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ECM fix

Author
Arya Regnar
Darwins Right Hand
#21 - 2014-12-22 02:01:06 UTC
Reaver Glitterstim wrote:

ECCM is quite effective against player ships. I haven't tested it against belt rats but I know that NPC EWAR is highly imbalanced. This is another topic of discussion, but I agree, no single belt rat should be superior to a player in EWAR strength of any kind.

It is effective vs players sure, but they only need 1 cycle to get away and if fight takes over 2 minutes that is probably going to happen.

EvE-Mail me if you need anything.

Reaver Glitterstim
The Scope
Gallente Federation
#22 - 2014-12-22 02:18:45 UTC
That's what backup is for, but also the ancillary ECCM I suggested would help with that, even if it's a lot less powerful than the one you suggested.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Vanquished Void
O.R.E. Transporting
#23 - 2014-12-22 02:43:07 UTC
Honestly, I ended up doing research and I saw that frigates had 6 locks, but didn't realize that T3's had 5. That was an oversight on my part. I just know that you don't see an ECM boat guaranteeing damps off a single module, and wanted to emulate that without it being broken.

Going off Mario Putzo, Omni with the ability to script towards one race like +20% Radar -20% to the others would work perfectly fine.

Im just tired looking at something like 100 modules for a single EWAR system that has more math than a physicists notebook. Every other system has, use this module to cause this negative status effect. The counter to reduced locks are the high-slot targeting systems that can take a utility high that people generally use for neuts and the like.

So if you changed Omni's to be scripted, to be able to be just as strong as a current racial jammers, I'd be fine with that as well.

Module bloat is the only thing I actually care about, and fixing this would go a long way to making the game better. I just tried to find a way to do so that wouldn't have impacted the type of EWAR in that big of a way.
Generaloberst Kluntz
Viziam
Amarr Empire
#24 - 2014-12-22 03:11:26 UTC  |  Edited by: Generaloberst Kluntz
ECM is one of the few really balanced things in this game.
Do not touch it.
Stop being bad.
I've been in giving and recieving ends of it.
There's nothing wrong with it except for ignorance.
Jammed: train your racial sensor resistances. Use mid/low modules that benefit sensor strength. Use a low grade specific set of sensor implants in lowsec if you care. Learn about the Griffin, Falcon, Rook, Scorpion, Blackbird, their ranges, optimals, tanks, capacitor and navi. Don't fear ECMgus too much, those suck. Ultimately bring a celestis, a keres, an arazu, any strong dampener really.
Jammer: use meta4 racial mods, use jamming specific lows and rigs, play to the strength of the ship unless in very specific situations, move and move, keep distance, be aligned whenever possible, have special warpins if possible, stay on grid the least necessary, don't always listen 100% to the FC unless it's a guy who really had experience flying ECM.
Those are awesome ships because they're aggressive whilst paper-thin tanked but it really hurts to see them sporting tanks in average engagements.
To those saying jams are op: learn to pvp. Also, they are chance based unlike damps which are 100% PWNAGE. a Falcon will eventually lose a cycle against a BC and above, and those are long 9-12 seconds of drones, etc.
Sean Parisi
Blackrise Vanguard
#25 - 2014-12-22 03:44:26 UTC
ECM is fine in my opinion. I would maybe reduce the total ECM time but increase the amount of cycles - with a slight increase in Jam Strength. Thus allowing players to not be jammed out for a full duration as they are now - but allowing the pilot to possibly still keep them jammed with proper application.

ECCM could be tweaked a bit. But as far as I see it , rolling the dice on ECM is enjoyable to me. If I want exact results I will role a Celestis in Optimal.
Vanquished Void
O.R.E. Transporting
#26 - 2014-12-22 05:09:17 UTC
Updated OP to reflect discussion.
Rawketsled
Generic Corp Name
#27 - 2014-12-22 05:21:31 UTC
TD, Damps, and Jams lower the ability of hostiles to apply damage to you.

