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Changing ECM

Author
DelBoy Trades
Trotter Independent Traders.
Disaster Strikes
#21 - 2012-02-06 09:34:22 UTC
Izo Alabaster wrote:
ECM is a terrible game mechanic. If it were completely removed from the game in an emergency patch tonight, it would make EVE a much better game instantly.


A million times this.

Damn nature, you scary!

Soldarius
Dreddit
Test Alliance Please Ignore
#22 - 2012-02-07 03:52:47 UTC
Roosterton wrote:
Quote:
ECM is all or nothing. Its perma jam or die. It's as simple as that.


You've proven in a single sentence what the entire purpose of this thread was. So you admit, then, that ECM all basically comes down to whether or not the dicerolls are in your favor? Is this not incredibly lame?

The only objective of this suggestion is to change the role of ECM from a random, unpredictable mechanic which is either awesome against everything or terrible against most things into something which requires planning to use, and has a set effect, like other forms of EWAR.

I know very well how it operates: You click a module, you roll a dice, if the diceroll is high enough, the target can't do a single thing. If it isn't, they are completely unaffected. Compare and contrast to other forms of EWAR, where you're guaranteed a more niche effect, which requires a semblance of though to know when to use, unlike ECM where everybody just trains a falcon alt and uses it because it has a *decent* chance of working against most targets. (Or, you know, a 100% chance of working if they're in anything smaller than a BC and haven't gimped their fit with ECCM)


ECM bonused ships are paper-tanked. Once they start taking fire, they either gtfo or die, and that is it.

ECM is not some purely rng fantasy. A single ECCM isn't a gimp. Its a choice, one that has a lot less of an effect than getting into a ship with no tank, as opposed to one that may not even be affected in the case or armor tanks. Oh, noes! I have 12% less tracking! What will I do?

We ECM users train our skills for literally months to get a decent chance of jamming anything bigger than a frigate. What have you done to further your chances of survival? Nothing, even though there are plenty of ways to do so. I would support adding a skill into game that boosts your sensor strength. There really should be a skill for it. There's one for locking range.

OP comes off as mad because of Falcon.

http://youtu.be/YVkUvmDQ3HY

Roosterton
Sebiestor Tribe
Minmatar Republic
#23 - 2012-02-07 04:38:21 UTC  |  Edited by: Roosterton
Soldarius wrote:


ECM bonused ships are paper-tanked. Once they start taking fire, they either gtfo or die, and that is it.

ECM is not some purely rng fantasy. A single ECCM isn't a gimp. Its a choice, one that has a lot less of an effect than getting into a ship with no tank, as opposed to one that may not even be affected in the case or armor tanks. Oh, noes! I have 12% less tracking! What will I do?

We ECM users train our skills for literally months to get a decent chance of jamming anything bigger than a frigate. What have you done to further your chances of survival? Nothing, even though there are plenty of ways to do so. I would support adding a skill into game that boosts your sensor strength. There really should be a skill for it. There's one for locking range.

OP comes off as mad because of Falcon.


Short answer:

I would argue with you, except that I really don't care because this thread isn't about whether or not ECM is overpowered. It's about changing the ewar so that it isn't chance based and that it has a niche, not about making ECM any worse.

Like I said, if you need to increase jam strength to keep ECM just as "good" after the change, so be it. Anything but the craptastic dicerolling system we have now.

Also, I'm the OP.

Also, point to a part of the OP where I explicity seem mad.

Now watch as you don't respond to this post because you realize in hindsight how silly you sound.

Now, if you want to hear my genuine thoughts on whether or not ECM ships are overpowered:

ECM ships have just as much tank capability as any other recon. They simply choose to not utilize it because jammers are so good that they don't want to give up jammer slots for tank. Also, ECM is effectively a tank in and of itself; things which can't target you can't harm you. Not to mention that ECM has range superior to most common combat ships, allowing you to keep a pretty safe distance from the fighting.

ECCM is a gimp because it's completely useless unless you're getting jammed. Contrast to other EWAR counters such as cap boosters and tracking computers, which are actually really useful even if you're not getting hit by EWAR.

But this thread is not about any of that. It's about changing ECM from a crappily thought out random system which either works against everything or doesn't to a system which is similar to the other EWAR types.
Soldarius
Dreddit
Test Alliance Please Ignore
#24 - 2012-02-07 05:55:49 UTC
Had wall o' text, but forum ate it.

