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).