ECM/Inty complete rework

ecm breaks almost everything in the game: command ships and engineers especially, tacklers, assaults, even guards.

 

basically all fighters are worthless because of this thing, and some other units as well…

 

that’s the best way i can put it…

 

energy denial should still be handy on commands and engies. but being able to disable all their actives as well, 2 or 3 times in a row, or more with multiple ecm boats is just broken. it makes them useless in their roles, and since they have no other specializations… they’re just floating targets at that point, not even able to provide a benefit to their team.

 

then again, interceptors just outclass fighters in most cases… which really isn’t the role of an interceptor… and all has to do with the fact that they are way too maneuvarable compared to fighters in general. fighters need to be more agile to combat interceptors… that’s their role :\ air superiority to be able to swat down incoming aluminum cans… but they can’t even do that…

 

imo, make ecm/inty an EW craft with short range torpedoes for dealing with guards for example, since coverts still have problems with those. coverts can kill engies, or ecm can deny them energy, and ECM will be able to kill guards, even give their torps an extra 30% damage vs guard phase shielding or something to that effect. then you just balance the effectiveness of covert and ecm vs guard and engi, and you’re all fine… after you fix the fighters that is…

No, just…no.

I launch a missile before cocoon pops, hull normally follow suit shortly after.

And that is why I hate the special module.  If you use it when you need it, you will die in six seconds.  It’s not just the missiles, it’s all the incoming fire because of weapon rates.  Never mind the fact that combat drones ignore the discharge, or that I used to get minefields dropped on me so they can be nice and close to watch me die.

 

ecm breaks almost everything in the game: command ships and engineers especially, tacklers, assaults, even guards.

 

basically all fighters are worthless because of this thing, and some other units as well…

 

that’s the best way i can put it…

 

energy denial should still be handy on commands and engies. but being able to disable all their actives as well, 2 or 3 times in a row, or more with multiple ecm boats is just broken. it makes them useless in their roles, and since they have no other specializations… they’re just floating targets at that point, not even able to provide a benefit to their team.

Everything breaks ECM’s!  They’re interceptors, they can die easy.  Compare it to the specials of several other ships.

 

LRF: High powered long range weapon, especially since the weapon ranges were nerfed.

Guard: Pulsar can take out interceptors like candy if they don’t run.

Engineer: Combat drones that attack no matter where you are, and it heals itself!

Command: Diffusion shield that protects your shields, also a module that makes everyone around have stronger shields, hull, and weapons.  Until recently, the diffusion shield was invisible so an ECM couldn’t even know to drain their energy so they can start attacking shields.

Gunship: Overkill DPS, the cooldown limits it, but it can seriously deal some damage fast.

Tackler: It cloaks!  It essentially limits your resistance to all enemy ships gunfire, and slows you down to the point of being a sitting duck.  Have you ever been an interceptor with no afterburners and half “normal” speed?  That’s 215m/s on my Eagle-B currently, and that’s deadly slow.  Peak speed needs a booster module for that little boost up to 700m/s.

Covert Ops: Hit a plasma web just by being in range, handy way to finish off swerving interceptors away from an engineer.  Hear about nukes?  Triple kills or more at the press of a button.

Recon: Drains your shields at the press of a button, and then slows down their recharge.

 

Here’s what ECM can do.

Stop you from firing weapons or using modules for seven seconds max.

Stop you from doing anything for 2 seconds.

Drains your energy so you can’t use active modules.

Puts a little shield around itself that turns it into a bullseye, and when the shields gone every nearby enemy ship pauses.

 

ECM is the only ship without a damage boost in one form or another!  The most it can do is a targeting boost.

And that is why I hate the special module.  If you use it when you need it, you will die in six seconds.  It’s not just the missiles, it’s all the incoming fire because of weapon rates.  Never mind the fact that combat drones ignore the discharge, or that I used to get minefields dropped on me so they can be nice and close to watch me die.

 

Everything breaks ECM’s!  They’re interceptors, they can die easy.  Compare it to the specials of several other ships.

 

LRF: High powered long range weapon, especially since the weapon ranges were nerfed.