ECM pilots take huge risks with paper-thin ships. All you have to do is fit 1 module to screw us, or lock us with any weapon system that can reach 70km (Drake), unless we want to operate in falloff, where there is a second chance to completely miss on top of the chance to miss due to jam strength / sensor strength.

Changing ECM to scale like damps for example, would require a compete rework using other stats, such as number of locked targets. If you can't completely lock out the target, the recon dies, that is all. This is why it should never be changed.

Coincidentally, Falloff works very similarly to ECM. You have a chance to miss based on range rather than jam/sensor strength. Perhaps you would propose to change that as well. Should we simply scale all damage so that every fit in the game has a linear damage profile out to max range, and one always knows the outcome of a fight based only on the "best fit"?

I cannot imagine a more boring game. But if that floats your boat, perhaps Dark Orbit would be more to your liking.

http://youtu.be/YVkUvmDQ3HY

Caliph Muhammed
Perkone
Caldari State
#25 - 2012-02-07 06:01:23 UTC  |  Edited by: Caliph Muhammed
Roosterton wrote:


Short answer:

I would argue with you, except that I really don't care because this thread isn't about whether or not ECM is overpowered. It's about changing the ewar so that it isn't chance based and that it has a niche, not about making ECM any worse.

Like I said, if you need to increase jam strength to keep ECM just as "good" after the change, so be it. Anything but the craptastic dicerolling system we have now.

Also, I'm the OP.

Also, point to a part of the OP where I explicity seem mad.

Now watch as you don't respond to this post because you realize in hindsight how silly you sound.

Now, if you want to hear my genuine thoughts on whether or not ECM ships are overpowered:

ECM ships have just as much tank capability as any other recon. They simply choose to not utilize it because jammers are so good that they don't want to give up jammer slots for tank. Also, ECM is effectively a tank in and of itself; things which can't target you can't harm you. Not to mention that ECM has range superior to most common combat ships, allowing you to keep a pretty safe distance from the fighting.

ECCM is a gimp because it's completely useless unless you're getting jammed. Contrast to other EWAR counters such as cap boosters and tracking computers, which are actually really useful even if you're not getting hit by EWAR.

But this thread is not about any of that. It's about changing ECM from a crappily thought out random system which either works against everything or doesn't to a system which is similar to the other EWAR types.



If you armor tank the ship with 1600 armor, an active explosive hardener and a damage control 2 mod with max skills in mechanic and such you will have 16k or so ehp.

If you tank armor and shield you can have 27k ehp. Thats with elite shields and structure/ tank skills.

You have no viable offense with either. To an even greater degree in the Falcon.

The ships cost 90-150 mil depending on the market.

You're mad is obvious by your tone. You throw slurs around such as "gimp". Like if I say gun users are all gimp players. Mental midgets because they use guns.

You are not gimp by equipping eccm, you are prepared. If you were meant to be 100% effective in every situation you would be offered 1 ship type with 1 ship fit as would everyone else in the game and every fight and situation would be 100% equal. But that would make for a very dull experience.

Quite honestly you're clueless about ecm ships and like the rest of similiar posts it will be viewed by the devs as a whine post. They will not be changing ECM on your behalf.

I make this assumption based on the fact they have the system in place already, someone at some point liked it and your arguments are weak and ill informed. "Gimp" even.
Roosterton
Sebiestor Tribe
Minmatar Republic
#26 - 2012-02-07 06:24:49 UTC  |  Edited by: Roosterton
Quote:

If you armor tank the ship with 1600 armor, an active explosive hardener and a damage control 2 mod with max skills in mechanic and such you will have 16k or so ehp.

If you tank armor and shield you can have 27k ehp. Thats with elite shields and structure/ tank skills.



Eh, no, your typical Armor Rook gets 27k EHP with just an armor tank, still having room for 6 jammers. Try again.

Quote:
The ships cost 90-150 mil depending on the market.


So... as much as any other recon? Roll

Quote:
You're mad is obvious by your tone. You throw slurs around such as "gimp". Like if I say gun users are all gimp players. Mental midgets because they use guns.

You are not gimp by equipping eccm, you are prepared. If you were meant to be 100% effective in every situation you would be offered 1 ship type with 1 ship fit as would everyone else in the game and every fight and situation would be 100% equal. But that would make for a very dull experience.


