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[March] ECM Tiericide

First post
Author
Lena Lazair
Ministry of War
Amarr Empire
#61 - 2016-02-13 20:05:03 UTC
Arya Regnar wrote:
So uhh 90% of all tiercides make meta useless compared to t2.


No, because meta continue to have lower fitting costs, and are therefore still extremely useful on tight fits. However yes, if fitting is not an issue, T2 comes out on top, and industrialists across New Eden rejoice.

The real issue is that T1/M0 items remain completely and utterly pointless after tiericide, which is a shame. I know I and many others were hoping that the T1/M0 items would be balanced as a middle-ground option across M0 to M4, with a variety of fitting to benefit trade-offs that let you really tweak and tune a tight or low-skill fit, where no single item in the M0 to M4 range was strictly superior to any other.

But when you have fitting to spare, T2 being across-the-board better is perfectly fine and has worked great for all the modules where that was already true. M4 matching T2 benefits and reduced fitting was an oddball case for a few module types that never made any sense at all, and I'm glad to finally see it done away with.
unidenify
Deaf Armada
#62 - 2016-02-13 20:40:32 UTC
Lena Lazair wrote:
Arya Regnar wrote:
So uhh 90% of all tiercides make meta useless compared to t2.


No, because meta continue to have lower fitting costs, and are therefore still extremely useful on tight fits. However yes, if fitting is not an issue, T2 comes out on top, and industrialists across New Eden rejoice.

The real issue is that T1/M0 items remain completely and utterly pointless after tiericide, which is a shame. I know I and many others were hoping that the T1/M0 items would be balanced as a middle-ground option across M0 to M4, with a variety of fitting to benefit trade-offs that let you really tweak and tune a tight or low-skill fit, where no single item in the M0 to M4 range was strictly superior to any other.

But when you have fitting to spare, T2 being across-the-board better is perfectly fine and has worked great for all the modules where that was already true. M4 matching T2 benefits and reduced fitting was an oddball case for a few module types that never made any sense at all, and I'm glad to finally see it done away with.


purpose of T1 is to provide itself as material for T2 production so it is still not useless
Nevyn Auscent
Broke Sauce
#63 - 2016-02-13 21:24:11 UTC
unidenify wrote:

purpose of T1 is to provide itself as material for T2 production so it is still not useless

It could have still been made to be an actually practical fit as well.

I.E.
T1 ECM Strength 100%, Range 100%, Fitting 100% to give relative values.
Meta ECM Strength 110 Range 90% Fitting 90% to give an example, >100% being improvement, under 100% being penalty.
T2 then is 110% across the board or something.

However that is more a debate for the entire module tiericide in general than just ECM. ECM just happened to be one of the module categories where Meta 4 was out of balance and better (or at least equal) than T2 in all aspects. And so people are upset that the long overdue meta 4 nerf has happened.
unidenify
Deaf Armada
#64 - 2016-02-13 23:13:03 UTC
Nevyn Auscent wrote:
unidenify wrote:

purpose of T1 is to provide itself as material for T2 production so it is still not useless

It could have still been made to be an actually practical fit as well.

I.E.
T1 ECM Strength 100%, Range 100%, Fitting 100% to give relative values.
Meta ECM Strength 110 Range 90% Fitting 90% to give an example, >100% being improvement, under 100% being penalty.
T2 then is 110% across the board or something.

However that is more a debate for the entire module tiericide in general than just ECM. ECM just happened to be one of the module categories where Meta 4 was out of balance and better (or at least equal) than T2 in all aspects. And so people are upset that the long overdue meta 4 nerf has happened.


Meta 4 thing apply to EWAR modules including Warp Scrambler/Distruptor so, plenty of people are not happy about this change
Nevyn Auscent
Broke Sauce
#65 - 2016-02-13 23:28:16 UTC
unidenify wrote:

Meta 4 thing apply to EWAR modules including Warp Scrambler/Distruptor so, plenty of people are not happy about this change

Sure, however it was an out of balance thing that Meta 4 was better than T2, and was always going to be corrected at some point. Just the tiericide initiative meant it got combined with the other changes at the same time. But the nerf was going to come sooner or later.
People got upset over the Ishtar nerfs as well, but they were needed, so was the correction between Meta 4 & T2.
Hahnide Kragomn
Iota Piscium
#66 - 2016-02-14 04:01:37 UTC
I guess it makes sense for the regular loot drops to be not as good as T2.

