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How should we 'fix' ECM?

Author
Murtific
Collapsed Out
Pandemic Legion
#41 - 2011-12-16 14:09:55 UTC
ECM is fine. Bring dedicated ships to the fight that are designed to kill falcons and you're fine. Projected ECCM ftw...
Grimpak
Aliastra
Gallente Federation
#42 - 2011-12-16 14:21:37 UTC
broken or not, there is no "real" fix for ECM besides nerfing it into oblivion or complete removal from game. Decreasing cycle might be a better option, but you would need to work out on the ECM boats' cap or ECM cap usage a bit to make it bearable (shorter cycle = more cap needed), and even then you would still get people whining about being locked out of a battle.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Kodama Ikari
Thragon
#43 - 2011-12-16 14:52:02 UTC
Whatever needs to be done needs to fundamentally change the 20 seconds of complete helplessness.


I like the idea of having ECM work the way ECM burst works now. If necessary, CCP should consider eliminating the racial jammer types so effective ECM boats don't have to dedicate all of their slots.
Julia Connor
P R O M E T H E U S
From Anoikis
#44 - 2011-12-16 16:43:48 UTC
Smabs wrote:
ECM has always been a bit of a garbage mechanic. It's not fun and is far too powerful in the context of really small fights. It also tends to act as a 'get out of jail free' card for people who make mistakes.

The new battlecruisers actually hurt ecm ships pretty badly, since they can pump out so much damage at long range. That kind of helps but it'd be nice to see the mechanic overhauled completely so that it's useful in gangs and fleets but not utterly devastating against 1 or 2 people.

Logi might as well get nerfed as it's very effective in small group fights.
Zyress
Caldari Provisions
Caldari State
#45 - 2011-12-16 16:49:09 UTC
ECM is what it is, live with it. It has some drawbacks and some advantages as it should.
Zyress
Caldari Provisions
Caldari State
#46 - 2011-12-16 16:55:21 UTC  |  Edited by: Zyress
Everyone's so scared of a falcon, the Rook, now there's a ship to fear.
Inflatable Achura
Science and Trade Institute
Caldari State
#47 - 2011-12-16 17:33:34 UTC
Whining about ECM? Please shape up. There are solutions for those willing to adapt. If anything, a slight boost to strengh of the countermeasures might be fair, but I can live with the chance based behavior as it is now, it adds to the fun! =D
Hamatitio
State War Academy
Caldari State
#48 - 2011-12-16 19:05:44 UTC  |  Edited by: Hamatitio
I think what you fail to understand is that a chance based mechanic removes strategy elements from the game.

What if Warp scramblers had a 30% chance to jam the target? You could have 100 people on someone and they could theoretically warp out. They should die in that circumstance, no?

Assuming exact same fleet composition with ECM vs ECM, the side that gets "luckier" will win. If it was moved to a blanket reduction in DPS or something of the like, it would be the side that better applied the ECM to appropriate targets, adding to the strategy element of the game.

ECM in its current form deters fights. If you have a 10 man gang, and you find a 10 man gang with 2/3 ECM ships, the odds are stacked against you.

This in essence makes more blobs, and blobs aren't fun.

edit: i haven't been jammed in any of the recent fights i've been in, but that doesn't mean the mechanic is fine. I don't need to 'rage' over something to understand that it isn't in line with the rest of eve.
Reva Shakar
Dark Aura Storm
#49 - 2011-12-16 20:16:08 UTC
Hamatitio wrote:
I think what you fail to understand is that a chance based mechanic removes strategy elements from the game.

I think you fail to understand how many of these threads we've had before with horrible ideas to 'fix' ECM.
Baneken
Arctic Light Inc.
Arctic Light
#50 - 2011-12-16 20:29:57 UTC
I like the idea that a ship targeted by ECM receives a hefty cycle time increase on any high slot modules.
Thus a said ship could still function instead of being entirely helpless like it is now.
Michael Harari
Genos Occidere
HYDRA RELOADED
#51 - 2011-12-16 20:38:04 UTC
Decrease the time you are jammed, while leaving the module cycle time the same. This way you can apply stacking penalties to multiple ECM modules activated on the same target, and you cant permajam a ship with a single ecm module.
Noisrevbus
#52 - 2011-12-16 21:46:11 UTC  |  Edited by: Noisrevbus
I'm with Tippia, Nehpilius and whoever else on this one.

