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Another ECM is a terrible mechanic thread

Author
Phaade
LowKey Ops
Shadow Cartel
#1 - 2017-01-12 17:50:48 UTC
Change how ECM works.

It's a terrible, terrible mechanic. Yeah, I killed a griffin navy because he chose not to run when he could and got "unlucky" for two cycles. Go me. It's still a crap mechanic, amplified incredibly in small fleet fights, even more when flying solo. Particularly against fairies who always bring jams.

My second favorite option: give it the same % chance to affect (turn off) your offensive and remote repair / cap modules, each one has it's own chance to resist based on the ship's sensor strength. Guns might fail, scram might fail, remote reps might fail, but at least the chance is diversified.

OR - It severs the connection between the host ship and it's drones (based on host ships sensor strength, or maybe drone bandwidth, could be interesting), nothing more. This would make sense vs Gallente, and it is the Caldari Ewar. Would make non bonused ships fitting ECM reasonable for pvp.

OR - Reduce the effect of jamming to 10 seconds, cycle time remains 20 seconds because jams are stupid.

OR - Massively reduce the jam strength of smaller ships versus larger. A griffin should not be able to permanently jam a damn Raven. It's just plain dumb. If you tell me to fit FOF missiles to my Raven, the I will dislike you immensely.

OR, and this is my personal favorite, remove the mechanic from the game. Its awful.


Engage "Show me on this doll where the bad jams touched you" comments!

Daichi Yamato
Jabbersnarks and Wonderglass
#2 - 2017-01-12 18:42:25 UTC  |  Edited by: Daichi Yamato
Worth exploring some of these.

Rather than racial jams, what about jams with higher chance to jam certain systems over others. E.g. Weapon jammer. Drone scrambler. Remote assist jammer. E-war jams. Something that jams a ships ability to receive boosts? And then multi spectral which has a better chance of jamming multiple systems at once, but less chance of jamming the system you want.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Lugh Crow-Slave
#3 - 2017-01-12 19:11:45 UTC  |  Edited by: Lugh Crow-Slave
all this does is further push damps into the spot of the best e-war


ECM is not broken it just feels bad



EDIT:


figured i would be helpful


if you want to further balance ECM this is all you need to do


no more 100% jams cap the jam chance at some level (85-90 % probably) 100% jams are not in line with how ECM works to begin with

add and ECCM effect to jams (this will work as a stacking penalty and play to the current ECM play-style of rng manipulation)

up the power of ECM(slightly) to counter act using a few jams with the ECCM penalty
Deckel
Island Paradise
#4 - 2017-01-12 20:00:44 UTC
Even if the ECM mechanics stayed the same, they really should have detrimental stacking effects, like most other modules
Fek Mercer
Native Freshfood
Minmatar Republic
#5 - 2017-01-12 23:15:09 UTC
What if ECM was changed to jam ships from applying remote repairs? Make some sort of healer/antihealer meta type thing
Nevyn Auscent
Broke Sauce
#6 - 2017-01-13 01:02:47 UTC
Lugh Crow-Slave wrote:
all this does is further push damps into the spot of the best e-war


ECM is not broken it just feels bad



EDIT:


figured i would be helpful


if you want to further balance ECM this is all you need to do


no more 100% jams cap the jam chance at some level (85-90 % probably) 100% jams are not in line with how ECM works to begin with

add and ECCM effect to jams (this will work as a stacking penalty and play to the current ECM play-style of rng manipulation)

up the power of ECM(slightly) to counter act using a few jams with the ECCM penalty

ECM might not be broken power wise.
It is broken mechanic wise though. A good 'debuff' mechanic is one that you feel you can counter as a pilot by taking an action.

Damps you can close with your target, Tracking disruptor's you can fly to reduce their orbit speed.
ECM you...... wait out the cycle and with most weapons can't do a thing. Then simply hope the RNG doesn't go against you and you get to do something next time.

That is why ECM's are 'broken'. Because there is nothing you can do once it's running but sit around and wait. Yes Damps are probably the most powerful Ewar especially combined with webs to stop you getting inside your lock range, but they still have a counter play, not just a counter fit.
Lugh Crow-Slave
#7 - 2017-01-13 03:44:32 UTC
Nevyn Auscent wrote:

ECM might not be broken power wise.
It is broken mechanic wise though. A good 'debuff' mechanic is one that you feel you can counter as a pilot by taking an action.

