ECM/Inty complete rework

The counter is like so, 

Ecm uses energy drain, you simply fire and dodge as much as possible, don’t run. option 2: find an object, or plan an object to be there. fly behind it, and you can skip this step.

Ecm Ions: by this time, the energy drain is likely out of use, dodge as you see fit.

 

Once the ion fades: keep him in sight and use the shield drain. ( this will negate almost any damage, if not all if you dodged well.)

if he uses the meta, your drain will still be active. white, drop, boom.

if not, simply aim and shoot. once the shield is down. you’ve already won.

if he uses the stasis at this time, the drain will still be in effect.

he’ll likely run at this point, or try to get in a kill, however, if he still has shield, the drain will keep you alive.

if you happen to be put into stasis before you can drain, well, that depends on how well you dodged. some hits you’ll have to take.

activate the drain as soon as the stasis is done. 

 

 

Option 2:

once in range, invis.

as you uncloak, drain, fire,mine , drone, warp. repeat, if he’s not dead by then.

when in larger numbers, the opponent will have to 1. look and aim right at you to start using his modules, 2. get lucky with “T”

you will be dead in 7-14 seconds before you have a chance to use a skill ;p

 

if i see a recon cloak in front of me to break the lock, i put as much distance between me and him as possible forcing a decloak.

 

range on ion/stasis: 3100

 

range on remodulator: 1500

 

you are dead my good sir ;p

then stay out of range and  try again.

use rocks, etc. the energy drain is arguably the most dangerous module in the ecm’ arsenal.

 

if you think ion will kill you, you need to try dodging more and raging less.

 

that being said, I’ve enjoyed our little chat. :slight_smile:

then stay out of range and  try again.

use rocks, etc.

 

yea that might work. throw rocks at them! :smiley:

 

if you think ion will kill you, you need to try dodging more and raging less.

 

try dodging my unguided missiles ;p

yea that might work. throw rocks at them! :smiley:

rofl. you know what I mean :stuck_out_tongue:

 

Anyways, you’re welcome to fight me in my 1 vs 1/all lobby’

we’ll test this off paper.

rofl. you know what I mean :stuck_out_tongue:

 

Anyways, you’re welcome to fight me in my 1 vs 1/all lobby’

we’ll test this off paper.

 

 im almost done grinding t2s. arguably, t2 recon vs ecm is a bit more fair, but not really, 9 second disable and energy drain is… bothersome…

 

t3 tho with statis = easy win, hands down.

 

oh just to correct a previous error of mine. you’d still be able to warp, but that’s it ;p

 the energy drain is arguably the most dangerous module in the ecm’ arsenal.

shhhhh… lest they neft it :stuck_out_tongue:

I’ll be the recon or the ecm. your choice. 

you may use T3.

I’ll be the recon or the ecm. your choice. 

you may use T3.

 

once i get T3 lol… which will probably take 3-4 days. on R5/R6 now.

 

for the meantime, find someone else to test it ;p

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.

That’s because you are already dead when you press F. You put yourself in a situation where your destruction is inevitable, but you keep everyone’s attention until your impenetrable defense dissipates and they can finally actually destroy you. Troll all the way till the last second.

 

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.

There’s lots of modules it stops. All command modules and engineering modules for starters.

There is no counter to the ECM. No real counter. The best you can probably do is “hope he engaged you alone.”

 

There are a few builds that can handle that. However, I can assure you that none of them are rank 8 or lower. A big part of the anti-ECM mindset is to use the Computer module that reduces the duration of enemy modules, and take the implant that does the same.

 

The people who do this are forgetting that their ‘counter’ requires you to build your entire playstyle around it! That is absurd! I shouldn’t have to radically change all my equipment and loadouts for the sake of one xxxxxxx class!

 

So, let’s take the example of my Rank 8 Recon vs a T3 ECM.

 

First off, he can knock out my ship entirely for around 3-4 seconds. A recon that can’t move for 3-4 seconds is, in technical terms, “dead”.

 

Then he can knock out my guns, missiles and modules for 7-10 seconds. So, what do we call a Recon that can’t cloak, parasite or warp away? We call it dead!

 

Finally, he can steal all my ship’s energy so I can’t cloak, parasite or warp away. Need we cover this again?

 

But maybe Recon isn’t meant to beat ECM, so let’s consider what else we might have… how about a Rank 8 Command?

 

Well, all the above still applies. The only difference is a command is more survivable. But ultimately, it comes down to this; when you’ve been knocked out of the fight for 20-30 seconds, does the enemy team have enough DPS in the area to kill you instantly?

 

If the answer is “no”, then that is the supposed “counter” to the ECM - the fact that his allies didn’t support him. Bullshit.

 

If someone wants to counter my Recon, they can switch classes. They can bring a Tackler or a Guard and make it damn hard for me to break them. In return, I counter that by finding a ship that is strong vs their new ship, and the cycle repeats. This is how countering works - not by having to build every ship and pick every perk with the mindset of “will this make it harder for an ECM to shut me down?”

Perhaps since ECM is on both teams, ecm counters ecm? that being said, it’s not a 1 vs 1 game.

I only do 1 vs 1 for the sake of tests. and so I can improve myself. 1 vs 1, 1 vs all. etc.

 

And with THAT being said. ECM does not mean immortal. why do you think it says in the tips “they shall be hunted down.” roughly.

they’re not healing frigates, but they’re a good alternative.

