Basically as ECM I am disabling the engineer, shooting an energy draining missile, which for some reason do not kill the drones, draining his energy and in <4 sec he hae enough energy to start his auras and blow up a drone for shields ?
Also I ma playing command ship and when I get disabled I have about 8 sec or so (alot) of cooldown on my modules. When I played engineer it is like 3 or 4.
So basically his modules are recharged before the disable comes off ?
ECM is the problem, not the engineer. They should not be able to flat-out disable any and all ships like they can.
As it is, even just deactivating an Engi’s heals for 4 or 5 seconds can leave them crippled, if not outright dead. They don’t need their energy nerfing - ECM needs a total overhaul.
You know it’s funny…the ECM class hasn’t really changed at all since 0.7.3. For the longest time people avoided them like the plague because they were “too weak” or “useless”.
Now all of the sudden they’re OP? Maybe you’re confusing the fact that everybody and their brother is using the Elf 2 with the +50% range on ECM modules. The ECM class is fine the way it is…try playing ECM on a Kris-AE and then tell me how “OP” it is. The increase in module range makes a huge difference.
As to ECM being the problem…that’s the whole point of the class. Harassment plain and simple. An ECM by itself will find it hard to kill much of anything. An ECM with a group is a different story. Just because everybody wants to run crit heavy rapid rail builds doesn’t make the class OP.
There is a difference between harassment and just plain broken mechanics.
Take, as an example, Plasma Web. Speaking from T2 here admittedly, Plasma Web is a good kind of harassment weapon. It will rarely actually kill anyone on its own - you’ll only die from it if you’ve already taken heavy damage or the CovOps piles it on. However, as an ability it has three clear options to counter it, plus a fourth for Gunships.
- Run and Hide. If I can run away from the CovOps, and he has more pressing matters to deal with, I can simply restore my shields over time and get back in the fight. Not ideal, but it is a valid option - I live to fight another day, and the CovOps has successfully driven me away from whatever I was trying to do.
- Run and Heal. Better option - get within range of an Engineer and the Plasma Web should be utterly negated by healing auras. If you have an Engineer nearby when the web hits, you needn’t “run” at all.
- Damn the risk. Sometimes you’ve just got to kill that Captain, or deny the Beacon, or get that Bomb planted. Ignoring the plasma web runs the risk of impending death because the CovOps is not likely to break off when it’s clear you won’t. However, this is fine; you came under attack, you didn’t do anything about it, you’ve got nobody to blame if/when you die.
- Reboot. Gunships only, but it works.
Now… what’s the options when facing an ECM? Nothing. You can’t run because your ship won’t move. You can’t fight because your weapons won’t work. You can’t use modules because they don’t work. All your options are taken away from you. In a 1v1 scenario that’s bad enough, but when you’ve got a team who can organise on Teamspeak and coordinate to focus-fire the guy whose keyboard you just unplugged… there we see issues.
ECMs are not fun to face. Especially not in Tier 3 and up. They are a class that counters every other class and has no counter themselves, save perhaps another ECM. That is the sure sign of a badly designed class.
Are you kidding me? My Recon eats ECM’s for breakfast, lunch and dinner! Open with Shield remodulator to deny shield regen, and between my medium armor piercing missiles and Rapid Rails that is one dead ECM in less than 10 seconds…and that’s if he’s in an Elf 2. Oh flying a Kris/Kris-AE? Even easier.
Next in line for the ECM buffet: Tacklers…put some Rapid fire Rails on one and say bye bye ECM :bomber:
The trick here is good aim and a weapon that does great Alpha damage.
As you can see from my avatar I am not really Elf2 Fan. It’s just annoying.
The fact that engi repairs faster than I do damage even on 100% accuracy is not a problem, but those short cooldowns …
EDIT : What exactly counters energy play then ? The typical command ship have about 700 or more energy. The blue energy drain gets about 1000 over 8 sec. With that passive and / or implant that gets energy back he can actually wait few sec on shields for his energy to go up even if he is a victim of the module AND missile and have full energy to just pop his shield.
