ECM must be reworked

ECM modules are too OP. Instead interfere with the operation of the ships, they turn off completely the targets. 

 

-Energy absorber will be changed to  Energy Leakage: Increase all energy usage in X% for X seconds. Require a clear line of sight, same mechanics energy absorber.

 

-Stasis Generator will be changed to Noise Generator: Reduce all target modules parameters in X% (10-20), awhile be activaded. Have 10 sec cooldown and require a clear line of sight.

 

-Ion difuser: Prevent the target from using active modules, Fire weapons and missile, and disarm all activade modules and special modules (pulsar, overdrive, drones.). The activaded time will be reduced like  30-40%, as the new role of this module will be turn off activaded modules, not prevent the activation.

 

-Weapon system Inhibitor will be changed to Weapon cooling inhibitor : Reduce weapon cooling rate in X% (30-40%) for 15 sec. Work same as the engine supressor.

 

 

Sorry the bad english, Google transtator rulez.

 

 

I think ECMs are fine, disables are needed in any PvP game, and they bring extra dimensions to an organized team-play, plus ECMs alone can only kill certain roles, but every role can kill certain roles, that is how this game works.

Stop reading what kaiju spam!

i think energy absorber is the only overpowered module purely because it lasts for so long and the recharge is so short. if the effect was reduced by 2 seconds it would be more balanced imo. apart from that its fine, as koy said its needed in the game (plus ecm’s like recons do little damage unless you use the noobmas gun vs frigates)

ECM is fine as it is. That being said, if you wanted to rework it, your ideas are not currently the place to look for answers. If you really want ECM to be truly rebalanced, think better. They must not be made into useless ships.

I totally agree, that ECMs have to be reworked. Although they’re not really OP, just an enormously bad impact on gameplay (mostly cz of their Stasis Generator). I don’t mean to nerf them, just change some of their modules to stop it as a noskill doll-shooting ship.

 

First thing is, to modify Ion Beam. I always wondered why this module can stop an engis healing modules, but not the Puls bomb of a Guard frig. So, in addition to their current effects, Ion Beam should be able to stop every active module from working. It could be used to interfer any offensive moves of the enemy team then and probably be better used for tactical purposes.

 

Further, it would be a positive change to replace Stasis Generator and put in a completely new module. An active module I’d call adhesive Bomb. A bomb which sticks to your target (Guard’s missile Shield does not destroy it) and deals a certain ammount of thermal damage to every enemy object in X radius. It would be a module to interfer Frigballs or to split a crowd of pilots.

Energy absorber and Weapon Inhibitor are upsetting but fine as they are atm.

 

Greets, Mendoza :wink:

ECM has needed reworking for a long, long time. The problem with them is that there is no counter to their abilities - they revolve around shutting down your ship, and that isn’t fun to be on the receiving end of.

 

The ECM needs to be more like the Tackler; debuffing, not unplugging the keyboard. When being hit by an ECM’s abilities, simply turning toward him and smashing his face in with a gauss cannon should be a viable counter. It probably isn’t the best counter, but it should be viable.

As annoying as they are, ECMs are needed in the gameplay. I really hate being under stasis and some dedicated builds in T5 with the Wakizashi AE can keep you in stasis for more than 4 seconds but they are needed in team strategy games.

 

They are the only interceptors without bonus to damage or critic chance so they have to rely on the team to kill you most of the time.

 

And if you find them annoying, you have proton walls, and the jerry R2 implant. A single proton wall can reduce the duration to half.

This topic should have a poll  :lol:

I am split on this, always found the game could need a bit of energy war, but the ECM kinda isn’t primarily for that.

 

On the other hand, a bubbled ECM is often a timing practice for the exact killshot, and the bubble isn’t really op.

 

Still, the Tackler can kill a fast ceptor only if it traps it (but more effective than an ECM could), the ECM can however follow in, is usually a strong captain ship, and lacks damage output.

 

On the other hand, new kind of modules for the ECM could change its gameplay. Like Snipers increase their main effect, they could have an active module to increase bubble-effects (energy nullifyer?), or have spells to decrease effects of enemy modules (any module activated after getting a specific module spoken on you by an ECM will reduce effective time by 30/35/40/45%, and increase cooldown by 20%, so less time in CR, less time on web, healing, cloak, etc.) for a short duration (so you have to delay spells)

While CR or other countermeasures could remove this e.g. it should still half it’s invul time.

 

And Energy steal, a spell in the ECMs arsenal, could be moved to multiple ships (but less effective there), to increase energy war importance.

 

This is just short brainteasing, but you catch my drift - I like the ECM as it is, in the balance, but i am not fond of flying one, and sometimes they really get OP in the right hands (which maybe should be like that anyway), but they do not feel like they are doing “ECM” jobs.

So yes, sometimes i find Stasis Generator too easy to use, and it lacks alternatives.

Energy absorber needs LoS to sustain. Just break LoS and it ends. Stasis requires line of sight to activate. Furthermore, stuns don’t kill. Stuns have to be combined with teamwork: allies can’t make use of a badly timed stun, and ECMs lack the damage to kill most ships they stun.

 

Annoying as hell, yes. OPed? I don’t think so. 

39.3% CCreduction =/= 50% Time Reduction

Jeri R2 is completly under the Fed/Imp R2. (Simply due to the fact that "Targeting time (Module,Weapon,Missile) > Spread Reduction and CCreduction). 

