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Do you feel ECM is a good game mechanic?

Author
Minigin
State War Academy
Caldari State
#61 - 2011-11-21 15:08:25 UTC
btw as someone proposed earlier to change it to be anti logistic specific, i think an excellent change for ecm would be to have a % based effect on personal and remote repair systems


eg. 1 racial ecm would negate 30% of remote and 15% of personal rep strength (obviously stacking penalties can apply) maybe these figures are a little high, they can be worked on however. the idea would be to refocus ecm as a role specific ewar against ACTIVE style sustain.


this will place more emphasis on decision making and knowledge of your situation as the deciding factor of engagements. imo anyway.
Tippia
Sunshine and Lollipops
#62 - 2011-11-21 15:14:32 UTC
…another idea that has been brought up on occasion is to make jammers work more like an ECM burst: it just makes you lose target lock, and that is it. I think one of the things that earns people's ire the most about ECM is the “permajammed” feeling (and I say feeling here, since the actual occurrence of a proper permajam is exceedingly rare), so removing those 20 seconds of helplessness might drastically reduce the sheer irritation of it all.

The main problem I see with this idea is that it hits larger ship harder than small ones (they take longer to relock, so they might still get effectively permajammed), but on the other hand, they are also inherently harder to jam, so that might even out. Another problem is that it also pushes sensor booster further into compulsory-territory: they are already very useful on their own, and they act as the counter-module to damps… and with this pulse idea, they'd also be an even more important component in dealing with ECM: they let you lock quickly and get a shot or two off before the jammers have finished cycling and hit again.

On the other hand, it would indirectly give damps a nice buff, since these point-event jams would create a larger need for damps to be applied in hopes of the target not gaining lock before the next jamming cycle hits, and since it would generate more instances where that damping effect comes into play. Sure, they already do that to some effect, but since you currently get those 20s of inoperability for free, moving ECM into pulse form would turn damps into the mechanism that provides that inoperability.

It would also allow for a different kind of variation between jamming mods: instead of altering strength, you could alter cycle time and, for instance, have some jammers operate on very short cycles but at drastically reduced range, which would make them suited for use against fast-locking targets such as interceptors and ewar frigates, which would otherwise be almost unaffected by the presence of ECM.
Indeterminacy
Deep Core Mining Inc.
Caldari State
#63 - 2011-11-21 15:15:27 UTC
Marlona Sky wrote:


Do you think the current ECM mechanic is good and if not; would you like to see it replaced with something completely new?


Leave it alone.
Bubanni
Center for Advanced Studies
Gallente Federation
#64 - 2011-11-21 15:23:51 UTC
If anything should be changed, I would say the cycle time of the ECM modules (faster) and adjust cap/strenght thereafter, I personly think the duration of a single lucky jam is too long :)

Other than that, ECM is awesome, specially when you have plenty on your side

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

Gypsio III
State War Academy
Caldari State
#65 - 2011-11-21 15:24:51 UTC
The mechanic is ****** but it's well balanced these days. People criticise it on the solo scale, but the chances are that you're in trouble if any recon shows up, and at least the chances are that the ECM boat won't be tackling you.

As Malcanis said, almost all of the ideas for changing its mechanics are poorly-concealed attempts to nerf ECM into the ground, ignoring the fact that Caldari are supposed to have the most powerful ewar. Any new mechanic must respect this.
Minigin
State War Academy
Caldari State
#66 - 2011-11-21 15:26:21 UTC  |  Edited by: Minigin
Bubanni wrote:
If anything should be changed, I would say the cycle time of the ECM modules (faster) and adjust cap/strenght thereafter, I personly think the duration of a single lucky jam is too long :)

Other than that, ECM is awesome, specially when you have plenty on your side



should ccp give me an emp that turns off everything on the other guys ship forever.


yes... because its awesome if i have lots of them on my team.


so bad...



Gypsio III wrote:
The mechanic is ****** but it's well balanced these days. People criticise it on the solo scale, but the chances are that you're in trouble if any recon shows up, and at least the chances are that the ECM boat won't be tackling you.

As Malcanis said, almost all of the ideas for changing its mechanics are poorly-concealed attempts to nerf ECM into the ground, ignoring the fact that Caldari are supposed to have the most powerful ewar. Any new mechanic must respect this.


yeh cos we wouldnt like game balance (or god forbid fun...) to get in the way of the rich backstory of eve...



speaking of which... why cant i crash my mothership into stations and destroy them? must not be in the backstory... no wait...
Gazmin VanBurin
Boma Bull Corp
#67 - 2011-11-21 16:08:52 UTC
ECM is fine, tho ECCM could use a boost that way if you activly protect yourself from it your actualy ok and likely to not get perma jammed. People who dont activly protect themselves deserve to get permma jammed.
Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#68 - 2011-11-21 17:56:38 UTC
mkint wrote:
Ecm should reduce max locked targets by 1 100% of the time. Eccm should add 1 locked targets 100% of the time. Chance only applies when you are in falloff.

