: 1.5/19.2 sensor strength = 7.81% chance of jamming
Jammer vs Tempest: 1.5/24 sensor strength = 6.25% chance of jamming

Neither of those scream OP at all. "Now that isn't the real story" you exclaim "Most ships have 5!" True:
(How to calculate: Link calculator: Link (P (X>=1)) is the important number)

5 EC-300 jam strength 1:
vs Rifter: 42.28% chance of jamming with 5 drones.
vs Stabber: 28.19% chance of jamming with 5 drones.
vs Hurricane: 23.55% chance of jamming with 5 drones.
vs Tempest: 21.02% chance of jamming with 5 drones.
For 25m3 of drones these do seem a touch too powerful. I would recommend a reduction in jam strength down to .75.

5 EC-600 jam strength 1.5:
vs Rifter: 57.22% chance of jamming with 5 drones.
vs Stabber: 39.66% chance of jamming with 5 drones.
vs Hurricane: 33.40% chance of jamming with 5 drones.
vs Tempest: Or 27.58% chance of jamming with 5 drones.
For 50m3 of drones these seem very well balanced for their size.

You see in the grand scheme of things ECM is neither OP, broken, wrong, out of place, or any of the other things people claim ECM is. It is merely a different and perfectly valid form of EWAR. It is high-risk high-reward, only truly effective on bonused hulls (as it should be) which at best can manage a tissue paper tank when fitting jams, and doesn't last forever like the other forms of EWAR. All things considered, it is perfectly in line with the other forms of EWAR. What's so wrong with that?

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

ViRtUoZone
Commie Bunny Pirates
#13 - 2014-01-02 20:41:44 UTC
One thing he doesn't mention however are frigates. Specifically the Griffin and Kitsune. I've already explained the strength of a Kitsune vs a comet. However lets take for example a Griffin. A griffin has a jam strength per racial Jam of 8.1 vs a comets sensor strength (all lv 5) of 13.2, giving the Griffin a 61% chance of jamming out the Comet per jam, and any pilot is going to have more than just one jammer, good ones will have refitted to have 4 racial jammers.
Sean Parisi
Blackrise Vanguard
#14 - 2014-01-02 20:44:28 UTC  |  Edited by: Sean Parisi
Drones, ECCM, Sensor Dampeners and F.O.F can help with dealing with ECM.
ViRtUoZone
Commie Bunny Pirates
#15 - 2014-01-02 20:57:01 UTC
Perhaps we could assign drones without a lock. (With the exception of Sentries perhaps) Just an idea.
Dolorous Tremmens
The Scope
Gallente Federation
#16 - 2014-01-02 21:07:26 UTC  |  Edited by: Dolorous Tremmens
change ecm to reduce the number of targets with no minimum, below 0 make that ship unlockable to friend, foe and drone of same racial scan type, not including concord, oc. Scripts would increase the # of targets removed, and extend cycle time. racial ecm having 2-4 as a base (varying with brand/meta), multispectrals 1 target, meta/brands are for fitting. eccm would provide a minimum 0, or plus targets depending on how many are fit. scripted eccm might provide more targets at the expense of the minimum.

note: eccm only lessens the reduced target modifier, it does not add extra targeting otherwise

that's the base counter, now for an additional effect: Missile Jamming. as noted missiles don't have a tracking disruptor equivalent. as Minnies use turrets almost exclusively and their ewar is tracking disruption, the missile heavy caldari would have eccm to counter the massive volleys of missiles coming at them, like a smartbomb without the damage, and with only a chance of missile disruption.

I never liked the pure luck aspect of jamming. for missile defense it would be ok

reasons: ECM are an unwanted part of any large fleet, and the bane of small ones. in large they are used to break locks on logi and support. in small gangs, they can completely turn the tide of a fight, and there's really no way of fighting back someone who has just rolled boxcars and taken any chance of your fighting out of the picture. Taking away targets would really mess with logi in the large fleets, and in the smaller ones the new ways would mean that to take out one target for sure, they would need to have 2 scripted racials aimed at the same ship, so for a scorp completely loaded with as many ecm as it can pack, there would only be 4 ships taken out of action(or severely reduced), and the scorp is left with a tissue paper tank. The falcon would then be only a small gang ship, having much fewer slots. a pack of falcons could be a real problem, but with eccm you'll at least be able to target one ship. still impotent, but you can try to take someone with you

Get some Eve. Make it yours.

Ice Dealer
Ice Dealer Corporation
#17 - 2014-01-02 21:42:16 UTC
ViRtUoZone wrote:
Mag's wrote:

I don't think you read the full post. I'm aware that ECM has counters, however the direct counter to ECM, ECCM, doesn't help the ship other than to counter ECM unlike other forms of EWAR.


That is actually a big issue.
*Sensor Dampening's counter is sensor boosters, which fitting them has a lot of benefit besides just countering Sensor Dampening. Increases Lock range or Lock speed, or both.
*Tracking Disruptor's counter is Tracking enhancers, which fitting them has a lot of benefit besides just countering Tracking Disruptor.
*Energy Neutralizing's counter is capacitor booster's, which fitting them has a lot of benefit besides just countering Energy Neutralizing.
*Webbing's counter is actually Overdrive Injectors / Nanofibers / Microwarp / Afterburners. All of which are very well used because of the benefits.

However...

*Warp Scrambeling / Warp Disruption's counter is Warp Core Stab's. They don't really "help" you in any other way, or are useful for anything other then countering.
*Target Painting. I do not believe there is a direct counter. Please point one out if I'm wrong.


*ECM's counter is ECCM. Like warp core stabs, they don't help you... however there is one thing that they DO help you with, though I do not believe it was an intended thing from CCP. They make it harder to scan you down. This is quite a nitch thing though. http://themittani.com/features/proper-fitting
[quote]Most importantly, the multiple ECCM mods and the Dissolution Sequencer allow for the field commander to hold this force in reserve. By making it nearly impossible to probe down
Christopher Multsanti
95th Rifles Cold Stream Black Watch Regiment
#18 - 2014-01-02 22:33:43 UTC
The big problem with ECM is RNG.

RNG is the bane of all MMOs.

The only way to fix ECM is to maybe make it not use RNG, but how is that gonna work?

I really havent't given it any though but I'm sure the Devs think of nothing else.
ViRtUoZone
Commie Bunny Pirates
#19 - 2014-01-03 05:11:48 UTC
Loving the ideas and support guys, thanks for the advice and suggestions.
CW Itovuo
The Executioners
Capital Punishment.
#20 - 2014-01-03 06:28:41 UTC
ViRtUoZone wrote:


Well we've determined the problem, but how do we fix it?

Well we've determined what's wrong with ECM. It makes a ship useless in a fight with no counter that gives the ship a bonus other then to counter ECM itself.


(deleted: wall of jumbling incoherent text)



You've determined what you think is a problem. Please don't be presumptuous and count me as a part of your "we", for I am not.


ECM & the ECCM counter modules work as they should.


The midslot ECCM module provides a +96% bonus (+126% overloaded) to hull sensor strength. Name a single module in the game that provides a triple digit modifier. I don't think one exists.


Sensor strength has consistently risen in most (if not all) "balanced" hulls over the last 18 months.
The new sensor compensation skill creates additional resilience against ECM.
Ship ECCM modules are available in both Mid (+96%...+126% Heat) & Low (+48%) slot versions.
Hardwire implants are available for additional bonuses (+45% low grade, +75% high grade.)
Further bonuses are available through information warfare links (sorry, don't know the numbers)



I'm sorry your ship blew up. In order for one person to "Win" another must often "Lose."

12Next page