The red-haired step-child race of Minmatar are the odd ones out. Both their E-War-ish systems (paint and webs) help friendly forces apply damage. I don't think that dedicated E-War is meant for solo PVP. On paper, a Minmatar boat really suffers from the inability to lower the opposition's DPS, and better damage application isn't high on their priority list unless they're shooting at smaller hulls.

I think that means a precedent for doing something different has been established by CCP. Instead of tweaking ECM, why not go balls-deep and make huge changes to it? Huge. Destructive. Meta-shifting changes.

A 100-page threadnought of tears level of change.

Or, if you're a sissy, just add this as a new E-War type and give it only give bonus to Caldari T2. The Amarrians have two bonuses; TD and Nos. The Gallente have two; Damps and Points. Minmatar as well; Paint and Webs. Caldari only have ECM, and according to some, that's still too much.



In response to ECM being royally un-fun in 1 vs 1, try this;

Change ECM to be Remote Target Spectrum Breakers. This is an idea I've seen on the forums before, don't credit me with it.

Race sensor flavours need to be kept here. Technically, you could move to scripts, but I really don't like that. Race considerations mean you need some creative tactics to make use of this. More accurately, this isn't a jam, it's just dropping of all current locks. Victims of RTSB are free to try again, or choose a different target. This keeps the pilot with a sense of being able to do something, while also acting as a force multiplier.

Thus ends the days of crying "because of Falcon" on the forum.

In 1 vs 1, ECM becomes 100% ineffective. RTSBs jam other people targeting your target, and don't jam your target at all. If you've been pointed, shining RTSBs on him (or her) won't break locks.

The RTSB needs to be shone on you! And you can't target yourself.

So... you need a Falcon alt to light you up like a Christmas tree and bail you out, but it's not 1 vs 1 anymore.




Here's where it gets creative;

How do you jam-out Logi? Pinging radio waves of logi hulls will only give you a weapons-timer.

No, you have to ping radio waves off who they're repping. Ironically, this is most likely going to be who your fleet has primaried too. So you're going to reduce your fleet's DPS at the same time as nerfing their logi.

This is where it gets really creative;

Jam-chance is dependent on what race jammer you use, and what race ship is doing said targeting.

If you have a Draaaaaek-Fleet (Caldari, for those who are too young to remember the HML glory days), and your opponent's logi are Basilisks, then you're in for an interesting fight. RTSB'ing a particular ship will do little at first. But when the Drakes yellow-box it, the chance to jam jumps up. A few of your fleet lose target. Then the Basilisks lock it up and throw reps. And the chance to jam goes up further.

We've now insulated the target in a quaint little bubble of gravimetric chaos. Nobody will be able to maintain locks on them. Not their logi, and not your DPS.

But all your Hobgoblin IIs, and their magnetometric sensors will be unaffected. As will that Tornado gang that has come to be an honourable third-party in the fight.

So what happens if the opposition had Scimmies instead of Bassies?

In the exact same situation, the Scimmies will largely ignore the wrong jams and rep just fine. Your fleet gets royally boned, and probably will primary you off the field instead. If you had Ladar jams, the Scimmies fail horribly and the Drakes laugh maniacally because they feel relevant once more.



Another situation: the enemy doesn't have any logi. Neither does your fleet. but you need to protect your fleet from DPS.

Throw your RTSBs on your own fleet. Insulate the primary from the hostile DPS with jams of the relevant flavour. Bringing mixed-drones in your fleet-comp is a beneficial tactic here as most of them will be minimally affected.



Another situation: you want to break a hostile Guardian spider-tank. Shine anti-Amarrian jams on them. You have a choice here;

1. focus all your anti-Amarrian jams on the primary to insulate them from reps,
2. spread jams to break their cap-chain.