There also needs to be changes with tracking ewar and mods to make them work with missiles as well but this is an ecm thread.



MKINT Excellent Idea.

If ECM reduced the max number of targets and/or randomly broke target lock on A target, vs ALL targets that would be a much nicer mechanic I think.
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#69 - 2011-11-21 17:58:33 UTC
Tippia wrote:
…another idea that has been brought up on occasion is to make jammers work more like an ECM burst: it just makes you lose target lock, and that is it. I think one of the things that earns people's ire the most about ECM is the “permajammed” feeling (and I say feeling here, since the actual occurrence of a proper permajam is exceedingly rare), so removing those 20 seconds of helplessness might drastically reduce the sheer irritation of it all.

The main problem I see with this idea is that it hits larger ship harder than small ones (they take longer to relock, so they might still get effectively permajammed), but on the other hand, they are also inherently harder to jam, so that might even out. Another problem is that it also pushes sensor booster further into compulsory-territory: they are already very useful on their own, and they act as the counter-module to damps… and with this pulse idea, they'd also be an even more important component in dealing with ECM: they let you lock quickly and get a shot or two off before the jammers have finished cycling and hit again.

On the other hand, it would indirectly give damps a nice buff, since these point-event jams would create a larger need for damps to be applied in hopes of the target not gaining lock before the next jamming cycle hits, and since it would generate more instances where that damping effect comes into play. Sure, they already do that to some effect, but since you currently get those 20s of inoperability for free, moving ECM into pulse form would turn damps into the mechanism that provides that inoperability.

It would also allow for a different kind of variation between jamming mods: instead of altering strength, you could alter cycle time and, for instance, have some jammers operate on very short cycles but at drastically reduced range, which would make them suited for use against fast-locking targets such as interceptors and ewar frigates, which would otherwise be almost unaffected by the presence of ECM.



I like where you're going here a lot. Breaking target lock is BAD already, then sitting there staring at the little bar tick away makes it worse. With lock times being high already for big ships, sitting for 1-2 minutes with NOTHING to do is quite awful.
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
Tamiya Sarossa
Resistance is Character Forming
#70 - 2011-11-21 18:13:04 UTC
Seriously though, why not just stacking nerf ECM strengths applied to the same target? Simple, in line with other game mechanics, boosts ECCM effectiveness, doesn't hurt the effectiveness of ECM versus fleets while making it less annoying for solo players.
Baaldor
Pandemic Horde Inc.
Pandemic Horde
#71 - 2011-11-21 18:49:12 UTC
Minigin wrote:
Baaldor wrote:
Caulk H0lster wrote:
Tactic, yes.

Game mechanic, no.

From what I understand.........


What do you mean "From what I understand"? If you do not get it, then your wall of text is irrelevant. Let me guess you are one of those "Fit multi-specs on everything" special snowflakes.

ECM is a good mechanic, and if used properly, and if the user "understands", it can be a good tactic. Plus it is one of those game mechanics that require some actual thought behind it if you wish to be actually effective.







please explain to me what you mean by actual thought in relation to ecm?


Any special ed can fit a ship with multi specs and plates and just sit there mash buttons, that indeed requires very little thought...if any.

However, being effective consistently, stay a live and generally not being terrible requires some thought.



Baaldor
Pandemic Horde Inc.
Pandemic Horde
#72 - 2011-11-21 18:53:00 UTC
Tamiya Sarossa wrote:
Seriously though, why not just stacking nerf ECM strengths applied to the same target? Simple, in line with other game mechanics, boosts ECCM effectiveness, doesn't hurt the effectiveness of ECM versus fleets while making it less annoying for solo players.



You do understand that ECM does not actaully stack...right?
Tamiya Sarossa
Resistance is Character Forming
#73 - 2011-11-21 19:45:29 UTC  |  Edited by: Tamiya Sarossa
Baaldor wrote:
Tamiya Sarossa wrote:
Seriously though, why not just stacking nerf ECM strengths applied to the same target? Simple, in line with other game mechanics, boosts ECCM effectiveness, doesn't hurt the effectiveness of ECM versus fleets while making it less annoying for solo players.



You do understand that ECM does not actaully stack...right?


Hence why I said jam strengths - first jammer applied to a target has full jam strength, chance to jam for it is JamStrength/Target Sensor strength, second is stacking nerfed, chance to jam is Jamstrength*.87/Target Sensor strength (or whatever the normal stacking nerf is), obviously sorted so highest jam strength is applied first, just like every other module. It's completely intuitive and fits in with other game mechanics.