Now, what did I say about the energy absorber? 

get a rock.

or an enemy ship, or an ally ship, anything can severe the connection. that’s the anti energy drain counter.

and then go on the offensive. Do I really need to explain this again?

Also, that’s what most of this game is built around, those implants? choose one, make a style. your style is based on what you wish to do.

as for “hope he engaged you alone” you’re on a team, as he is. you’d best hope your teammates are behind you.

My point on the ECM and implants is that, in virtually any other role, the implants don’t matter. You don’t need +5% crit chance to be a frigate hunter, or a speed boost module to be a bomb carrier. These things just help.

But ECM? Try taking ECM on without building your ship to counter them specifically. It just can’t be done. By contrast, even a badly built Tackler, Guard or Engi can hurt my Recon.

that’s due to no recons having good shielding.

Jericho just happens to hold a good class while buffing it with great shielding.

also, my counter works in T2. never tried in T1, however, in T1 you can still take down the ecm.

that being said, a guard/tackler are easy to take down in a recon. prox mines to the max. + shield drain

No wonder there’s so much downplaying of the situation here. You’re either maining ECM or play T2. ECM isn’t a problem in T2, because they have 1 less active module and less abilities. The troll-factor massively increases once you reach T3.

Covops has received 3 major nerfs recently: Plasma Arc does 25% less damage and Orion duration has been reduced first from 10 to 7 and now 5 seconds. And you don’t see me complaining, because it was justified. Especially considering the drastic improvement in DPS with the new short range weapons. With the changes to missiles, they make the damage buffs a bit redundant.

Gauss,

Positron,

Homing Missiles,

Pulsar,

Energy Field,

Slowing Missiles,

Engine Inhibitor,

Tackler,

Team-mates,

Drones,

Small Mines,

  • No ECM specific builds needed.

I’d add minefields to the list but that’ll be asking too much.

 

Note worthy: All the above also kills the other 2 interceptor types just as efficiently.

 

If an ECM wing manages to come within range to hurt you 2 of 3 things happened:

 

  1. Your team played randomly

  2. ECM pilots were competent

  3. You over-extended

 

None of which involves ECM being the root cause.

 

 

[edit]

I fly Engineer and Command ships. ECM’s priority targets.

Gauss,

Positron,

Homing Missiles,

 

good luck, and may god be with you my son.

 

Pulsar,

Energy Field,

Slowing Missiles,

 

you can disable a guard before approaching, or bait the pulsar, run and come back.

slowing missiles also affect your own team and yourself. furthermore they won’t help you survive if you’re disabled in the field with the ecm… :\

 

Engine Inhibitor,

Tackler,

 

disabled.

 

Team-mates,

Drones,

Small Mines,

 

ridiculous… not even a valid argument. :wink:

 

I fly Engineer and Command ships. ECM’s priority targets.

 

ecm has no primary targets :\ everything is a target…

 

plus one last module your are forgetting. weapons inhibitor… 37% damage reduction from a single target :\

 

what counters ecm? it isn’t ecm…

 

ECM just breaks another ECM…

 

why do we have broken things?

 

one more thing i should add. in order for energy denial to work as intended, each active module should have an initial activation cost. just like in rpgs - enchantments/effects that drain energy also cost a small amount of energy to use.

 

this is because it provides a tactical tradeoff. a decision has to be made whether to activate the module with it’s associate cost and energy drain, once you are already low on energy.

ECM main targets include heal frigs and fighters. every now’n then a guard frig. however, the guard frig is hard to take down, it takes multiple tries when alone to take down a truly competent guard pilot. same thing with certain heal frigs. Usually the intie would die.

The main wepon of an ECM are the teammates.

Allot of this comes down to the ability of each individual pilot.

 

Also, “No wonder there’s so much downplaying of the situation here. You’re either maining ECM or play T2. ECM isn’t a problem in T2, because they have 1 less active module and less abilities. The troll-factor massively increases once you reach T3.”

It only adds one more module that you’d actually want  to use, and stasis doesn’t last very long. 

 

 

 

P.s. I’m getting tired of this subject!

Fight as an ecm, since you can’t seem to find the weakness, fight as an ecm and learn it the hard way.

And no, it  does not break everything. ion, takes down modules and wepons and engines stay active. stasis, takes down engines missles and main guns, but modules stay active.

if a sniper is still in his snipe module? he can still blow you away.

It never takes you down completely. not unless he decides to waste all of his modules at the same time.

and then you’ll be able to simply kill him, for that was a truly idiotic ecm pilot.

Also, “No wonder there’s so much downplaying of the situation here. You’re either maining ECM or play T2. ECM isn’t a problem in T2, because they have 1 less active module and less abilities. The troll-factor massively increases once you reach T3.”

 

actually, it is a problem in T2 with 8.4 second disable. it breaks almost every unit as i described.

 

furthermore, T3 are matched with T2 by MM…

 

And no, it  does not break everything. ion, takes down modules and wepons and engines stay active. stasis, takes down engines missles and main guns, but modules stay active.

 

it still completely breaks every unit class…

 

as i described in another post, to break it down… unit classes should be as follows: frigate > fighter > inty > frigate

 

obviously, that is just a general guideline…

 

simply put, intys should provide counters mostly to frigates.

 

you can specialize roles and say ECM can counter command, engi, guard, tackler etc…

 

but to give it an all-encompassing ability that can take down any unit is just a stretch too far…

Yeah, because all those other modules that affect every other ship is just a strength too far also.