I noticed that some T2's were nerfed in CPU and Cap Need, especially the multispecterals and burst modules,.

I would like to see Navy faction ECM modules, at least for Caldari navy.

I'm curious as to where the new Burst jammers might be found.
Nevil Kincade
Imperial Academy
Amarr Empire
#67 - 2016-02-14 12:48:29 UTC
I'd like to share some Feedback on the Legion ECM line:

Legion ECM Racial Jammer 108m ISK at 3000 ISK/LP
Current prices at 200m a piece; sell orders fluctuating between 100-350m ISK due to the low volume traded.

Falcon 195m ISK
6x Racial Legion ECM at 108m = 648m ISK
(try having 6 of each racial jammers and a mobile depot in the cargo (2.592 bil ISK))
depending on the market situation the price can easily be double.

Advantage compared against T2 modules:
Jam Strength +2,78%
Optimal Range +4.17%
Falloff +4.17%

...

Really not worth the ISK investment and therefore not a valid fitting choice at all in my oppinion.
I understand that any changes to jam strength are being held off by the incoming SeBo changes.
But measures could be taken to make those modules more valid.
A general reduction to range and falloff for the non faction modules for instance will increase performance gap and would probably be very popular.
Another idea would be to drastically reduce the ISK and LP cost for those modules.
Let's say cut the cost down by a factor of 4 and reimburse players owning the modules with an equivalent amount of spare mods.
Analogue adjustments would have to made to the officer variants drop rate and currently existing quantaties.

Maybe some of you might think it's not a priority but im looking at a whole line of faction modules only complete ISK retards buy.
It is worthy to note that the price for Legion ECM mods is coupled to Garmur and Orthrus BPCs and a drop below 3000 ISK/LP rather unlikely as LP Farmers do switch to Faction Warfare mission farming when the price drops.
For all i care nerf them mods too but make them a valid choice, please.
Merrowing Kion
SoT
DarkSide.
#68 - 2016-02-14 13:17:34 UTC
ECM is too weak now. Damp is more effective, more universal and don't random. First of all - damp ships have a longer effective range than ecm ships. Especially t2 ships. Second moment - racial ecm module, so you must refit in combat, or you should know, what ships use your enemy.
So i think, you need to do 2 things:
1) One ECM module type ( t2 and meta variants) and 4 racial scripts.
2) Give rook and falcon optimal and/or falloff bonus.

This change i think is really necessary, especially when you added ECCM bonus to sensor booster. Otherwise i think ECM will finally die.
Lugh Crow-Slave
#69 - 2016-02-14 14:36:33 UTC
Merrowing Kion wrote:
ECM is too weak now. Damp is more effective, more universal and don't random. First of all - damp ships have a longer effective range than ecm ships. Especially t2 ships. Second moment - racial ecm module, so you must refit in combat, or you should know, what ships use your enemy.
So i think, you need to do 2 things:
1) One ECM module type ( t2 and meta variants) and 4 racial scripts.
2) Give rook and falcon optimal and/or falloff bonus.

This change i think is really necessary, especially when you added ECCM bonus to sensor booster. Otherwise i think ECM will finally die.


No you want to make ecm better you don't detract from its uniqueness you play to it

1 remove 100% jam chance with ECM there should always be risk of failure

2 don't add eccm to SEBOs add it to ecm modules to act as a stacking penalty.

3 raise base ecm to account for it now being less effective.


What you get is a module that builds on the unique game play ecm brings (never having a green cycle) you increase the need for communication among ecm pilots (another thing unique to ecm when it comes to ewar) and you no longer have mass boobs of ecm Parma jamming fleets.
Tao Xenon
Perkone
Caldari State
#70 - 2016-02-15 07:05:16 UTC
just a question about burst ECM, (burst only) why is it considered an aggressive act?

ECM does not affect any aspect of damage to a ship and the burst is non directed.

Enlighten me..

can the use of burst ECM not be considered for activating an aggression timer?..
much like targeting a contact does not cause any .
Richard TheLordOfDance
Operation Fishbowl Inc.
#71 - 2016-02-15 11:45:14 UTC
Nevyn Auscent wrote:
Richard TheLordOfDance wrote:

And to the people saying that the modules should be scripted instead of racially aligned, why in the world would you want to give people a ecm ship that could instantly swap around it's jamming strengths!? Combat refitting is already on its way out and you want to reintroduce one of it's many symptoms straight away...

