ECM Rework

ECM special modules sucks. it’s worthless. I think that the ECM module should give 2 seconds invinsibilty and a 20% speed boost as well as disabling enemy weapons for 4 seconds. that way it can be used for escapes. 

 

ECMs are way OP you might say. well, that’s funny because the people who say that usually fly gunships which are op and usually fly guard frigates which do tend to be a little op. without ECMs, gua`

even at that, it should be obvious after playing a few, that a smart ECM can almost always escape, and with a good team become almost invincible…

 

i mean c’mon, it’s the captain ship

Fitting accel modifiers helps. If someone plasma arcs you, travel perp to the plane of the arc. You get out of it faster.

Yeah but the problem is getting surrounded by 3 people, 2 guard frigates and a cov ops. guards turn on pulsar and the cov ops plasma arcs you. impossible to escape. 

dont use the thing defensively… use it offensively

even at that, it should be obvious after playing a few, that a smart ECM can almost always escape, and with a good team become almost invincible…

 

i mean c’mon, it’s the captain ship

 

That’s because how stupidly tanky they’re for their size, not because of their modules.

ECM’s are a very strong component in a team, they do not need a buff

 

 

Yeah but the problem is getting surrounded by 3 people, 2 guard frigates and a cov ops. guards turn on pulsar and the cov ops plasma arcs you. impossible to escape. 

 

Diffuser interrupts pulsar, stasis sends cov ops in a straight line

The ECM special module is fine as it is. It shouldn’t be used defensively, unless your team is close by. Like Efefay said, use it offensively. ECMs don’t need a buff at all. As they stand now, they are balanced in large games, but somewhat overpowered in small games.

ECMs are way OP you might say. well, that’s funny because the people who say that usually fly gunships which are op and usually fly guard frigates which do tend to be a little op. without ECMs, gua`

Gunships and guards, like any role, are more powerful in some scenarios, but have their weaknesses. Gunships lack the high speed that interceptors and tacklers get, but aren’t as tanky as frigates. Sure, they do a lot of damage, but what do you expect if you charge straight at one. Guards are slow, but tanky. They are very susceptible to ECMs as ion diffuser stops pulsar, MPI, and missile shield. Energy drain is also detrimental to guards, as they won’t be able to use any modules or change their phase shield.

Yeah but the problem is getting surrounded by 3 people, 2 guard frigates and a cov ops. guards turn on pulsar and the cov ops plasma arcs you. impossible to escape. 

  1. pulsar doesn’t stack

  2. what the heck are you doing getting into a 3v1

  3. still easy to get out of that in an ecm