And that is why stasi need to be difficault to use… Plasma arc could be deadly too but requires skill. As i already said:
“Using a plasma arc requires lot of skill. Add some skill in using that stasi then… Why not reducing stasi active range to 300 too…and stay in that range for at least 0.8 sec. to activate that stasi thing??? This is skill, this is fighting, this is support role…Then the stasi can also last for 3 secs…but at least u got to be skilled to use that ;)”
Why dont you just hop into the arigato and try to kill stuff.
Yes, statis can sometimes mean insta-death, if the enemy team is good at it.
And this is why you have to be careful when ecm’s are around. It’s same in any moba game with snares. If you venture out too far, you might get stunned and stomped, and one death or few deaths on your team can quickly turn into a lost game. This is what makes the game interesting and intense. It is supposed to be this way.
Stasis just means faster death when you’re already being targeted by a group. One on one, it’s an extra ion diffuser.
@ Original poster. Flying with a ton of these ‘top players’ in our corporation, I can assure you that most of them in fact fly different classes.
ECM isn’t anywhere near as strong as it used to be. It’s just an incredibly useful support class and lethal in the hands of a well oiled squad. As are most other classes…
I dont really see ECM as strong. At least how most people use it, they use the module when they are already low, than 4 people aims at you and one well timed rocket slays you. The other 2 int classes are much deadlier.
The only real problen in a ecm is the stasis, this make you useless.
Stasis punishes mistakes and poor positioning more so than any other module; for this reason, many players consider it a powerful tool, if not outright OP.
However, I argue that the stasis module is fine as it is now. Perhaps the ease of use coupled with the potential for some very decisive plays puts people off, especially when you are on the receiving end of an enemy ECM, but it also forces tighter teamwork on both sides. If you are flying close to your team, that ECM will die before he can follow up his stasis.
Stasis punishes mistakes and poor positioning more so than any other module; for this reason, many players consider it a powerful tool, if not outright OP.
[…]
What about active combat / dogfighting? You can’t ‘position’ yourself in that case.
What about active combat / dogfighting? You can’t ‘position’ yourself in that case.
Positioning takes into account where every ship is roughly on the map, as well as physical structures/debris. An example of what I mean by stasis punishing poor positioning is if someone decides to engage an ECM out in the open. A good LRF will take the opportunity and score an easy kill in this scenario. Similarly, hit and run tactics into the heart of the enemy team won’t work if there is an ECM.
Even when dogfighting, there are optimal zones to engage your target in. For instance, you don’t want to duel with someone while in full view of enemy frigates. Fighting in tight quarters or just behind a large asteroid means that even if the stasis hits you, the ECM’s teammates won’t be able to take advantage of the situation.
I still firmly believe ecm are absolutely OP in 1vs1 situations, and that means that the stasi thing need to be reworked. That stasi thing requires zero skill and gives a huge advantage in 1vs1 (remeber that not only u can’t move but u can’t use modules, regenerattes shields or anything else…). Very often when i see enemies players in trouble (T4-T5) they just switch to the ecm. The t5 jericho ecm is simply a beast!
Do not forget that with right implants the cheat stasi can be used and reused very often with short CD lol. The only way i can face one of this in 1vs1 is with tackler, but it’s very difficault anyway, coz i can slow down them a bit but they simply use the cheat stasi thing again and again and i just got to wait the death, litterally like being disconnected!!!
Right, because there are no no-skill items other than stasis…I think about 60%-90% of the active modules require little to no skill…
Sure and u r right… but items like stasi should require a good amount of skill to be used coz they are very effective like pplasma arc tbh, wich truly requires a looot of skill to be used…Stasi should work in a similar way imo.
Everything is effective vs a badly positioned enemy and above all in 1vs1 situations.
Isn’t it the same if u r tryng to use a plasma arc or the overdrive special on a gunship ecc. while attacking an enemy…But u need skill, and skill again to use that stuff properly…Where is the skill in disconnecting your oppponent mouse+keyboard from 3000 metres and hit like a crazy a steady target…??? Again and again ??? Also cooldown is insanely low on stasi generator…so with implants u cn use it many time on the same target if needed…what a skill!
Look, the stasis needs LoS already to activate, what more do you want?
It is powerful sure, but it’s CD is long enough and there are ways for you to counter it(Implants, computer modifiers) not to mention it is only 2-4 seconds max, which is kinda nothing if you aren’t in a terrible spot, and if you are in a terrible spot, then you would have died most likely anyway.
Yes, because the 70+% speed reduce on tackler, or engineer aura modules or command boost modules need so much skill! Or any of the 70% of active modules/missiles…