The first will work best if your fleet doctrine isn't also Amarrian. If you are, then bring ECCM and break through your own jams. Judicious target selection will break their chains without breaking their reps. Let them cap themselves out, then blap away with impunity.



You're FC. People are using RTSB against you. Every target you call as primary barely scrapes their shields. All your fleet is busy re-locking the target while hostile reps are landing.

What do your do?

New fleet order is; spread DPS. Shoot anything that isn't in fleet. Yellow-box as many people as you can. Make their logi work hard, and their Falcons work harder. Remember, jam-chance is dependent on number of people targeting. Get the hostile reps - and more importantly, hostile jams - diluted over the entire hostile fleet.

Then, call a new primary and volley before they can react.



TL;DR.

1. RTSB doesn't remove ships from the fight, it removes races from the fight. If you derp, that will include your own.
2. ECCM and Remote-ECCM behave the same.
3. Choice of jam-type is still hugely important.
4. When you're pointed in 1 vs 1, you have to fight your way out.
5. Taking a shield fleet against an armour fleet gives you implicit ewar resistance against your own jams.
Ben Ishikela
#28 - 2014-12-22 07:36:22 UTC
I like the propability based game, how it is.
I like how the ECM burst works. It has a good synergy with resolution damps. But resdamps are kind of useless in smallgang pvp if all locks has been aquired already. ECM bursts enable the victim to relock a target and shoot back, which is more fun than not being able to do stuff. And they are also a good escape method.
If skipts, then only if changing it would require the same time as deploying a depot. Also keep in mind that skripts are also items. So nothing gained realy.
The preparation that is needed to effectively fit your ecm boat against an enemy compostion encourages intel gameplay. Thats why i like the sensor differences.

My Suggestion:
Remove the 20 seconds of inability to lock targets. reduce it to 1 second. still loose all targets.
Warpdisruption effects could be made to persist, but i'd not like that, because i like the escape option.
Leave ECCM as it is.
More use of ECM in pve by npc. Let npcfactions hire Caldari mercenaries or something.

Because this is a nerf so far, ..
..reduce all sensor strengths a little or increase jamstrength.
..optional: make it stop drones.


Impact of this proposal:
- better coop possible by grouping ecm with resdamps.
- small ships and those with high scanres dont suffer so much.
- choice: fit eccm for more evasion OR sensorbooster for less pain, when hit.
- victims of ecm can still do stuff.
- still possible to mitigate dps.
- more use of ecm encourages teamplay in pve.

Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

afkalt
Republic Military School
Minmatar Republic
#29 - 2014-12-22 08:34:40 UTC
Reduce cycle time to 5s. Reduce cap usage accordingly. Do NOT force the targets to relock.

Voilla, fixed. You're welcome.



(I concede this is probably impossible due to it depending on not needing target reacquistiion)
Barrogh Habalu
Imperial Shipment
Amarr Empire
#30 - 2014-12-22 08:37:35 UTC  |  Edited by: Barrogh Habalu
Making ECM reduce max targets attribute is an idea really, really old though.

afkalt wrote:
Reduce cycle time to 5s. Reduce cap usage accordingly. Do NOT force the targets to relock.

Synergy between ECM and SD is kinda neat though.
Rawketsled
Generic Corp Name
#31 - 2014-12-22 08:41:09 UTC
Barrogh Habalu wrote:
Making ECM reduce max targets attribute is an idea really, really old though.

Unless the ECM reduces that attribute down to zero, it's not going to have much use against line members or small gang/solo.

I suppose that itself could be a desirable feature...
afkalt
Republic Military School
Minmatar Republic
#32 - 2014-12-22 08:46:14 UTC
Barrogh Habalu wrote:
Making ECM reduce max targets attribute is an idea really, really old though.

afkalt wrote:
Reduce cycle time to 5s. Reduce cap usage accordingly. Do NOT force the targets to relock.

Synergy between ECM and SD is kinda neat though.