Guard: Pulsar can take out interceptors like candy if they don’t run.

Engineer: Combat drones that attack no matter where you are, and it heals itself!

Command: Diffusion shield that protects your shields, also a module that makes everyone around have stronger shields, hull, and weapons.  Until recently, the diffusion shield was invisible so an ECM couldn’t even know to drain their energy so they can start attacking shields.

Gunship: Overkill DPS, the cooldown limits it, but it can seriously deal some damage fast.

Tackler: It cloaks!  It essentially limits your resistance to all enemy ships gunfire, and slows you down to the point of being a sitting duck.  Have you ever been an interceptor with no afterburners and half “normal” speed?  That’s 215m/s on my Eagle-B currently, and that’s deadly slow.  Peak speed needs a booster module for that little boost up to 700m/s.

Covert Ops: Hit a plasma web just by being in range, handy way to finish off swerving interceptors away from an engineer.  Hear about nukes?  Triple kills or more at the press of a button.

Recon: Drains your shields at the press of a button, and then slows down their recharge.

 

Here’s what ECM can do.

Stop you from firing weapons or using modules for seven seconds max.

Stop you from doing anything for 2 seconds.

Drains your energy so you can’t use active modules.

Puts a little shield around itself that turns it into a bullseye, and when the shields gone every nearby enemy ship pauses.

 

ECM is the only ship without a damage boost in one form or another!  The most it can do is a targeting boost.

^ this. however, experimental + the boost to the effectiveness of ecm modules, at least one of em can go to 10 sec’s. 

The ‘Talon’ (white Hawk).

that being said, the time for ecm modules can be reduced by using a simple implant.

I just use the Jericho 2 implant and a sensor range CPU mod.   Works like a charm.

No, just…no.

 

i reworded my response, as it just wans’t right… namely that guards have missile defense, so torps wouldnt work.

 

And that is why I hate the special module.  If you use it when you need it, you will die in six seconds.  It’s not just the missiles, it’s all the incoming fire because of weapon rates.  Never mind the fact that combat drones ignore the discharge, or that I used to get minefields dropped on me so they can be nice and close to watch me die.

 

yea, it really isn’t effective. if you read my reworded statement on the previous page (#4) last post, i propose a change to that useless thing: [http://forum.star-conflict.com/index.php?/topic/20718-ecminty-complete-rework/?p=215409](< base_url >/index.php?/topic/20718-ecminty-complete-rework/?p=215409)

 

Everything breaks ECM’s!  They’re interceptors, they can die easy.  Compare it to the specials of several other ships.

 

yea i know that, and they’re really not filling a ceptor role, but they break everything else as well.

 

LRF: High powered long range weapon, especially since the weapon ranges were nerfed.

Guard: Pulsar can take out interceptors like candy if they don’t run.

Engineer: Combat drones that attack no matter where you are, and it heals itself!

 

LRF: broken in lower tiers, proven.

pulsar: a what? disable that piece of junk.

drones: can get quite annoying. still testing engineers however.

 

Command: Diffusion shield that protects your shields, also a module that makes everyone around have stronger shields, hull, and weapons.  Until recently, the diffusion shield was invisible so an ECM couldn’t even know to drain their energy so they can start attacking shields.

 

yea, just drain it pretty much, and attack it, itll drain it some more. itll poof really fast.

 

Gunship: Overkill DPS, the cooldown limits it, but it can seriously deal some damage fast.

Tackler: It cloaks!  It essentially limits your resistance to all enemy ships gunfire, and slows you down to the point of being a sitting duck.

 

gunship: no defense and slow, still testing.

cloak: shoot it… hint - engine trail… the rest is normal for a tackler.

 

Covert Ops: Hit a plasma web just by being in range, handy way to finish off swerving interceptors away from an engineer.  Hear about nukes?  Triple kills or more at the press of a button

Recon: Drains your shields at the press of a button, and then slows down their recharge.

 

yea the jury is still out on coverts… when i fly them i seem to outclass almost everything else that flies…

 

Here’s what ECM can do.

Stop you from firing weapons or using modules for seven seconds max.

Stop you from doing anything for 2 seconds.

