ECM, ECM, Recon, Engi
The 2 ECM’s rotate their disables so you can chain lock down ships…
i think we have a winner here.
ECM, ECM, Recon, Engi
The 2 ECM’s rotate their disables so you can chain lock down ships…
i think we have a winner here.
I’m done here…
some people will NEVER understand…
it seems that we shoudl turn every game into LoL, even though it’s not as popular or successful as people claim it is…
in fact, Riot yearly revenue is equivalent to a single large grocery store pretty much… peanuts… tiny company… does lots of advertising tho to make you think otherwise…
can you imagine this being acceptable in any FPS class-based shooter? ie: MW/BF…
“omg dude, he stunned me, i cant move for 12 seconds… omg i can’t shoot now! he hacked my weapon!”… yea pretty much… can you imagine all the rage?
the day they put a weapon like that in, is the day they kill their own game.
FPS already have that mechanic built in and have had it for years, Concussion/flashbang grenades even in CoD will stun and blind you for 3-4 seconds. How is this any different? Top teams in FPS’s use this tactic all the time…stun/disable then move in while they’re incapped and clear the area.
Also Engi, Engi, Guard, ECM could counter the squad lineup from my previous post.
2 Engi’s so the other team has multiple high priority targets to worry about as well as stacking heal stations, Guard for Propulsion Inhib and Pulsar, and ECM to disable the enemy heals or get ships off your frigates blind spots.
Not the best lineup for say a Beacon hunt game unless it was on Abandoned Outpost…great lineup though for Capture the beacons and Combat Recon. Advance to their beacons and watch them panic in CtB or just straight up crush them in Combat Recon.
Also best 4 man squad:
ECM, ECM, Recon, Engi
2 x ECM + Engineer + whatever = goes a very long way.
Recon only works if you have an ace pilot behind that keyboard though. They are above average counters relative to many other ships in SCon but hard to use.
FPS already have that mechanic built in and have had it for years, Concussion/flashbang grenades even in CoD will stun and blind you for 3-4 seconds. How is this any different? Top teams in FPS’s use this tactic all the time…stun/disable then move in while they’re incapped and clear the area.
To be fair, Stuns and FBs don’t really lock you out. In my prime I can still multi-kill with my screen gone all white when posting down a lane… but they do make up for this anti-lock culture by nurturing insta-gib instead. 1 shot headshots are acceptable in FPS/TPS but not here in SCon. It balances out no ?
2 x ECM + Engineer + whatever = goes a very long way.
Recon only works if you have an ace pilot behind that keyboard though. They are above average counters relative to many other ships in SCon but hard to use.
<<-- Really good recon pilot. I play it like a support CO but you have to build for tankiness not speed. You need to be able to take a few hits and shrug them off.
<<-- Really good recon pilot. I play it like a support CO but you have to build for tankiness not speed. You need to be able to take a few hits and shrug them off.
Same here.
FPS already have that mechanic built in and have had it for years, Concussion/flashbang grenades even in CoD will stun and blind you for 3-4 seconds. How is this any different? Top teams in FPS’s use this tactic all the time…stun/disable then move in while they’re incapped and clear the area.
those are not stuns… they are slows (even though the name says stun)… and flashbangs are a negative effet, nothing more. you can still spray the doorway, or if you saw the enemy, shoot them blind… or run hide around the corner… it’s NOT a stun/disable… you can still shoot, and move at a slower pace… plus you can see/hear them being thrown…
as for your comment about 2x engi, guard, ecm. that’s another issue in itself: frigballs… which have been brought up before. which need their own fix… like i said… inty supposed to counter frigs… in the currect state, they cannot… neither can fighters (to a degree, singularity helps)… you can try throwing some coverts at that ball, but it’s a dicy proposition. plasma arc won’t even be able to take down a T3 guard tanked for thermal. unit balance is just completely messed up.
in other words, this game is backwards: frigates > inties > fighters (at least trying to be) > frigates… inties and fighters are mixed up in their roles, with no fix in sight…
then it depends what frigates, since engi can be a pain to ecms/recons still, LRFs generally countered by all inties, and guard… pretty much untouchable unless attacked by several units at once, baited, disabled, or something else, then still takes a minute to shred it’s tank?.. game needs to make more sense…
yup, that’s it… i am actually done now proving everyone wrong.
have a nice day, i have more important things to do than go around in circles.