A script does not 'have' to be instant swap. Treating it like ammo and requiring a reload period allows you to actually put tank on your ECM ships without having to armour tank them while still being able to adapt to the targets fleet comp. Higher fitting requirements in return might also be a good thing to make it hard to fit a full rack of ECM if they were swappable like that.


In my opinion an ECM ship should be hard to get a good tank on while at the same time stay an effective jammer, this in some ways counter the "I can't do **** to you for 20s" by letting you almost instapop the guy when you finally got a lock.
Zetakya
State War Academy
Caldari State
#72 - 2016-02-15 13:23:25 UTC  |  Edited by: Zetakya
Richard TheLordOfDance wrote:
Nevyn Auscent wrote:
Richard TheLordOfDance wrote:

And to the people saying that the modules should be scripted instead of racially aligned, why in the world would you want to give people a ecm ship that could instantly swap around it's jamming strengths!? Combat refitting is already on its way out and you want to reintroduce one of it's many symptoms straight away...

A script does not 'have' to be instant swap. Treating it like ammo and requiring a reload period allows you to actually put tank on your ECM ships without having to armour tank them while still being able to adapt to the targets fleet comp. Higher fitting requirements in return might also be a good thing to make it hard to fit a full rack of ECM if they were swappable like that.


In my opinion an ECM ship should be hard to get a good tank on while at the same time stay an effective jammer, this in some ways counter the "I can't do **** to you for 20s" by letting you almost instapop the guy when you finally got a lock.

You can get 25k EHP buffer on a Rook without much effort, thanks to Caldari CPU and Powergrid allowing you to fit Large Shield Extenders. Mine (Large Extender 2, Invuln 2, EM Ward 2, DC2) has 26k shield EHP alone.

As I've said upthread, almost every ECM Pilot in existence has a Mobile Depot (usually a Yurt) and a cargohold full of Meta 4 racial jammers at present. You don't want to be on grid (visibly, anyway) at the start of a fight, so staying half an AU away with the refit window open ready to refit and engage is pretty much standard practice.

A scripted ECM with a 60s "install" timer will actually be slower than the current refit system, because once your Yurt is down refitting only costs you however much time it takes to warp out & in (which you are probably doing anyway to evade tacklers & alpha strike attempts).

If anything, a scripted ECM will be less flexible than the current racial system, as a script would make the off-race jam strength zero (assuming it works the same way as all other scripts), removing the option of trying off-race jams in desperation.

I'm not asking for a huge buff to ECM here; I'm just asking for the game mechanic to be changed from the current clunky "Depot & Hold full of Racials" to a script system (with a script install timer) that streamlines the existing gameplay.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#73 - 2016-02-15 18:56:02 UTC
Richard TheLordOfDance wrote:
Nevyn Auscent wrote:
Richard TheLordOfDance wrote:

And to the people saying that the modules should be scripted instead of racially aligned, why in the world would you want to give people a ecm ship that could instantly swap around it's jamming strengths!? Combat refitting is already on its way out and you want to reintroduce one of it's many symptoms straight away...

A script does not 'have' to be instant swap. Treating it like ammo and requiring a reload period allows you to actually put tank on your ECM ships without having to armour tank them while still being able to adapt to the targets fleet comp. Higher fitting requirements in return might also be a good thing to make it hard to fit a full rack of ECM if they were swappable like that.


In my opinion an ECM ship should be hard to get a good tank on while at the same time stay an effective jammer, this in some ways counter the "I can't do **** to you for 20s" by letting you almost instapop the guy when you finally got a lock.

We agree that there should be a trade off. If you want max jams your tank suffers. If you want tank then you fit fewer jammers. ECM is the only EWAR that can't simultaneously fit tank and be effective against any target. That should be fixed. ECM shouldn't take fitting four racial modules to be effective against any target. Just like sensor damps, tracking disruptors, missile disruptors, target painters, neuts, nos, disruptors, and scrams shouldn't take four racial modules to be effective against any target.
Nevyn Auscent
Broke Sauce
#74 - 2016-02-15 19:45:29 UTC
Zetakya wrote:

A scripted ECM with a 60s "install" timer will actually be slower than the current refit system, because once your Yurt is down refitting only costs you however much time it takes to warp out & in (which you are probably doing anyway to evade tacklers & alpha strike attempts).

If anything, a scripted ECM will be less flexible than the current racial system, as a script would make the off-race jam strength zero (assuming it works the same way as all other scripts), removing the option of trying off-race jams in desperation.