"Gimp: A physically handicapped or lame person ship." Fitting ECCM is a handicap unless you get jammed. Fitting a cap booster is not a handicap unless you get neuted, for the simple fact that it's still beneficial even if you don't get neuted. If I fit ECCM and don't get jammed, I'm literally wasting a slot. I murdered an innocent slot. You can't say the same if I fit a cap booster and don't get neuted.

Quote:
Quite honestly you're clueless about ecm ships and like the rest of similiar posts it will be viewed by the devs as a whine post. They will not be changing ECM on your behalf.


People said the same things about Dramiels. And Gallente. And Rockets. Before that, Minmatar. Before that, nano.

Oh, wait.

Quote:
Coincidentally, Falloff works very similarly to ECM. You have a chance to miss based on range rather than jam/sensor strength. Perhaps you would propose to change that as well. Should we simply scale all damage so that every fit in the game has a linear damage profile out to max range, and one always knows the outcome of a fight based only on the "best fit"?


Well, thanks for actually addressing the purpose of my post (randomization and ECM mechanics) rather than just accusing me of being a whiner who's calling for a blanket ECM nerf.

With turrets in falloff, you have a chance to miss, yes, and you have a chance to barely scratch. However, due to the typically high RoF of turrets, "luck" doesn't really come into play unless you're using big guns like 1400mm howitzers. You barely scratch a shot, fine, wait 2 seconds and fire again and you might just get a perfect strike to make up for it.

With ECM, it's activate your mod and you either get a perfect jam or no jam. It's possible for a single light ecm drone to change the outcome of an entire gang fight because it landed a jam on a scimi for 20 seconds with a 1/35 chance of doing so. You can't say that turrets will achieve the same thing with their version of randomization.
Caliph Muhammed
Perkone
Caldari State
#27 - 2012-02-07 07:44:00 UTC
I guess we will have to just wait and see then. Until then equip ECCM or suffer.
Soldarius
Dreddit
Test Alliance Please Ignore
#28 - 2012-02-07 08:00:05 UTC
forums ate my post not once, but twice this time. I can't be arsed to type all that out again.

ECM has to own or the ship dies because ECM mods are mids same as shield tank, which is Caldari primary tanking method. So I don't see any significant changes coming. ECM drones might get a nerf. That wouldn't be a terrible thing.

http://youtu.be/YVkUvmDQ3HY

LF9000
Neurotoxin Control
IIIIIIIIIIIIIIIIIIIIIIIII
#29 - 2012-02-07 08:54:22 UTC
Roosterton wrote:
So, whether or not everybody agrees that ECM is overpowered, the majority of people that I've spoken to seem to agree that the mechanic is stupid. The main complaint is that it basically requires no tactical application and is just "click ecm module, hope your jam lands."

My idea is to make ECM into exactly what it says on the tin - an electronic counter measure. Basically, have it cut the range and effectiveness of all the EWAR and RR mods on the target ship. No dicerolling required.

Let's suppose a ship with a target strength of 16 is hit by a jammer with a strength of 13. 13/16 = 81.25%, so the range of the target ship's scrams, points, neuts, damps, webs, TP's, ECM, and RR would be cut down to 19.75% of what it originally was. If the target is hit by a second jammer, we reduce it by another 81.25%, but we'd also apply the standard stacking penalty of 13% reduced effectiveness, so let's just say that the second jammer only reduces range by 70%. 70% of 19.75 is 13.8%, so the new range of said mods would be 19.75-13.8 = 5.95% of the original.

If, on the other hand, the jam strength was 16/16, the target's ewar/rr range would be reduced by 100%, and unable to use them at all.

Basically, E/S = R (ECM divided by ship sensor strength equals ewar/rr range decrease)

What does this mean?

+ECM is not chance based
+ECM requires thought to choose which target to use it on; no point using it on something which doesn't rely on EWAR/RR
+ECM is no longer an "iwin" button against solo/small gang pilots, as they can still shoot/assign drones to defend themselves.


You clearly don't understand the meaning of ECM.
Its "electronic" because all ship sensors are also electronics.
Meaning targeting...
DarkAegix
Center for Advanced Studies
Gallente Federation
#30 - 2012-02-07 11:23:35 UTC
ECM is a terrible game mechanic.
There's a reason why a single Falcon is feared more than the other 3 Force Recon ships, even combined.
DelBoy Trades
Trotter Independent Traders.
Disaster Strikes
#31 - 2012-02-07 11:41:30 UTC
ECM killed solo :(

Damn nature, you scary!