There are far too many threads out there where people point to a problem that doesn't exist and then go on to suggest things that are either too shallow, overtly complicated or heavy-handed to blunt - leading to simply making things worse. There may be problems, but it's not necessarily those you talk about.

It's not that you can't do things with ECM - there are alot of decent suggestions out there. Some are even good. It's just so transparent that many recurring topics simply stem from pulling a problem out of a single context and then you get this endless loop of people whining on brittle ground because they lost to ECM and other people retorting on the same level. This thread is high complexity, low impact and only limitation-minded.

Understand that "fixing" should mean improvement and making something more enjoyable - not the kind of "fixing" you do to a dog. There's also the always useful detail of having experience flying- or at least being well versed enough in the ship you talk about to be able to make leveled description. Point out how your ideas affect both facing and flying the ship in question. Let that fill some room in your posts. That's what balance is about after all.

The only thing the OP got right is that from a design-perspective, ECM is a poor mechanic.
Motog Suffin
North Snow Reactions
#53 - 2011-12-16 22:33:55 UTC
What if we don't need a change to ECM, but a buff to ECCM?

How about if when you are Jammed you can break the jam by activating your eccm module?

sort of like a reverse get out of jail free card. (or trinket from some other not to be mentioned game)
Hamatitio
State War Academy
Caldari State
#54 - 2011-12-17 06:02:11 UTC
Noisrevbus wrote:
I'm with Tippia, Nehpilius and whoever else on this one.

There are far too many threads out there where people point to a problem that doesn't exist and then go on to suggest things that are either too shallow, overtly complicated or heavy-handed to blunt - leading to simply making things worse. There may be problems, but it's not necessarily those you talk about.

It's not that you can't do things with ECM - there are alot of decent suggestions out there. Some are even good. It's just so transparent that many recurring topics simply stem from pulling a problem out of a single context and then you get this endless loop of people whining on brittle ground because they lost to ECM and other people retorting on the same level. This thread is high complexity, low impact and only limitation-minded.

Understand that "fixing" should mean improvement and making something more enjoyable - not the kind of "fixing" you do to a dog. There's also the always useful detail of having experience flying- or at least being well versed enough in the ship you talk about to be able to make leveled description. Point out how your ideas affect both facing and flying the ship in question. Let that fill some room in your posts. That's what balance is about after all.

The only thing the OP got right is that from a design-perspective, ECM is a poor mechanic.


Well I started off the OP by saying that as a playerbase we could discuss potential solutions to the poor mechanic, and then started the discussion off with an idea.

The point wasn't to necessarily discuss my idea, only brainstorm a variety of things. You need a free flow of ideas without judgement to build up a list. From there, you determine the merits and make choices / adapt a variety of changes into one well thought out solution to a problem.

Is it a problem? Well a good chunk of people think the current mechanic is, and a good chunk of people think it isn't broken. I'd like to think the people who think it is fine are just resistant to change, or have little faith in CCPs ability to do it the correct way. Unfortunately, that shouldn't be a basis for a 'its fine bro' statment. :)
Gypsio III
State War Academy
Caldari State
#55 - 2011-12-17 15:17:45 UTC
Valtis Thermalion wrote:
ECM being tied to the RNG is pretty much my major complaint with it. When such a powerful form of e-war is essentially luck-based, getting jammed is incredibly annoying. Throw out the RNG, bring in deterministic, predictable mechanics and ECM would be much more tolerable.


The thing is, this is exactly what ECM used to be like - you applied jamers on to a target, with no effect until the target's sensor strength was exceeded, after which you had true permajam.

The problem was that this mechanism was generally regarded as even worse than RNG.
Michael Harari
Genos Occidere
HYDRA RELOADED
#56 - 2011-12-17 17:07:11 UTC
Motog Suffin wrote:
What if we don't need a change to ECM, but a buff to ECCM?