I'm not asking for a huge buff to ECM here; I'm just asking for the game mechanic to be changed from the current clunky "Depot & Hold full of Racials" to a script system (with a script install timer) that streamlines the existing gameplay.

Only in the situation you are describing will it be slower. In the middle of a fight when new people join to third party, it will be faster. Also nothing says it has to be 60 sec. I'd be happy with 20 or 30 sec also. The main point is to make it a significant opportunity lost to change racial scripts, encouraging some use of the module in omni mode because some jam now is worth more than no jam now in some cases.

Scripted jams will also mean you no longer have to have 6 jams fitted to be able to do your job, but 2 or 3 jams, allowing for shield tanked ECM fits, sure people will still run with 6, but it will no longer be considered a requirement but an option.
Strom Harrison
Imperial Academy
Amarr Empire
#75 - 2016-02-16 00:24:09 UTC
Altrue wrote:
Why not remove all this racial stuff and make ECM scriptables? Especially now that ECCMs are integrated into a widespread module that is sensor boosters...



Suggestion:

Not really expecting it since it's way more dev-intensive than tweaking numbers, but what about sensor strength turning into a ressource much like capacitor ? With the same passive regeneration curve.

Remove the random element of ECMs, have them slowly take away chunks of the target's sensor strength until it's unable to lock. With sebos and remote sebos acting as "logi" on your sensor strength.

No more randomness. More fairness for both the ECM (ensured efficiency, albeit after some time) and its victim (fair time to kill the ECM or "broadcast for ECCM").



The suggestion section of this comment is on to something. It's got team play options, it removes RNG, it goes well with the sebo changes-- This is by far the best solution to the ECM question I've come across. +1
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#76 - 2016-02-20 16:35:20 UTC
CCP Fozzie: Can you tell us why Citadels are getting ECM but ships aren't?
Mad Abbat
Talon Swarm
#77 - 2016-02-21 07:26:08 UTC
CCP Fozzie wrote:
Hey folks thanks for the feedback so far. To answer a few of the common questions:
Q: Why make separate modules instead of using a script on existing TDs?
A: We believe that the script method would make TDs too powerful. Using separate modules means that weapon disruption ships can hedge their bets by fitting a spread of TDs and MDs, but that they'll have smaller numbers of each.


tl:dr they want you to carry 4 sets of ECM and mobile dopot. That is valuable gameplay. As an innabily to engage target in 1v1 as you have wrong module equipped.
Judas Lonestar
Stryker Industries
Stryker Group
#78 - 2016-02-22 02:55:12 UTC
Honestly, in the interest of KISS, I'd much rather see just 4 modules that function as multispecs, then allow the use of scripts for selecting the bonus to racial jams.

I realize this would remove a bit of the commitment in having to choose with racial jammer to use (As you would effectively have any of them at a moments notice) but it would simplify the module structure and thats never a bad thing.
Altrue
Exploration Frontier inc
Tactical-Retreat
#79 - 2016-02-22 14:06:06 UTC
Judas Lonestar wrote:
Honestly, in the interest of KISS, I'd much rather see just 4 modules that function as multispecs, then allow the use of scripts for selecting the bonus to racial jams.

I realize this would remove a bit of the commitment in having to choose with racial jammer to use (As you would effectively have any of them at a moments notice) but it would simplify the module structure and thats never a bad thing.


Plus, given that sensor boosters will now act as ECCM, a diminution in the amount of commitment wouldn't hurt.

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Barrogh Habalu
Imperial Shipment
Amarr Empire
#80 - 2016-03-01 06:44:31 UTC  |  Edited by: Barrogh Habalu
Mark Hadden wrote:
keep dumbing down your game for idiots who cant remember which ECM module is against which race.
Why dont you rename "radar" to "amarr", "ladar" to "minmatar" etc.. while you are at it, makes it even easier for rtards.

Or go even one step further and get rid of race names and call them like red, green, yellow and blue maybe? For those who cant deal with race names and mix them together. This would make sure even the least intelligent moron would be able to safely apply right ewar modules onto enemy ships.

Sometimes I feel that EVE has become a refugee camp for pseudo-intellectuals of all sorts and colours. Thankfully, people who actually halfway smart understand that memorizing arbitrary correspondences (aren't it Minmatar who are supposed to use simple, but efficient tech like radars?) has nothing to do with intelligence. Or who can at least read and see that this isn't even the point, or the effect, of the change.

Sorry for off-topic, but this is the category of EVE players, existence of which was bugging me for years by now.