Counter to ECM-spam

As I have done more and more games in T5, ECMs are becoming more and more prevalent in battles. I can’t tell you how many times I will get into a 3v3 match where all 3 players on the other team will run ECMs, and (if I’m lucky), 1 player on my team will run one. ECM-spam is ridiculously overpowered, as there is no viable counter to it. A slowbeam tackler can only slow one at a time, which will result in the other 2 ECMs completely obliterating the tackler. Fighting 1 ECM in a 3v3 game is hard enough, but fighting ECM spam in every single game I play is ridiculous. There needs to be a way to counter ECM spam. ECMs themselves shouldn’t get a nerf, as a lone ECM is relatively balanced (aside from some module imbalances).

 

My suggestion is that something be implemented to the game that either prevents ECM spam, or drastically reduces the effectiveness of ECM-spam. One of the following could be possible.

-Set a percent limit on how many players can use an ECM in a game. (Maybe 33% of the players can use one at any given time). Granted this has drawbacks, as in capture the beacons, players may be forced into an ECM, breaking the limit, but that could be the exception to the limit.

-Reduce module effectiveness of ECMs inversely proportional to the number on one team (the more ECMs, the less effective the modules). This could easily be achieved through a debuff that occurs. 1 ECM on a team of 6 (for example) would have 100% effectiveness, 2 would have maybe 80%, 3: 60%, and so on down to 6/6 being maybe 25% effectiveness.

-Boost damage of the opposing team vs. ECMs. A simple damage buff that only affects ECMs could solve the problem as well, making it easier for the other team to kill the ECMs.

 

Any one of these could be easily implemented.

 

This is a temporary solution though. The problem really roots down to bad matchmaking and the low player base. Many tier-rushers in T5 have little skill compared to the vets, so they use the class that is one of the easiest for a nab to do well in. If the tier system was based more on skill, ECMs would be much less prevalent, as truly skilled players use a diverse range of classes (including ECM, but they don’t ECM spam nearly as often, if ever).

 

Any other thoughts on this?

Any other thoughts on this?

As I have done more and more games in T5, ECMs are becoming more and more prevalent in battles. I can’t tell you how many times I will get into a 3v3 match where all 3 players on the other team will run ECMs, and (if I’m lucky), 1 player on my team will run one. ECM-spam is ridiculously overpowered, as there is no viable counter to it. A slowbeam tackler can only slow one at a time, which will result in the other 2 ECMs completely obliterating the tackler. Fighting 1 ECM in a 3v3 game is hard enough, but fighting ECM spam in every single game I play is ridiculous. There needs to be a way to counter ECM spam. ECMs themselves shouldn’t get a nerf, as a lone ECM is relatively balanced (aside from some module imbalances).

 

My suggestion is that something be implemented to the game that either prevents ECM spam, or drastically reduces the effectiveness of ECM-spam. One of the following could be possible.

-Set a percent limit on how many players can use an ECM in a game. (Maybe 33% of the players can use one at any given time). Granted this has drawbacks, as in capture the beacons, players may be forced into an ECM, breaking the limit, but that could be the exception to the limit.

-Reduce module effectiveness of ECMs inversely proportional to the number on one team (the more ECMs, the less effective the modules). This could easily be achieved through a debuff that occurs. 1 ECM on a team of 6 (for example) would have 100% effectiveness, 2 would have maybe 80%, 3: 60%, and so on down to 6/6 being maybe 25% effectiveness.

-Boost damage of the opposing team vs. ECMs. A simple damage buff that only affects ECMs could solve the problem as well, making it easier for the other team to kill the ECMs.

 

Any one of these could be easily implemented.

 

This is a temporary solution though. The problem really roots down to bad matchmaking and the low player base. Many tier-rushers in T5 have little skill compared to the vets, so they use the class that is one of the easiest for a nab to do well in. If the tier system was based more on skill, ECMs would be much less prevalent, as truly skilled players use a diverse range of classes (including ECM, but they don’t ECM spam nearly as often, if ever).

 

Any other thoughts on this?

 

No. Just no.

 

These options aren’t doable in any way once so ever.

If anything, there is already a nice system in place. the stuns do not stack. if one person ecm’s a ship, and the other person ecms the same ship, that’s a module wasted with no gain. If you’re just focusing your ecm modules on one guy, than you’re practically ignoring the two others who are trying to kill you.

If you have a ship that loses to a single ECM, proton wall will solve the issue.

 

Also, the proton wall will reduce further ECM activations.

 

Honestly, you likely are not losing to the ECM’s actives, but to the Storm Vikings +17% damage. If you want to complain about something that is probably a better subject.

 

O, drones are a much better counter than engine supression. That may help. Actually engine supression and drones is a legit answer for an ECM pilot with a poor implant setup.

Except when you have an ECM with drones as well  :00555:

 

ALL this rage going on about SKILL vs NON SKILL players who may be getting in the OCCASIONAL kill here and there against a more established player. 

 

Hello…     this is a game where people can shootem up at each other.   

 

  We yell and scream that there is not enough players … yet in the same breath say that we should be nerfing some of the ships because it allows those that may be considered less skilled a way to even the odds a bit.