Drains your energy so you can’t use active modules.

 

breaks everything basically.

 

ECM is the only ship without a damage boost in one form or another!  The most it can do is a targeting boost.

 

it’s not supposed to be a huge damage dealer… the term ECM implies ‘support role’… it’s also not supposed to play god with your modules/weapons… basically renderring you helpless while it pummels you with unguided rockets… yea, i do it too… ;p

 

for reference purposes, here is the modified quote from the previous page:

 

imo, repurpose ion emitters, allow them to shut down offensive modules only, or reduce their duration to 1-2 seconds so they can shut down guards, tacklers, etc… energy absorber should be used for shutting down command/engi effectively.

 

turn stasis field into an invulnerability to all missiles, and negative/slowing effects for 6-10 seconds and a damage reduction of 50% for 3-5 seconds.

 

turn energy absorber into a DOT like plasma web, and simply have it nullify energy instead of transferring it, or no change.

 

give the ECM a new active which provides allies in a radius a chance to dodge missiles

 

remove stasis entirely.

 

if you want you can get crazy with on-hit effects for weapons as i described in OP.

 

these should provide the ECM some nice counters to command/engi via energy absorber and a 1-2 second disable.

 

and some more survivability against assaults, covert plasma web, prox mines, etc… via damage reduction on statis field.

 

and the ability to shut down guard actives (since they have a long recycle time).

As to answer that last Quote. “Allow them to shut down offensive modules only”. No.

“Nullify energy instead of transferring it”. No.

“give the ECM a new active which provides allies in a radius a chance to dodge missiles” No, and the flares already do this.

“turn stasis field into an invulnerability to all missiles, and negative/slowing effects for 6-10 seconds and a damage reduction of 50% for 3-5 seconds.”.

No.

The tychoon shield is fine as it is. it gives you time to regen’ your shield. if you have an engi with you, all the better.

 

p.s. you’re talking about the stasis gen’,.

Since you seem so blind set on your views, consider this, an ECM cannot stop currently active modules.  It cannot stop a pulsar for instance.  You don’t think a pulsar’s so great?  Try getting hit by one in an interceptor.  In this game, shields down, even for empire, means an easy kill.

Since you seem so blind set on your views, consider this, an ECM cannot stop currently active modules.  It cannot stop a pulsar for instance.  You don’t think a pulsar’s so great?  Try getting hit by one in an interceptor.  In this game, shields down, even for empire, means an easy kill.

I like the comment, however some modules in use can be canceled. pulsar is the only one I know of that can’t be canceled. 

only with the ion, mind. Stasis gen’ can’t deactivate modules.

a sniper can also still fire under stasis.

That being said, am I talking about something entirely different?  

an ECM cannot stop currently active modules.  It cannot stop a pulsar for instance.  You don’t think a pulsar’s so great?  Try getting hit by one in an interceptor.  In this game, shields down, even for empire, means an easy kill.

 

well if it can’t stop currently active modules, then all it needs is a reduction in duration to 1-2 seconds.

 

and yea, pulsars are broken in that sense. the slowing field is enough as is…

 

either just remove pulsars, or allow them to be disabled. reduce their damage, reduce the slowing field effectiveness… something.

 

p.s. you’re talking about the stasis gen’,.

 

p.s. ‘i fly ecm interceptors for easy kills’ ;\

 

i’m talking about the metastable… but i can’t be bothered to remember the technical names for everything.

p.s. ‘i fly ecm interceptors for easy kills’ ;\

 

I fly covert ops for easy kills.

I fly recon for easy kills.

I fly ECM for easy kills.

 

 

They. Are. All. 3. OP.

in a sense that they’re not OP but equal.

 

 

P.s.

If your ship is under a shield drain, and you activate the tychoon shield. your shield will still be under drain.

In this sense, the recon is the bane of the ecm.

not to mention proximity mines.

 

right as the shield turns white, set a mine and move away.

in fact, ion = 8 seconds, stasis = 4 seconds… 12 seconds? lmao… BROKEN… and a 2 second stun which is usually ineffective. ah and when you get out of ‘stasis’ you will have no energy bro, good luck :slight_smile:

 

basically IDDQD…

 

and wtf is a tychoon shield?