The thing is, my suggestion smooths out the crappy RNG nature of ECM to a slightly more consistent effect. ECM pilots feel less all/nothing and like wise victims get a better shot at firing back (oddities like falcons/widows jamming T1 frigs aside). However without removing target relocking, the cycle time cannot be allowed to drop and the cycle time is a huge part of the (perceived*) problem.


*The problem that it's not fun is real, however mathematically there's no problem with ECM.
Reaver Glitterstim
The Scope
Gallente Federation
#33 - 2014-12-22 08:58:00 UTC
afkalt wrote:
*The problem that it's not fun is real, however mathematically there's no problem with ECM.

The problem is very real, I don't know why it's so hard to see it. Sure, a tracking disruptor alters your chance to hit. But you, the pilot, still have control over it. A successful application of tracking disruptor does not prevent your guns from firing. It may not be possible for you to move fast enough to hit a given target, or you may not have time to react or accelerate, but many times you still can hit while tracking disrupted, and your skill as a pilot is a huge part of that. ECM is just a flat "the coin has decided that you are unable to shoot for a while".

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

afkalt
Republic Military School
Minmatar Republic
#34 - 2014-12-22 09:35:34 UTC
Yes, it's not "fun" but it's not fun for either player. It is, however balanced mathematically. Thus if we can smooth the spiky nature of the impact impact then things improve.

For what it's worth, I'd rather fight ECM daily than damps. Damps are just full on **** mode.

TDs are simply because people don't fit for them properly or support them and the current meta is drones which are completely immune to this effect. Heck, an arby with a SINGLE rigged TD can knock a 224km naga down from 224km to under 63. Sure, you can fire the guns but you may as well be sporting festival launchers at this stage. Gets worse if you add the info links, add info links and that 224km would drop to 27km. One TD....
Reaver Glitterstim
The Scope
Gallente Federation
#35 - 2014-12-22 09:44:37 UTC
afkalt wrote:
Gets worse if you add the info links, add info links and that 224km would drop to 27km. One TD....

The math is bad when it comes to tracking disruption, sensor dampening, and stasis webification. It is directly multiplicative, so a 60% reduction boosted by 50% becomes a 90% reduction. If you reverse the fraction, it reveals a 90% reduction to be 300% better than a 60% reduction. Even the tiny bonuses from info links on sensor damps are both not enough on an unskilled pilot is using meta 0 damps, and too much on a max-skilled pilot using T2 damps.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Tabyll Altol
Viziam
Amarr Empire
#36 - 2014-12-22 10:39:59 UTC
Vanquished Void wrote:
Greetings,

After the announcement that recon ships were being rebalanced, I've started thinking about ECM and how it's the only EWAR module that is chance based. After a while, I think I figured out the best way to fix them without completely making them overpowered.

First they need to be unlinked from sensor strength, which should be only used for your ability to be probed down.

Second, instead of being chanced base, they should reduce a ships maximum targets by 2-4 per module used against it.

Third, reduce the max range to 10-20 km based on tech/meta level, but can be increased by ship/player skills.

The flat decrease of locked targets should go a long way to making this module stronger, without making it game breaking. This would make it strong against logi ships in this format, and against other ships if you single them out, which is similar to how the other EWAR works. This also removes the need of racial ECM's.

Now, the ECM bursts should reduce the amount of locks of ships by 6-8, and limits the total amount of ECM modules that can be equipped to one.

The ECM rigs should be changed to add another maximum target reduction. Instead of ECM strength.

Feedback welcome,
VV


========================================================

 

Current proposal (Should have reserved a post instead of editing the OP)

 

Remove racial variants of ECM, and replace them with scripts to be used on the omni to make them as powerful as the racial variants.

 

This goes along with my original want overall, clear up module bloat. This would also make for a great quality of Life improvement since you don't need to keep so many different ECM modules to do the same job for different races, and goes along with how other EWAR modules can be scripted for specific results.


Why would ecm need a fix it´s fine.

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