Limerance Zet-Giry
Hedion University
Amarr Empire
#32 - 2012-02-07 12:39:32 UTC
Roosterton wrote:

+ECM is not chance based
+ECM requires thought to choose which target to use it on; no point using it on something which doesn't rely on EWAR/RR
+ECM is no longer an "iwin" button against solo/small gang pilots, as they can still shoot/assign drones to defend themselves.

Very, very bad idea. Falcon and Widow will be absolute winners against any other subcaps in 1x1.

Let's consider Machariel. It has 26 LADAR sensor strength, and with has effective shooting range 80km (usually it is lesser).

Falcon with good skills has strength ~9 for multi-racial jammer. This means, that each jammer will multiply shooting range of that Machariel by 0.3462. This means, that 3 jammers will reduce shooting range to ~3.5km. Machariel is dead without any chances.


Currently, if Falcon fails to jam Machariel even once - it will be dead. Actually your suggestion is incredible overpowering for ECM. Completely inacceptable.
Limerance Zet-Giry
Hedion University
Amarr Empire
#33 - 2012-02-07 12:56:54 UTC
Roosterton wrote:

Eh, no, your typical Armor Rook gets 27k EHP with just an armor tank, still having room for 6 jammers. Try again.

Sounds like "typical Maelstrom gets NN EHP with just an armor tank, still having room for 8 autocannons. Let's nerf it".

Show me your fit of Rook with 27k EHP and 6 jammers.
Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#34 - 2012-02-07 14:31:51 UTC  |  Edited by: Fronkfurter McSheebleton
I really don't see how people can argue that ECM isn't a bit overpowered. I mean yes, it's chance based, and you have a good chance to DIAF, but really....if you saw a blackbird, a celestis, a bellicose, and an arbitrator show up on field, which one would you primary?

Although, maybe the issue lies in the hulls themselves.

Perhaps we should treat the ECM ships the same as the other three? They get a comparatively miniscule bonus to their ewar. Let's compare:

Celestis: 25%
Bellicose: 37.5%
Arbitrator: 37.5%
Blackbird: 75% (+ 50% range)

You could argue that the other three get a weapons bonus, but really...except for maybe the arbitrator, nobody uses those for their weapons. Let's also not forget that the blackbird's slot layout means that it can fit quite a bit more ewar than the other two, even before the bonus.

Moving on to force recon:

Pilgrim: 25% to TD, 100% to cap warfare (but no range bonus, mind...neuts are close range weapons)
Arazu: 25% to RSD, 100% range to disruptors (which one do you usually see fitted?)
Rapier: 37.5% to TP, 300% range to webs (I think you might actually get laughed at for putting TP's on these, unless you're in a missile gang)
Falcon: 150% to ECM, plus another 50% to ECM cap use

So while on the other three, their actual ewar bonus goes mostly unused, in favor of a second bonus to something else...they are no more effective with their ewar than the T1 variants. The Falcon, on the other hand, gets double the effectiveness to its ewar. It lacks the range bonus, but that doesn't matter so much on a module that's useful from 50-60km off. It also has more mid slots than the other three.

There's not much arguing here, the falcon is MUCH more effective in its chosen form of ewar.


Now let's look at Combat Recon:

Lachesis: 25% to RSD, 100% to point range, and a damage bonus to a second weapons system. WTF?
Huginn: 37.5% to TP, 300% to web range, and yet again, another split weapons system bonus. Really now...
Rook: 150% to ECM, 50% to ECM cap use, and swap to doubly bonused missiles
Curse: 37.5% to TD, 200% to neut/nos range, 100% to neut/nos effectiveness

So the lachesis gains another mid and a couple of launchers over the arazu, the huginn gains a bit more dps (still only about 400dps even when gank fitted), the rook gains three more light drones and a usable weapons system, and the curse gains a high slot and can now project its neuts across a small gang engagement, making it a significant threat....but the TD's are still no better than an arby's, and still only circumstantially useful at best.