Damps you can close with your target, Tracking disruptor's you can fly to reduce their orbit speed.
ECM you...... wait out the cycle and with most weapons can't do a thing. Then simply hope the RNG doesn't go against you and you get to do something next time.

That is why ECM's are 'broken'. Because there is nothing you can do once it's running but sit around and wait. Yes Damps are probably the most powerful Ewar especially combined with webs to stop you getting inside your lock range, but they still have a counter play, not just a counter fit.


except as a pilot there is something you can do to reduce jam chance you just have to do it before you are jammed

pulling range and getting into the ECMs fall off will greatly reduce its effect you will also have a better lock speed than the ship trying to jam you in most cases since ECM ships take a huge penalty to scan res. not to mention it has the strongest counter E-war of any of the E-wars more than doubling your resistance to it


what makes damps so broken is sure on paper you can fly to counter them but any fleet using them worth anything will be built so you cant. at least with ECM unless you are in an un seboed frig you always have a chance and it is easy to force the ship off field.

there are also things like drones and FOF missiles that are extremely effective if used right against the low tank of ECM ships
Deckel
Island Paradise
#8 - 2017-01-13 04:01:01 UTC  |  Edited by: Deckel
Lugh Crow-Slave wrote:

except as a pilot there is something you can do to reduce jam chance you just have to do it before you are jammed

pulling range and getting into the ECMs fall off will greatly reduce its effect you will also have a better lock speed than the ship trying to jam you in most cases since ECM ships take a huge penalty to scan res. not to mention it has the strongest counter E-war of any of the E-wars more than doubling your resistance to it


what makes damps so broken is sure on paper you can fly to counter them but any fleet using them worth anything will be built so you cant. at least with ECM unless you are in an un seboed frig you always have a chance and it is easy to force the ship off field.

there are also things like drones and FOF missiles that are extremely effective if used right against the low tank of ECM ships


Getting into falloff range is effectively disengaging from the fight though. The point of any discussion should be "How things can be changed so a pilot can engage ECM wielders strategically". Since Eve combat is largely dictated by range and angular control, one way of doing this would be to give ECM a tracking speed. This would mean that fast orbiting of either party would decrease jamming chance. But that is effectively a nerf to the mechanics so I don't expect that would work. (at least not on its own without modifying other things to keep it balanced)

In fact all of the racial warfare modules could have a tracking speed. This would allow their power to be increased a little, with the racial ships having tracking bonuses to it with a smaller bonus to power. Doing this would mean that equipping the modules onto non-bonused ships would be more effective than they currently are at range but less so in a brawl.
Lugh Crow-Slave
#9 - 2017-01-13 04:08:26 UTC
but again using drones or FOF missiles properly will make quick work of the nonexistent tank on an ECM ship. The only really broken ECM are the damn drones
Nevyn Auscent
Broke Sauce
#10 - 2017-01-13 04:13:35 UTC  |  Edited by: Nevyn Auscent
Lugh Crow-Slave wrote:
but again using drones or FOF missiles properly will make quick work of the nonexistent tank on an ECM ship. The only really broken ECM are the damn drones

If your drones aren't out or were already engaging someone else you can't target them.
If you aren't flying one of the three launchers that have FOF variants you can't target them.

That was why I directly said counter fits are a thing. But no real counter play (Ok, maybe in large scale fleet fights where pulling 100k range isn't disengaging).

It's a terrible mechanic, based on a terrible premise, since 'ECM' isn't actually a real thing anyway, it's a generic umbrella term for a suite which includes systems which would sensor damp or tracking disrupt. But I don't have a better solution for it myself.
Lugh Crow-Slave
#11 - 2017-01-13 04:59:06 UTC
drones all you have to do is assist them to a fleet mate. If you are solo well yeah **** happens when you are outnumbered. all it takes is a damp and a web and you can't do anything you can just 'feel' like you can do something.
Vic Jefferson
Stimulus
Rote Kapelle
#12 - 2017-01-13 07:01:36 UTC
CCP has done an amazing job on ECM overall.