How about if when you are Jammed you can break the jam by activating your eccm module?

sort of like a reverse get out of jail free card. (or trinket from some other not to be mentioned game)


Or have ECCM decrease the time you are jammed, not just the probability.
Bubanni
Center for Advanced Studies
Gallente Federation
#57 - 2011-12-17 21:28:35 UTC
I suggested you could make jamming duration "dynamic" the lower the ECM strenght is vs the sensor strenght, the shorter the duration of a jam should be.

a single EC-300 drone has 6.3%(27.6% with 5) chance to jam a hurricane with 16 Ladar strenght, with the single ec-300 drone having 1 jamming strenght

I think this is completly fine :) but what I am suggesting is that the 1 jam strenght vs the 16 Ladar strenght have an effect on the duration of the jam... what the exact fair balance should be, I have no idea... but something alot less than 20 sec

a falcon with max skills, gets 11.25 jam strenght to a single jammer if its racial (without modules boosting it or anything els)

But I will begin with saying that a single ECM drone should jam for something between 1-5 sec (just consider it a lock breaking drone) of cause depending on the sensor strenght of the target it's trying to jam

and I would be fine with a falcon being able to jam for the full 20sec unless the ship has fitted some ECCM modules

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

Gerrick Palivorn
Caldari Provisions
Caldari State
#58 - 2011-12-18 03:34:57 UTC
I really like two approachs to potentially change ECM, I think that it is fine the way it is, but I also think that switching it up, provided it's balanced wouldn't be a bad thing.

Reduction of targets: Make it nonchance based.

Sensor Str vs Jam Str will add to or take away from time being jammed

MMOs come and go, but Eve remains.  -Garresh-

Rip Minner
ARMITAGE Logistics Salvage and Industries
#59 - 2011-12-18 07:27:28 UTC
I say keep it as is.

It's one of only three counters and it's the only counter that do's not have a counter counter.

Neuting is countered by cap injectors and remote cap linking. So the only real counter to being tackled is the ECM as it stands now.

And the three counter is team mates killing the tackler.

Is it a rock point a lazer at it and profit. Is it a ship point a lazer at it and profit. I dont see any problems here.

Noisrevbus
#60 - 2011-12-18 14:23:00 UTC  |  Edited by: Noisrevbus
Hamatitio wrote:

Well I started off the OP by saying that as a playerbase we could discuss potential solutions to the poor mechanic, and then started the discussion off with an idea.


I didn't mean to paint you the goat for the initial low quality discussion that followed, merely pointing out that it's where the discussion was heading and why. I'm sorry if it came across otherwise, the topic itself is not invalid in any way.

As for the actual problems you can break it down into three aspects: tweaking the mechanics, changing the mechanics and dealing with the pre-nerf and extreme-bonus issues tied to the mechanic.

Tweaking existing mechanics, the combination of limiting the effect per ship with scripting the modules is by far the best ideas that has surfaced. It's reasonably easy to implement, won't cause ripple effects and deal with the most discussed issues in a surprisingly effective manner. It's like the variable in the mechanic that should always have been there, but got lost.

Keywords: one effect per ship, failed attempts = indirect immunity for duration, more value to ECCM, no stacking, no counter pre-fitting, no requirement of 6+mods leave room for conventional tank.

Changing the chance-based mechanic require more development attention, and one of the better solutions in my eyes was always one of those Tippia mentioned here: moving ECM over to a lock-break mechanic and balance it per time instead of chance - forcing you to use ECM with tactics revolving around timing.

Keywords: lock-breaking, cycle times, re-designing mods from chance to range- and cycle time, removing counters, removing support-mods, fusing it together with damp and sensor booster mechanics.

Per-nerf and extreme-bonus issues come from how ECM as a system is singular, it's just one bonus on a set of ships with alot of modules very dedicated to a single role (where their brethren usually have multiple systems to consider, ontop of a better tank-damage relation as well). Suggestions related to this involve anything from things that has popped up in this thread, like moving ECM to highslots like Neuts; to changing the mechanic and splitting up bonuses, removing SDA and switching slots in other ways, giving more than a token drone-bay or fitting and slotting for a comparable damage output etc.

Keywords: dealing with the issue of a ~10-slot, single-bonus focused role and it's necessity to be powerful.