        (Sensor Range + Weapon’s Range > Spread Reduction and CCreduction)

 

You can argue as long as you want about the necessity of the ECM,

They have no direct counter, Only 1 Active Module can protect you from them (aka Combat Reboot). 

 

 

 

They are the only interceptors without bonus to damage or critic chance so they have to rely on the team to kill you most of the time.

That’s not what the Ship’s Tree is showing. All the Imperial ECMs have Dammages bonus. Jericho ECMs have more differents bonus.

All of them have Weapon Heating time Bonus. And this Weapons is directly impacting the Direct DPS of the ECM, Especially with the change on the Shrapnel and the Plasma Gun.

Add the fact that ECM have +10% Hull&Shield volume bonus.

 

Players have enough arguments to ask for a Nerf/Rework on the ECM.

I totally agree, that ECMs have to be reworked. Although they’re not really OP, just an enormously bad impact on gameplay (mostly cz of their Stasis Generator). I don’t mean to nerf them, just change some of their modules to stop it as a noskill doll-shooting ship.

 

First thing is, to modify Ion Beam. I always wondered why this module can stop an engis healing modules, but not the Puls bomb of a Guard frig. So, in addition to their current effects, Ion Beam should be able to stop every active module from working. It could be used to interfer any offensive moves of the enemy team then and probably be better used for tactical purposes.

 

Further, it would be a positive change to replace Stasis Generator and put in a completely new module. An active module I’d call adhesive Bomb. A bomb which sticks to your target (Guard’s missile Shield does not destroy it) and deals a certain ammount of thermal damage to every enemy object in X radius. It would be a module to interfer Frigballs or to split a crowd of pilots.

Energy absorber and Weapon Inhibitor are upsetting but fine as they are atm.

 

Greets, Mendoza :wink:

 

don’t remove the skill factor from the ion beam. When going agaisnt a guard turn it on before shooting so it can’t change the phase shield to your damage type. Turn it on before it can use modules. When going agaisnt a command turn it on once it uses it’s diffusion shield. The skill factor with the ion beamis learning when or how to use it. You don’t want to use it on an LRF. It’s modules are not really team friendly

 

ECM has needed reworking for a long, long time. The problem with them is that there is no counter to their abilities - they revolve around shutting down your ship, and that isn’t fun to be on the receiving end of.

 

The ECM needs to be more like the Tackler; debuffing, not unplugging the keyboard. When being hit by an ECM’s abilities, simply turning toward him and smashing his face in with a gauss cannon should be a viable counter. It probably isn’t the best counter, but it should be viable.

 

Two words. proton shield

They have no direct counter, Only 1 Active Module can protect you from them (aka Combat Reboot). 

 

Oh really? How about white-noise, IR pulsar, all forms of invis and stealth, ion missiles and last but not least other ECM. Plus 2 R14 implants. Or you can simply kill them before they get into range - they’re the only interceptor that cannot counter tacklers or missile barrages other than by going immobile, which usually means certain death.

 

Disables make PVP games more tactical but I don’t think they are strictly needed. However they’re not a problem, either. I see a lot of bias in the arguments brought forward here… 

Or you can simply kill them before they get into range

 

When they don’t have that 50% range bonus they are insanely tanky. Unless they’re idiots or you have a lot of players attacking the same ECM, it wont die that easily.

 

One does not simply kill them.

Oh really? How about white-noise, IR pulsar, all forms of invis and stealth, ion missiles and last but not least other ECM. Plus 2 R14 implants. Or you can simply kill them before they get into range - they’re the only interceptor that cannot counter tacklers or missile barrages other than by going immobile, which usually means certain death.

ECM counters your favourite ships

While you don’t fly ships that counter ECMs

 

That’s what this thread is about.

I’ve been playing a lot of t3 ECM’s Jericho & Empire ones. At one point the class got so effective that i stopped playing it out of boredom and the enemys lack of reaction. Then they got nerfed half a year ago or so, since then i’ve been playing them more and more.

Killing an ECM is an easy thing if you are prepared for it. Every ceptor can kill it easily if you time your modules right and keep some objects nearby to distrupt their energydrain. Stasis you must anticipate, witch means you have to know when hes gonna have eyes one you. That is where you use a multipurpose module (Implant: Beta accelerator "Armadillo II) or direct your trajectory so, that even if you are getting stasised, your trajectory will take you out of harms way. (aka. find a rock) If you are in a Covert Ops, use the element of surprise, use your white noise jammer first and try to use the time you gained by doing as much damage as you can, maybe even kill him. If you can’t fight on your terms leave him and look what your team is doing :wink: As a Recon your primary defense is your cloak, so time it well and he’ll be dead if you bait him wisely. Also Parasitic Remodulator is a pain for them, because most of them are shield tanks; he’d have no other choice as to go on the defensive, even if only for a moment. ECM vs ECM is easy, time your mods better them him, make him panic and make sure you bring EM missiles. Those work for most of the ECM’s. You have to outmaneuver them and don’t fight on their terms and suddenly they are not so OP anymore.

When they don’t have that 50% range bonus they are insanely tanky. Unless they’re idiots or you have a lot of players attacking the same ECM, it wont die that easily.

 

One does not simply kill them.

 

notsureifserious.jpg

notsureifserious.jpg

 

Have you tried to kill some Nova guy in Sec Con in his Wakizashi AE? or any decent player on a Tempest or Storm Viking? You only play pubs and you’ve not played any tournament afaik. You should try to succesfully kill by yourself a player that knows what he is doing on an ECM. 

 

I was totally serious. You’re the one who joked about saying “kill them before they’re in range”, not me.