I’ve been playing this game since its release for open beta March 1st 2013, and through this time playing, I have noticed several things about ECMs.
Number 1: They have way too much survivability for their abilities. The fact that an ECM can disable your modules for 8 seconds straight and survive 3 other people shooting at them is way to overpowered.
Number 2: ECMs do way too much damage for the amount of time they can disable modules for. It is WAY to overpowered for a ship to be able to disable your movement and or modules for 5-8 seconds and kill you in that amount of time.
Number 3: ECMs have too many disable modules for their survivability and damage. If ECMs are supposed to have high survivability and damage, they should not have as many disabling modules as they do.
Suggestions for fixing this:
Any one of these would most likely fix the overpowered nature of ECMs.
1: Lower the survivability of ECMs below that of covert ops. It makes sense that covert ops should have the least survivability since they do the most damage of any interceptor class, but the fact that ECMs do a considerable amount of damage and can prevent you from fighting back calls for the ECM to have lower survivability so as it can’t kill a defenseless ship without being at some risk of dying to the target ship’s allies.
2: Lower the damage of ECMs considerably. The ECMs primary role should be to disable enemy ships so the ECM’s allies can take down the ships. An ECM should not be able to be a one-man army and disable a ship and take it down in 5 or less seconds. That is the responsibility of a gunship. Gunships are designed to do lots of damage rapidly and take down much stronger ships quickly.
3: Reduce the effectiveness of disabling modules or reduce the number of disabling modules an ECM can have. If you simply reduced the duration a ship is disabled for by at least half, the OP-ness of the ECM will be reduced and bring balance to the ship. OR, if an ECM can only run 1 or 2 disabling modules, the ship will be less OP in that it cannot disable a ship for more than 5 seconds, giving the target a chance to fight back.
In my personal opinion, ECMs should keep their role as disabling, but the damage and/or survivability of ECMs should be reduced in order to balance the ship. Before anyone accuses me of not knowing what I am talking about, I am very familiar with ECMs, I played them a lot in T2 and T3. Every time I play ECM though, I feel overpowered and that it is too easy to kill a ship with up to 4 times my survivability with no troubles. Gaijin, I personally think that ECMs could use a nerf to either their survivability or their damage, or a combination of the two, and I’m sure many other players agree with me.
Please leave comments about your thoughts on this, regardless of whether you agree or disagree. I would love to hear what you have to say.