A)Without having a ship bonus to the strength, ECM is lackluster entirely.

B)All of the ships useful for ECM have built in weaknesses, be it speed, capacitor, tank, etc. Tengu is perhaps an exception, but that is more of a T3C thing than an ECM problem.

C)Griffin Navy is actually very balanced - the optimal on the jammer is so short that kiting it on the edge of scram range or using any of the fast point range kiting faction frigs will smoke it. Frigate fights, particularly 1v1s, are often a case of paper-rock-scissors with particular gimmicks - plenty of good and bad match-ups for it, as with any frigate.

Vote Vic Jefferson for CSM X.....XI.....XII?

Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#13 - 2017-01-13 08:06:23 UTC
Lugh Crow-Slave wrote:
all this does is further push damps into the spot of the best e-war


ECM is not broken it just feels bad



EDIT:


figured i would be helpful


if you want to further balance ECM this is all you need to do


no more 100% jams cap the jam chance at some level (85-90 % probably) 100% jams are not in line with how ECM works to begin with

add and ECCM effect to jams (this will work as a stacking penalty and play to the current ECM play-style of rng manipulation)

up the power of ECM(slightly) to counter act using a few jams with the ECCM penalty


having worked in the real world with signal jamming, it is pretty much 100% when working in operational frequencies (hence the racial jammers) unless you do something stupid like putting camo net on your truck that blocks the ew antenna leaving a window and such. permajamming is actually a real thing, they chance to jam not so much unless your out on the edge of the device range or again someone has done something with antiradar materials like camo netting making ew holes.

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#14 - 2017-01-13 08:56:02 UTC  |  Edited by: Infinity Ziona
Nevyn Auscent wrote:
Lugh Crow-Slave wrote:
all this does is further push damps into the spot of the best e-war


ECM is not broken it just feels bad



EDIT:


figured i would be helpful


if you want to further balance ECM this is all you need to do


no more 100% jams cap the jam chance at some level (85-90 % probably) 100% jams are not in line with how ECM works to begin with

add and ECCM effect to jams (this will work as a stacking penalty and play to the current ECM play-style of rng manipulation)

up the power of ECM(slightly) to counter act using a few jams with the ECCM penalty

ECM might not be broken power wise.
It is broken mechanic wise though. A good 'debuff' mechanic is one that you feel you can counter as a pilot by taking an action.

Damps you can close with your target, Tracking disruptor's you can fly to reduce their orbit speed.
ECM you...... wait out the cycle and with most weapons can't do a thing. Then simply hope the RNG doesn't go against you and you get to do something next time.

That is why ECM's are 'broken'. Because there is nothing you can do once it's running but sit around and wait. Yes Damps are probably the most powerful Ewar especially combined with webs to stop you getting inside your lock range, but they still have a counter play, not just a counter fit.

There other thing of course is not usually considered by players.

1. When ECM first was imagined it was used either on the Scorpion or the Blackbird. That was over a decade ago. The BB was very fragile, the Scorpion was very expensive.

2. When ECM first was imagined fights were fairly long compared to today, frigate didn't do 800+ dps (like destroyers do) - 30 seconds then was not so bad, 30 seconds now you're pretty much dead.

Today there are a huge number of ECM boats, they are much more survivable either because they have better jam strength, much more HP or can sig / speed tank like crazy. A 30 second jam usually means you're more than half dead or dead by the time the jam completes. The ECM boats now are a lot more expensive than a Blackbird was back then and so is the Scorpion however when you consider how much quicker it is to get isk in game now (and out of game) theyre overall much cheaper time wise.

In short power creep and no real substantial modifications to ECM (it still completely nueters you for 30 seconds) have made it much more powerful than it was ever intended to be.


Agondray wrote:
permajamming is actually a real thing, they chance to jam not so much unless your out on the edge of the device range or again someone has done something with antiradar materials like camo netting making ew holes.