“and wtf is a tychoon shield?” either the old name of the meta, or I’m just getting mixed up with the tachyon charge.

anyways, it’s the meta field.

 

Also: “In fact, ion = 8 seconds, stasis = 4 seconds… 12 seconds? lmao… BROKEN… and a 2 second stun which is usually ineffective.”

 

           I’d expect you to have an actual team at your side.

 

P.s. the 2 second stun. meta, is far from useless. if you’re careful, you can use it as a regen for your modules.

 

DISMDISM and repeat.

yea well that’s very situational, and i don’t see many cases of ecms needing metastable vs a recon… just disable him to oblivion :… he wants to warp? nope… ion emitter… and pummel him with missiles…

 

same for tacklers, same for everything else… just god mode…

I fight against ecm’s with recon all the time. in a 1 vs 1, recon will usually come out on top.

though, it will also depend on each pilots individual skill.

that being said, I play T2, mostly.

Also, you can dodge missiles.

lots of loops, space bar/left alt. strafe.

not counting the stasis gen’.

however, the stasis gen only lasts for a short time.

 

With the energy drain, find an object and swerve behind it.

ion, dodge, run. or dodge as if you were in a dog fight,

stasis and meta are the only ones you should be worried about. 

Tachyon cocoon is the old name.  It was changed because…the same reason ship names were changed.

 

As for the duration of ECM’s modules, you’re assuming the ECM is looking at the clock and taking into account implants/modules reducing that.  Those modules and implants can cut it to half.  If it’s so OP, everyone would have the implant and module to make it useless.  Then the devs would nerf ECM’s further and people would drop the modules.  I have the implant, I don’t have the modules.  ECM’s may cause a quick teamwork death, but they aren’t my greatest concern.

only way a recon would come out on top is if the ecm is smart enough to run into a mine :slight_smile:

 

just swerve away from recons, and loop around the other side for a pass. i usually fight recons differently after i got faceplanted with a mine once… for like 8-9k damage…

 

so then i decided to use it and faceplanted just about everyone for 6-10 kills a game :\

 

just watch 2/3 or 3/4 or their health disappear :\

 

oh dont forget to cloak after dropping a mine… confusion will set in…

A good strategy for prox mines.

 

Frigates, fly in front of one, lay the mine.

 

fighters, same concept.

 

inties, 1 1/2 - 2 seconds before they pass you by, lay it.

part 2, 

 

for any ship that looks like they’re aiming for you, 6k-4kM out.

lay 2-3 prox mines in 1 spot without moving. (by a wall, usually. a place where they’re most likely going to fly by to get you.)

wait for them once they get in close, move off of the mines and lead them to them. usually, they won’t react till it’s too late.

 

I used to do this with my ecm, except I’d stay on the mines  and use the meta gen when they got close. usual result, they don’t see the mines. they come in close and *boom* always was a good comedic display.

mines are 15 sec reload, cloak is 20 sec with experimental, 5 second duration… so it’s pretty much meant to be alternated…

 

drop mine, wait 5 secs, cloak 5 secs, maneuver/shoot target for 10 secs, repeat. can actually drop mines a bit faster, but pretty close anyways.

and if the ecm doesn’t have shield thermal def, it’ll usually be either dead, or close to it.

but that’s what the shield drain is for :stuck_out_tongue:

and if the ecm doesn’t have shield thermal def, it’ll usually be either dead, or close to it.

but that’s what the shield drain is for :stuck_out_tongue:

 

right, you’ll be dead before the statis even wears off, but if you’re not the ion emitter will def prevent you from using any actives ;p

 

even with a full 50% reduction means you’re nerfing your other stats, dps by about 16% and lockon times by 45%, or sensor range, etc… plus a ship mod.

 

it still means 6 seconds of disables, by which time, with the help of unguided missiles you will already be dead. then energy absorber on top of that…

 

what you will most likely be doing is warpin the hell out if you’re not still disabled for ther full 12 second duration ;p

 

oh btw experimentals are probably 13-14 seconds… hehe