Does anyone else see a problem here? ECM is by far the most effective form of ewar, and it gets by far the biggest bonuses on ships that use it. Not only that, but it's the only form of ewar with another module to increase its effectiveness, meaning jams from a rook/falcon, assuming a DCU is fitted, can be nearly 200% as effective as a standard jammer. The rook, blackbird, and falcon can also fit as many or more ewar modules than any of their equivalent ships, except maybe the lachesis. Assuming 2 mid slots used for prop mod/tank, the rook and falcon can still fit an effective 11-12 ECM modules. That's not even taking rigs into account. Please tell me someone sees a problem here?


I think the arguments about how squishy ecm ships are is the best testament to how effective ewar is vs the other ships. The others aren't any less squishy, but the ecm ships can survive by simply jamming anything that comes after them, completely disabling their assailant. The only other ewar ship capable of coming close to that is the curse, and even then only when the other ship doesn't have projectiles, missiles, drones, or a cap booster fitted. (that is, unless they use their larger drone bays to launch ecm drones)



edit: A fun game you can use to test this is to put the recon ships' ewar against one another. The Huginn could make the rook really slow and about the size of a drake, if it weren't jammed. The lachesis could prevent the rook from warping off, and either bring its targeting range down to about 30km or make its scan res about the same as a dreadnought...until the jams hit. The curse could potentially instantly disable the rook (except for its weapons), unless the jams hit first, but its TDs are useless against the rook's missiles, and the curse's drones couldn't auto-aggro unless they were already out when the rook fired its jams.

thhief ghabmoef

Limerance Zet-Giry
Hedion University
Amarr Empire
#35 - 2012-02-07 14:48:50 UTC
Fronkfurter McSheebleton wrote:

Moving on to force recon:

Pilgrim: 25% to TD, 100% to cap warfare (but no range bonus, mind...neuts are close range weapons)
Arazu: 25% to RSD, 100% range to disruptors (which one do you usually see fitted?)
Rapier: 37.5% to TP, 300% range to webs (I think you might actually get laughed at for putting TP's on these, unless you're in a missile gang)
Falcon: 150% to ECM, plus another 50% to ECM cap use

...

Now let's look at Combat Recon:

Lachesis: 25% to RSD, 100% to point range, and a damage bonus to a second weapons system. WTF?
Huginn: 37.5% to TP, 300% to web range, and yet again, another split weapons system bonus. Really now...
Rook: 150% to ECM, 50% to ECM cap use, and swap to doubly bonused missiles
Curse: 37.5% to TD, 200% to neut/nos range, 100% to neut/nos effectiveness

Does anyone else see a problem here? ECM is by far the most effective form of ewar, and it gets by far the biggest bonuses on ships that use it.

I've change bolds in your post, and now it looks more correct.
The main thing is - what's important for ECM? Strength. What's important for webfiber/disruptor? Strength? WRONG! It's Range.
ECM can fail due to strength. Webfiber/disruptor can "fail" only due to range.
All of those ships get bonuses to the parameter that can cause failing.
So Rapier definitely has twice more strong bonus, than Falcon.
Limerance Zet-Giry
Hedion University
Amarr Empire
#36 - 2012-02-07 14:54:22 UTC
Now look here in the "Electronics" section http://eveboard.com/statistics/skills
Signature Dispersion is trained by 27000 pilots, and average level is below 3
Propulsion jamming is trained by 81000 pilots, and average level is above 3
In terms of balance, looks like ECM should be boosted, or webfibers/scramblers should be nerfed, according to the usage statistics.
So stop whining, even if you were jammed once successfully.
Roosterton
Sebiestor Tribe
Minmatar Republic
#37 - 2012-02-07 14:54:44 UTC  |  Edited by: Roosterton
Limerance Zet-Giry wrote:
Roosterton wrote:

Eh, no, your typical Armor Rook gets 27k EHP with just an armor tank, still having room for 6 jammers. Try again.

Sounds like "typical Maelstrom gets NN EHP with just an armor tank, still having room for 8 autocannons. Let's nerf it".

Show me your fit of Rook with 27k EHP and 6 jammers.


1600mm plate, Explosive hardener, DCU. Everything else is whatever you want. You could bring it even higher if you fitted trimarks, but most people tend to like those slots for ECM enhancing rigs. Because of how good ECM is.

Quote:

Very, very bad idea. Falcon and Widow will be absolute winners against any other subcaps in 1x1.

Let's consider Machariel. It has 26 LADAR sensor strength, and with has effective shooting range 80km (usually it is lesser).