Thats true but theres always a counter isnt there. Home on jam technology is pretty old but for whatever reason the geniuses in EvE who can harness wormholes and create warp drive technology have really missed the boat on this one. Youd think after 13 years of pilots complaining that FoF missiles are terrible some of the engineers in new eden might have improved them from useless randomly select the nearest target to HoJ instead.

It would make a lot of sense for a module that could be fitted to a ship that would cause a sig bloom on an ECMíng ship. This is how anti-radiation missiles work, they use the jamming signal to home in on the jamming source. This is why you have anti-aircraft systems in RL doing the switch on track and fire thing and then quickly being switched off. There is no similiar downside to jamming in EvE.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Lugh Crow-Slave
#15 - 2017-01-13 09:16:30 UTC
Agondray wrote:
Lugh Crow-Slave wrote:
all this does is further push damps into the spot of the best e-war


ECM is not broken it just feels bad



EDIT:


figured i would be helpful


if you want to further balance ECM this is all you need to do


no more 100% jams cap the jam chance at some level (85-90 % probably) 100% jams are not in line with how ECM works to begin with

add and ECCM effect to jams (this will work as a stacking penalty and play to the current ECM play-style of rng manipulation)

up the power of ECM(slightly) to counter act using a few jams with the ECCM penalty


having worked in the real world with signal jamming, it is pretty much 100% when working in operational frequencies (hence the racial jammers) unless you do something stupid like putting camo net on your truck that blocks the ew antenna leaving a window and such. permajamming is actually a real thing, they chance to jam not so much unless your out on the edge of the device range or again someone has done something with antiradar materials like camo netting making ew holes.



by not in line with how ECM works i meant how it works in the game. removing the chance is counter to the idea of a chance based E-war
Mala Zvitorepka
Karthen-Woight
#16 - 2017-01-13 10:00:17 UTC
Here is my proposal
ECM: Too much luck involved. iwin or ilose depends mostly on luck. More deterministic mechanic proposed with some luck still involved:
1) "Filling bucket" mechanic, for each lock separately. After enough points are gathered (ECM points >= sensor strength), the lock is broken and jamming continues with the next one. Broken lock = blackout of the target. The target is kind of locked, but you cannot use any module against it, as if you are jammed right now. Then you re-lock or unlock when the cycle ends. The order of *all possible locks* of a ship is randomized upon ECM module start on the target and persists for another cycle after jamming stops (to prevent quick off and on when the correct lock is jammed). Switching to different target makes new ECM order.
2) Ship locks in the current 1->N order and does not see which locks are broken. So, you can attempt locking a ship only to see this exact lock is blacked out. Unlocking one target and locking something unlocked with that sensor would work reliably though. (You cannot lock a blacked out target due to single lock per target mechanic and inability to unlock it during jam)
3) ECM modules operate independently and each individual module must break a lock completely - if 2 break the same lock to 50%, the thingy isn't down. Each ECM has its own random jamming order.
4) For multi-sensor structures, all different sensor types must be broken before lock is lost. You better use multi-spectral for these (and be willing to wait for a long time given their tons of sensor strength).
5) 10s cycle.

---
Let's consider a few scenarios:
A) 1v1 fight. ECM turns off 1.5 locks of a 5 max targets frig per cycle, ECM order of 4,1,2,5,3. In the first cycle, frig wouldn't notice anything - 4th lock isn't used here. 2nd cycle: lock 1 (and 2) would go down - the frig loses lock. 3rd and 4th cycle would be irrelevant for the fight again and 5th cycle would see repeat of lock 1 broken. Etc.
B) 5v5 with same scenario as above: In the first cycle of ECM, the target 4 would be down for the frig. The next cycle, 1 and 2. Then 5. Etc. Frig always has a few ships locked, but maybe not the ones he wanted.
---

ECM ship and target can be still somewhat lucky or unlucky depending on ECM order, but not nearly as much as now. Target is also way less helpless for the duration of ECM - you might not be able to fire on your primary target, but you can hit something else instead.
Master Sergeant MacRobert
Red Sky Morning
The Amarr Militia.
#17 - 2017-01-13 13:52:52 UTC
Lugh Crow-Slave wrote:
all this does is further push damps into the spot of the best e-war


Irrelevant to the argument about ECM.



Lugh Crow-Slave wrote:
ECM is not broken it just feels bad


Wrong.

