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Player Features and Ideas Discussion

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Anti ECM weapon system

Lords of Maelstrom
#1 - 2014-02-24 14:30:24 UTC
I have been reading on the forums about how People still think that ECM is an unfair system, as it does exactly what it says it does. Whether this is because of the randomness of it or due to the fact that the specs. Does not seem to match the modules strength (neither of these things to me on this post is the issue). The issue is the general one of how it lock a ship’s targeting system and prevents it from locking any ship in the field of combat.

My idea is not to get rid or nerf ECM at all, what I propose is a system design to tackle ECM directly. This system would be a launcher based system that can be fitted to any ship regardless of whether it is a gun or a missile boat. The system when jammed would lock the ship and once activated would fire at the ship using the ECM itself. This could be done by stating the fact the energy output from the jamming ship would such that this system can track said ship in the same way that a ship using MWD signature is increased, though with this only this module could track it.

The launcher can be fitted to more than one ship and all launchers in the fleet of the ship being jammed would track the same signal so therefore all ships not just the ones being jammed could fire (this part is up for debate and is not important really as long as the ships jammed could defend themselves). The ammo could be just like normal missiles with an extra one which can but not guaranteed to remove the jam.

The beauty of this system is that ECM can still work as it is designed to, but does give the fleet on the receiving end a chance to fight back, it also bring more of a tactical side to using ECM as no one wants to lose an ECM boat due to their cost.
The other thing with this could be that the ECM modules could be allowed to be turned off by the ECM pilot prevented the incoming missiles to hit, but with a penalty of a longer cycle time before the module can be used, also to prevent just cycling ECM module missile in flight could be allowed to lock on to another ECM signal and (if enough fuel) hit a different ship that is jamming them.

One of the draw backs could be that if the team that fired the missiles then use ECM after they are no longer being jammed could end up being hit by their own missiles.

Itago Gemulus
Station Spinners United
#2 - 2014-02-24 14:48:50 UTC
Missiels only ever "track" 1 target, so this would have to change for EVERY missile.

Since the counter to ECM (or ECCM / Electronic Counter-Counter Measures) already exist, those modules would have to be made useless, making chance to land a jam higher.

Would these missiles also work on sensor damp's, since they can reduce your lock range to basicly have the same effect with no random chance involved
Filthy Peasants
#3 - 2014-02-24 14:51:33 UTC  |  Edited by: Batelle
you can already fit FoFs. This seems totally unnecessary. Obviously FoFs are not the same as what you are proposing, but I also don't think we need what you're proposing to balance ECM. The problem with ECM is that its a bad mechanic, not that its lacking in a hard counter.

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Test Alliance Please Ignore
#4 - 2014-02-24 16:24:43 UTC
Just change FoF misiles into Home-on-Jam misssiles, and make them do reasonable damage.

Angry Mustellid
Lost Obsession
#5 - 2014-02-24 17:02:21 UTC
Damps, fast tackle and drones.

Have yet to see a Blackbird, Griffin, Kitsune or Falcon that didn't run or die when up against one or a combination of those three.

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Native Freshfood
Minmatar Republic
#6 - 2014-02-24 17:58:17 UTC  |  Edited by: Anhenka
In the game, jamming ECM is easily the least effective form of ECM currently.

Damps and Tracking Disruptors are extremely powerful on any ship, and the bonused ships for damps and TD's approach utter ridiculousness with their ability to reduce lock range down to 10%~ or tracking to 20~ of original with only 3 mods.

And unlike jamming ECM, where one ECCM halves the effectiveness of ALL jamming ECM projected at the target, one Sebo will not counter the effect of even one damp, and has no effect on the effectiveness past the first. Same with TD's and TC's.

Frankly, jamming ECM is the least threatening of all the ECM types, it can just be more frustrating to the solo player more likely to be caught by a 2-3 man gank squad of 1-2 dps + a falcon.

ECM used to be scary. Then they nerfed the strength and Falcons ability to loljam at 200km. Then they inroduced the sensor compensation skills, boosting most players sensor strength by another 20-25%. And eccm can be overheated, or those very squishy ECM ships now forced in close can be shot by friends.

TLDR: Jamming is not the mechanic you are looking for as needing a nerf or hard counter.
Daichi Yamato
Jabbersnarks and Wonderglass
#7 - 2014-02-24 20:16:31 UTC
so if we get missiles that home in on ECM ships,

can we get turret ammo that shoots ships using tracking disruptors with no tracking disruption penalty?
can we get sebo scripts that allow u to insta-target damp users despite range?
can we get prop mods that ignore webs and scrams?
can we get cap batteries that allow u to shoot neut users for no cap cost?

and then something that will simultaneously make target painting me pointless and allow me to shoot the target painter (cause i couldnt think of one lol)

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