2 covert ops, both with the ability to stop a person from locking on.
2 recon.
Use the CO to disable the ecm modules. fight.
use the recon to drain the ecm’s great shielding. use mines at close range. (once the shields of the ECM units are down, it’s a simple matter to kill them.)
When the ECM pilots have their shields down, if they’re not dead by then, the CO’s will use their webs.
Also, frig balls have had their fix.
2 covert ops, both with the ability to stop a person from locking on.
won’t work. white noise only works on a single target and has 2000m range. ion and stasis are both 3500m range.
frigballs fixed? nope… with a single ecm or 2 to support, they are still OP as hell… or any inty for that matter, to get attackers off their back.
guard/engi combos still need better counters. currently the best way to take them down is with several units at once… or another guard/engi… ecm cant downa guard, or itll take forever, covert can’t down a fully thermal tanked T3 guard… well it can, with some extra pummelling, by which time the guard’s reinforcements probably arrive… part of that problem is because he has to wait out the slowing field and pulsar effect, during which time not only can the guard shoot him, but reinforcements arrive.
fighters? they dont stand a chance… too slow, and either not enough defense (assault) or dps (command). sure it’s more likely with command, but not very likely in most cases with a good guard pilot.
oh i forgot… my work here was done… cya…
no sense in discussing this broken unit any more.
- “won’t work. white noise only works on a single target and has 2000m range. ion and stasis are both 3500m range.”
- “frigballs fixed? nope… with a single ecm or 2 to support, they are still OP as hell… or any inty for that matter, to get attackers off their back.”
- “guard/engi combos still need better counters. currently the best way to take them down is with several units at once… or another guard/engi… ecm can’t down a guard, or itll take forever, covert can’t down a fully thermal tanked T3 guard… well it can, with some extra pummelling, by which time the guard’s reinforcements probably arrive… part of that problem is because he has to wait out the slowing field and pulsar effect, during which time not only can the guard shoot him, but reinforcements arrive.”
- “fighters? they dont stand a chance… too slow, and either not enough defense (assault) or dps (command). sure it’s more likely with command, but not very likely in most cases with a good guard pilot.”
Also take into account that the CO can stay out of lock if they wish. long enough to initiate the attack. the ecm wouldn’t have too much time to react. As well, the recon can keep spydrones on the ecm, so the CO will be able to keep them in white noise from behind a thick wall. after the noise is finished, they will return to their adaptive camo’ state.
Not all opponents are meant to be taken down on the first assault. (though, I’d say the recons would be able to do just that.)
P.s. the nice thing about actual frig balls, they’re slow.
In every single game type, there is a disadvantage to large amounts of frigs.
You’ve lost

just facepalmed so hard… not even funny…
simple fact is: you can devise any team combination to beat any other.
2 co, 2 recon is just about… i dont even know what to say except 2xecm, guard, command.
also, statis stops you from moving and have 3500m range, not 2000 like white noise. hence you mod will be useless and 1 second later you will receive a volley of 4 missiles = instadeath…
game well played.
now let me go facepalm some more.
just facepalmed so hard… not even funny…
simple fact is: you can devise any team combination to beat any other.
2 co, 2 recon is just about… i dont even know what to say except 2xecm, guard, command.
also, statis stops you from moving and have 3500m range, not 2000 like white noise. hence you mod will be useless and 1 second later you will receive a volley of 4 missiles = instadeath…
game well played.
now let me go facepalm some more.
Must I repeat everything I say? The Covert Ops can stay out of the ECM’s sensors using the adaptive camo. *FacePalm* attack, then use the white noise module to keep them from doing anything. then the Recon will join in the fight.
Yet another match for us to have in the actual game.
Your second sentence contradicts everything you’ve been saying so far.
Now, what shall we do for your punishment?
Your second sentence contradicts everything you’ve been saying so far.