The mechanic is broken, it is poor gameplay design. The "attempts" to fix it were simply swings over nerfing and buffing to try and find some semblance of balance for an ill conceived mechanic from 2003.


Lugh Crow-Slave wrote:

EDIT:
figured i would be helpful


if you want to further balance ECM this is all you need to do


no more 100% jams cap the jam chance at some level (85-90 % probably) 100% jams are not in line with how ECM works to begin with

add and ECCM effect to jams (this will work as a stacking penalty and play to the current ECM play-style of rng manipulation)

up the power of ECM(slightly) to counter act using a few jams with the ECCM penalty



The notional argument about whether ECM is "overpowered" or "underpowered" or is "too random" is also irrelevant. The mechanic allows for total shutdown of a target ship. There is no ability a target has other than a propulsion mod (maybe) in order to take action once a jam hits.

You have no range control when jammed if your enemy (or enemies) have scram and web as you cannot counter scram or web.


  • The cycle is too long for certain in the current mechanism.
  • The ability on a cheap hull, such as a griffin is not proportional in strength to the ability on an expensive hull such as a Widow.
  • The chance of jam has a stacking bonus (not stacking penalty) for each module used (whatever the type or the chance of jam, each module used increases the chance of a single jam on a single target).
  • A jammed target cannot aggress with drones, whilst jammed. Only by aggressing before the jam will they act (perhaps a drone AI fix is needed as this applies to Remote Damps also).
  • There is no target priority list for Auto Aggressed Drones
  • There is no target priority list for FOF missiles
  • The hulls that Caldari have for ECM were nerfed (until the Griffin NI) to give them no dps, no tank (if ECM is used properly by filling the med slots with ECM modules) and no real speed. Thus making them one dimensional fleet ships - why both having fitting slots.
  • It is poor design when a mechanism is either 0% or 100% effective and nothing in between (I'm talking about the overall effect - either the target dies without interaction or the jamming ship dies before it can be effective in a fight for 10seconds).


Change this 2003 - "reworked in 2004 - reworked in 2006 - reworked, reworked, reworked - all in the name of balance" - bad mechanic and try something new

NB: A chance of 65% to jam on a single target (I'm not doing probabilities again but it is easily obtainable) means that a ship will be jammed 6 or 7 times in every 10 cycles. Fate decides when those cycles hit or not but, as some others have said, try doing much in an average Eve fight that lasts less than 1 minute for a primary target, when the 3 out of 4 of the early cycles are hits.

"Remedy this situation or you shall live out the rest of your life in a pain amplifier"

Frostys Virpio
State War Academy
Caldari State
#18 - 2017-01-13 15:55:16 UTC
Lugh Crow-Slave wrote:
all this does is further push damps into the spot of the best e-war


ECM is not broken it just feels bad



EDIT:


figured i would be helpful


if you want to further balance ECM this is all you need to do


no more 100% jams cap the jam chance at some level (85-90 % probably) 100% jams are not in line with how ECM works to begin with

add and ECCM effect to jams (this will work as a stacking penalty and play to the current ECM play-style of rng manipulation)

up the power of ECM(slightly) to counter act using a few jams with the ECCM penalty


There area already no 100% jam already unless you manage to reduce your target sensor strength to 0. You can only load the dice so far but never can guarantee a jam.
Daichi Yamato
Jabbersnarks and Wonderglass
#19 - 2017-01-13 17:39:43 UTC  |  Edited by: Daichi Yamato
The equation is: Chance to Jam = (Jam Str/Sensor Str)x100

So if: Jam Str > Sensor Str = 100% Jam.

This is possible to achieve on many T1 and small T2 ships.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Lugh Crow-Slave
#20 - 2017-01-13 18:21:38 UTC
Frostys Virpio wrote:

There area already no 100% jam already unless you manage to reduce your target sensor strength to 0. You can only load the dice so far but never can guarantee a jam.



glad to see you don't even understand the basics of ECM -.-


this is one of the things that makes FW so frustrating T1 frigs will always get jammed unless you fit a sebo you have NO chance


its also why carriers are such **** (fighters are permajamed by griffins)
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