EDIT: End result is that putting more than four jammers on a target doesn't do much, so jams must be spread around to more targets to achieve prior effectiveness.
Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#74 - 2011-11-21 19:49:29 UTC
I really like the idea that ECM drops all targets and doesn't have a thereafter effect, or randomly drops locked targets.
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
Baaldor
Pandemic Horde Inc.
Pandemic Horde
#75 - 2011-11-21 20:00:50 UTC
Tamiya Sarossa wrote:
Baaldor wrote:
Tamiya Sarossa wrote:
Seriously though, why not just stacking nerf ECM strengths applied to the same target? Simple, in line with other game mechanics, boosts ECCM effectiveness, doesn't hurt the effectiveness of ECM versus fleets while making it less annoying for solo players.



You do understand that ECM does not actaully stack...right?


Hence why I said jam strengths - first jammer applied to a target has full jam strength, chance to jam for it is JamStrength/Target Sensor strength, second is stacking nerfed, chance to jam is Jamstrength*.87/Target Sensor strength (or whatever the normal stacking nerf is), obviously sorted so highest jam strength is applied first, just like every other module. It's completely intuitive and fits in with other game mechanics.

EDIT: End result is that putting more than four jammers on a target doesn't do much, so jams must be spread around to more targets to achieve prior effectiveness.


No seriously, ECM points do not stack. In other words my 14 point ladar, and your 14 point ladar on Shrikes ibis does not add together to make 28. You get it?

Only one jammer works on a target at a time no matter how many multi-spec homos you have gang banging the target. You get it?

Most of your effective fleet doctrines tell you NOT to have everyone jam the same target for the very reason above You jam the targets closest to your name and never the primary. You get it?


Tamiya Sarossa
Resistance is Character Forming
#76 - 2011-11-21 20:30:45 UTC  |  Edited by: Tamiya Sarossa
Baaldor wrote:
Tamiya Sarossa wrote:
Baaldor wrote:
Tamiya Sarossa wrote:
Seriously though, why not just stacking nerf ECM strengths applied to the same target? Simple, in line with other game mechanics, boosts ECCM effectiveness, doesn't hurt the effectiveness of ECM versus fleets while making it less annoying for solo players.



You do understand that ECM does not actaully stack...right?


Hence why I said jam strengths - first jammer applied to a target has full jam strength, chance to jam for it is JamStrength/Target Sensor strength, second is stacking nerfed, chance to jam is Jamstrength*.87/Target Sensor strength (or whatever the normal stacking nerf is), obviously sorted so highest jam strength is applied first, just like every other module. It's completely intuitive and fits in with other game mechanics.

EDIT: End result is that putting more than four jammers on a target doesn't do much, so jams must be spread around to more targets to achieve prior effectiveness.


No seriously, ECM points do not stack. In other words my 14 point ladar, and your 14 point ladar on Shrikes ibis does not add together to make 28. You get it?

Only one jammer works on a target at a time no matter how many multi-spec homos you have gang banging the target. You get it?

Most of your effective fleet doctrines tell you NOT to have everyone jam the same target for the very reason above You jam the targets closest to your name and never the primary. You get it?




Do you not understand probability? Obviously jamming is a binary state. But if you have a 14 strength jammer on a target with sensor strength 28, then you have a 50% chance of jamming PER jammer, so you can increase your chances of jamming by applying more jams IF the first one fails.

The chance of not being jammed is thus (1-.5)^x, where x is the number of jammers, and so 1-(1-.5)^x is the chance of being jammed (in this example with a 50% chance to jam per jammer.

With the change, the first jammer would still have strength 14, the second would have strength 14*.87 or whatever, I'll round to twelve.

So now when you jam someone, you apply the first jammer - 50% chance of success. Say it misses, so you apply another jammer - this has only strength 12, so a 40% chance, as there is still one jammer cycling on the target. Say this one misses too, so you put on the third jammer - but this one will only have 14*.5 strength, or 7, for a 25% chance to jam as there are already two jammers cycling on the target. You put on a fourth jam, but this was has only 14*.10 strength, or 1.4, for a 5% chance to jam as there are three prior jammers on the target - and on this one, you get a successful jam. Numbers for stacking nerf totally pulled out of thin air since I don't want to look them up.

As you can see, after the first jam fails, with this change it would be more effective to try and jam another target than to continue trying to jam your first target - this has the ancillary effect of making ships with ECCM more resistant to ECM as you stacking loads of ECM on them is no longer as effective.