The Covert Ops can stay out of the ECM’s sensors using the adaptive camo.
only if you read it wrong or misinterpreted what i was saying. ‘any’ meaning ‘a specific’, not just ‘any’…
incorrect… a guard’s inhibitor diameter is 3250m… the ecm can sit on the other side of it, preventing you from closing the gap, 20 sec of immunity will not get you through the field, since you’re slower then the ecms at that point. also consider that the command will be sitting behind the guard, in front of the ecms. draining the guard’s shields won’t work either since you will be in range of pulsar/inhibitor…
you can try and you will fail…
but, i was wrong about one thing: white noise actually has a 3100m range, same range as ecm disables.
however, the ecm just sit 500m outside the field, effective 3750 range, plus coverts wouldnt dare sit on edge anyways.
edit: but just realized… this just come down to a lottery… who pressed button before other player, considering lag, flight trajectories, etc… lmao… funny 
furthermore, this whole talk of ‘this specific unit’ counters ‘that specific unit’ is frankly making me sick… lmao…
technically in a 1v1, or a 2v2, coverts can kill ecms, yea… see statement above. having 36 sec (38-2) of invulnerability to another unit is just ridiculous. rock-paper-scissors all over again.
however, team fights rarely work out like that, and you don’t always have one covert to counter every ecm they have, or even a covert in range for that matter. ecms should never be on the front line, so you won’t be able to prevent them from disabling some of your units during the engagement. you can white noise them then, but they’re waiting on cooldowns at that point anyways (and you have no way of telling)… so you just wasted a skill, congrats 
back to facepalming.
once again, the point here is not: what counters ecm… or if covops can disable… but rather that ECM BREAKS EVERYTHING…
i hope that will be the end of this discussion.
edit: oh, it brought up a good point though… covert vs other inties = hard to hit due to speed/agility and no lead marker for guns/unguided missiles… no guided missiles… no wonder fighters are useless against inties… also, 36 sec of this partial immunity to damage vs any unit seems a bit broken to me lol. you can’t tackle them either in that case…
cant tackle a ecm… cant tackle a covert… cant tackle a recon… what is tackler good for anyways? lmao
you know things are bad when inties are meant to counter other inties… instead of fighters having that role :\
So, you’d rather ecm only took out modules. and by modules I mean all of them. And, perhaps, instead of CO using white noise, change that skill to ecm.
Would that be better instead of stasis?
That being said, I still don’t believe stasis is bad.
metastable is just useless… easy to avoid. plus it takes you out of the battle for 10 secs, and a player out of the battle contributes absolutely zero DPS for the team. it can be a cheese way to cap beacons in some cases due to invuln. (also broken)
as for everything else, i don’t know…
with everything i know now, i have to rethink all of this…
Just wanted to throw this in here: White Noise has a cooldown of 50 seconds, Adaptive Camo Mk 3 takes 84 seconds. You do not want pop these modules just like that to fend off a single ECM, especially Camo. You do it if you absolutely have to, but it’s not a viable strategy.
To contrast ECM Mk 3 modules have a cooldown of 33, 30 and 40 seconds. I also don’t see this postulated 2000 m distance that I’m supposed to keep away from ECM to be save. Mk 3 modules all have a range of 3100 m, same as White Noise. Maybe that’s what’s wrong with them then. If you cycle the disables you have about 10 seconds of wait for the first module to be ready again. Way I see it, once you reach Mk 3 you’re ECMing everything all the time.
Also: Yes. Metastable field needs a rethink. It doesn’t really work they way it’s supposed to. It’s just the final troll action once you run out of other options.
Edit: For reasons of completeness, Recon modules are a bit out of whack as well.
Spy Drones: 20 seconds
Phase Modulator: 28 seconds
Parasitic Remodulator: 28 seconds
Micro-Locator: 57 seconds
I have T2 epic Spy Drones, those are 17 seconds, absolute madness. Drones everywhere, everything is visible always.
I don’t believe Meta is useless. if you have a shield regen and a heal frigate near, it’s a good way to come back to life.
as well, turn the field of battle. I’ve done it numerous times.
I don’t believe Meta is useless. if you have a shield regen and a heal frigate near, it’s a good way to come back to life.
as well, turn the field of battle. I’ve done it numerous times.
Or cap a beacon…But that should get changed IMO.
Engineers are rarer lately. Sunday night I got a “On and edge” medal and a “Fear Me” in detonation, and I captured and planted a bomb with that hull strength! It wouldn’t have happened if there was an engineer on my team.
As for capping a beacon, it’s a safe brake. Other than that, it’s not that good.
Or cap a beacon…But that should get changed IMO.
yea, i was about to say.,… i forgot about beacon caps and bomb drops…
ecm break those as well… due to meta. it’s a cheese-button basically.
actually saw some ‘top corps’ abusing this to no end yesterday in detonation/beacon caps…
some of the lamest cheese i have ever seen in a game to date…