Falcon with good skills has strength ~9 for multi-racial jammer. This means, that each jammer will multiply shooting range of that Machariel by 0.3462. This means, that 3 jammers will reduce shooting range to ~3.5km. Machariel is dead without any chances.


Currently, if Falcon fails to jam Machariel even once - it will be dead. Actually your suggestion is incredible overpowering for ECM. Completely inacceptable.


Did you read the post? The range decrease applies to EWAR and RR. The Machariel still has full capability to shoot out to a range, it just won't be able to scram or web unless it gets right up close to the target.

Also, your math is incorrect as well. 9/26 = 0.34, which is how much we decrease the range by, not how much we multiply the range by. We'd actually be multiplying by (1.0-0.34) 0.66 for each jammer.

So let's take a 24km point:

24*0.66*(87% of 0.66)*(57% of 0.66) = 3.4km.

So you were right that its pointing distance will be 3.4km... But it will still be able to shoot out to the distance that it currently does. The result in this battle would likely be a draw, since the Machariel would pummel the Widow but the Widow would get away due to nerfed pointing range from the Machariel. Previously, the Mach wouldn't stand a chance in hell because it's permajammed. (Who doesn't fit minmatar jammers?)
Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#38 - 2012-02-07 14:57:56 UTC  |  Edited by: Fronkfurter McSheebleton
Limerance Zet-Giry wrote:

I've change bolds in your post, and now it looks more correct.
The main thing is - what's important for ECM? Strength. What's important for webfiber/disruptor? Strength? WRONG! It's Range.
ECM can fail due to strength. Webfiber/disruptor can "fail" only due to range.
All of those ships get bonuses to the parameter that can cause failing.
So Rapier definitely has twice more strong bonus, than Falcon.


I've never seen a ship be completely disabled by a stasis webifier....


Also, the bits I'd bolded were those hulls' original ewar bonuses, if you hadn't noticed. You've reinforced my point.

thhief ghabmoef

Roosterton
Sebiestor Tribe
Minmatar Republic
#39 - 2012-02-07 14:59:33 UTC  |  Edited by: Roosterton
Fronkfurter McSheebleton wrote:
Limerance Zet-Giry wrote:

I've change bolds in your post, and now it looks more correct.
The main thing is - what's important for ECM? Strength. What's important for webfiber/disruptor? Strength? WRONG! It's Range.
ECM can fail due to strength. Webfiber/disruptor can "fail" only due to range.
All of those ships get bonuses to the parameter that can cause failing.
So Rapier definitely has twice more strong bonus, than Falcon.


I've never seen a ship be completely disabled by a stasis webifier....


Also, this. ECM is useful in every single situation. It's a jack-of-all-trades, and for a jack-off-all-trades, it's very good. It can completely shut down any ship based on a mechanic which is, inherently, random.

Webs are only useful in a niche against certain fast ships, and those fast ships are still able to return fire and defend themselves, they just can't dictate range as well.

My idea would reduce ECM's scope from EVERYTHING into a niche similar to that of webs.

Oh, and propulsion jamming is useful for scramblers, which are fitted to every combat ship because they're mandatory in PVP. Why don't you compare Signal dispersion to something like, I dunno, signal suppression? Lol

Also: Signal suppression is 10.9% with an average level above three, compared to signal dispersion's 24.2% with an av. level slightly below 3. Turret destabilization is 8.9 with an average 3.16. Target Painting is surprisingly high at 54%, but I'd assume that's because of all the Caldari carebears/missileboats who use them to increase DPS.
Limerance Zet-Giry
Hedion University
Amarr Empire
#40 - 2012-02-07 15:02:15 UTC
Roosterton wrote:

1600mm plate, Explosive hardener, DCU. Everything else is whatever you want. You could bring it even higher if you fitted trimarks, but most people tend to like those slots for ECM enhancing rigs. Because of how good ECM is.

And no signal dispersion amplifiers, yeah? You must be joking. Either you use Maelstrom without even a single Gyrostabilizer?

Roosterton wrote:
Did you read the post? The range decrease applies to EWAR and RR. The Machariel still has full capability to shoot out to a range, it just won't be able to scram or web unless it gets right up close to the target.

Missed that. But in that case, ECM will not be used at all. Why to ECM scramming/webbing enemy, if you can just shoot him? Absolutely no sense in such ECM.