EDIT: To clarify, the stacking nerf is based on the number of ECM jammers cycling on the target when the ECM is first applied, so each subsequent jammer applied after the first to the same target would suffer this nerf to it's strength. Obviously, if you succeed in jamming them with the first, more aren't needed - but if you don't, then it become progressively harder to get a jam on that target during this cycle by simply applying more jams.

As it is, a ecm pilot applies one jam to a target, see if it hits, then applies more until the jam holds - with this, they'd be more tempted to spread out their jams around multiple targets to maximize jam strength and thus the number of targets jammed.
Turkatron
#77 - 2011-11-21 21:02:47 UTC
Don Pellegrino wrote:
No. There's a reason why highly competitive games have no "stunning" mechanics. It removes a huge part of the player skill/experience influence and instead can make fights depend on the outcome of a random numbers generator.

This game NEEDS a mechanic to neutralize high value targets, but ECM (eve's stunning) is a terrible way to do it. It also scales terribly, a Falcon in a 5v5 can easily keep 3/5 enemy targets permajammed while in large battles ECM is close to useless.


One of only a few reasonable posts in this thread.

Don Pellegrino wrote:
No. There's a reason why highly competitive games have no "stunning" mechanics. It removes a huge part of the player skill/experience influence and instead can make fights depend on the outcome of a random numbers generator.

I disagree on this part tho, stun grenades in FPS are an example of stunning mechanics that do not negatively effect player skill/experience. However, that is only because they take some measure of skill to use effectively and are temporary effects that can also be avoided or averted with skill.

I say no to ECM. ECM makes the game less interesting. Believe it or not, It's more fun to be shot at in pvp.
Baaldor
Pandemic Horde Inc.
Pandemic Horde
#78 - 2011-11-21 21:16:02 UTC
Tamiya Sarossa wrote:
Do you not understand probability?


Yes I do. thanks.


Tamiya Sarossa wrote:
EDIT: To clarify, the stacking nerf is based on the number of ECM jammers cycling on the target when the ECM is first applied, so each subsequent jammer applied after the first to the same target would suffer this nerf to it's strength. Obviously, if you succeed in jamming them with the first, more aren't needed - but if you don't, then it become progressively harder to get a jam on that target during this cycle by simply applying more jams.

As it is, a ecm pilot applies one jam to a target, see if it hits, then applies more until the jam holds - with this, they'd be more tempted to spread out their jams around multiple targets to maximize jam strength and thus the number of targets jammed.



Ok I do see where you are going with this, however, any decent fleet / gang will spread their jams any way. If not Darwinism will take over.

If you have 40 dudes jaming one guy, well first off it means he is way out numbered any way, he is logistics, he is ewar of some sort or the fleet is that bored and dumb and they will do that anyway.

Tamiya Sarossa
Resistance is Character Forming
#79 - 2011-11-21 21:26:21 UTC  |  Edited by: Tamiya Sarossa
Then you shouldn't be opposed to implementing it to bring ECM in line with other EWAR, since good fleets will do that anyway? Afterall, all other EWAR is treated this way so there's no particular reason ECM shouldn't be.

Where it *will* make a difference is in small gangs and soloing, where you can fit an ECCM and still have a falcon with all racial jammers keep you locked down - in this case the falcon has diminishing returns on his jammers and your ECCM is thus relatively more effective because every initial jam that doesn't land is more important, which emphasizes fitting ECCM as an effective counter to ECM and makes it less likely that any one individual in a gang will be permajammed in a fight and thus increase overall fun. Win win, right?
Baaldor
Pandemic Horde Inc.
Pandemic Horde
#80 - 2011-11-21 22:49:42 UTC  |  Edited by: Baaldor
Tamiya Sarossa wrote:
Then you shouldn't be opposed to implementing it to bring ECM in line with other EWAR, since good fleets will do that anyway? Afterall, all other EWAR is treated this way so there's no particular reason ECM shouldn't be.

Where it *will* make a difference is in small gangs and soloing, where you can fit an ECCM and still have a falcon with all racial jammers keep you locked down - in this case the falcon has diminishing returns on his jammers and your ECCM is thus relatively more effective because every initial jam that doesn't land is more important, which emphasizes fitting ECCM as an effective counter to ECM and makes it less likely that any one individual in a gang will be permajammed in a fight and thus increase overall fun. Win win, right?


Yes I am opposed to it. There is no reason to change it at all. If the FC's doctrine is to focus jam one ship in a fleet engagement....well, then he is stupid, his gang will perish, Darwinism in full effect.

The folks that know how to use it now, who usually do very well, spread their jams, and do exactly what you are suggesting already.

There is absolutely no reason to help out the little faggots that can not figure out how to run it. Let them die, repeatedly.