No counterplay / strategy that drains opponent’s energy.
It does not even suffice for draining interceptors’ energy for afterburners.
ECM Ion beams deactivate your abilities, shooting and missiles for ~7 sec.
ECM Stasis Generators additionaly deactivate movement and hold only ~4 sec.
The few ECCM modules, like reboot, and survival module buffs for the ceptors, should still be available if stasised, beamed or similar, even if they would only release you with penalties. At least that’s what I often feel in that situation. Especially with stasis.
I always felt, the game needs a bit of depth in the energy war; which works great in T2, with breaking stable builds with absorbers, but later becomes basicly a dot and kill button with the Stasis. I’d rather like it only to disable engines, and another additional ability for purging energy, while having energy absorber as a general module, so you would have to have 3 ability slots for all the ecm tackling, instead of just 2, and other roles using it too, while still being more effective on the ecm.
It is also true however, that an ECM cannot kill you alone this way, except in circumstances, where you are already injured, or pulls off a stunt. Both Tacklers and ECMs also can counter an ECM
I usually have two fits there: long range weapons with energy missiles for a support ECM, and proximity mines + short range weapons for an ECM hunting ECM.
This is all good, but due to the nature of the Computer slot in T3 not many people use Critical or spread reduce (depending on weapon). Fast lock on is even more rare and the scan range … oh, well.
So the module gives 33% reduce if purple. and another 20% if also having the implant so that cuts your 7 sec down to 3 and the engine loss to 1.6.
And that computer slot and implant is not that much of a trade off to get !
Also remember the Jericho 2 implant also gives 20% spread reduction as well making your shots generally more accurate…you still have to point it in the right direction though.
Given that the energy aura is the only thing in-game which counters energy bubbles, I would disagree at every level that they are OP or need nerfing. An Engineer gives up additional healing, barrier or warp gates just to fit the energy module in - which makes the game interesting for Engineer pilots. Viable choices are good.
Given that the energy aura is the only thing in-game which counters energy bubbles, I would disagree at every level that they are OP or need nerfing. An Engineer gives up additional healing, barrier or warp gates just to fit the energy module in - which makes the game interesting for Engineer pilots. Viable choices are good.
I do not disagree on the module itself, but the values …
Engineer being hit with energy missile, being drained (only Mk1) energy module having both his healing modules up and still getting up in energy instead of windeling between 0 and his energy regen value ?
Engineers, as they are now, are quite easy to kill by themselves. Energy regen or no, a coordinated strike force will take down an Imperial Engineer in seconds. Besides, it’s not like the engineer uses its energy as a shield. There’s only so much a quick drone shield fix can save.
I see no reason to complain about it. Some players even think that the energy regen is near-useless.
The energy aura doesn’t even give energy to the engi himself. In fact it consumes energy.
Honestly I consider the energy aura the least useful engi module right now. Why use that when you can save yourself (and your team) with an wall. Or get the objective faster with warpgate? Even the now nerfed remote heals are better.
The energy aura doesn’t even give energy to the engi himself. In fact it consumes energy.
Honestly I consider the energy aura the least useful engi module right now. Why use that when you can save yourself (and your team) with an wall. Or get the objective faster with warpgate? Even the now nerfed remote heals are better.
you never tried nor used it have you?
It takes energy, but also gives to yourself.
The energy aura doesn’t even give energy to the engi himself. In fact it consumes energy.
Honestly I consider the energy aura the least useful engi module right now. Why use that when you can save yourself (and your team) with an wall. Or get the objective faster with warpgate? Even the now nerfed remote heals are better.
This is incorrect.
The module provides both the Engineer and his allies with energy. This module is vital in organised T3+ skirmishes, as your entire team would otherwise collapse under energy-draining-missile spam.
I absolutely love finding Engineers which don’t use this module when flying my ECM.
This is incorrect.
The module provides both the Engineer and his allies with energy. This module is vital in organised T3+ skirmishes, as your entire team would otherwise collapse under energy-draining-missile spam.
I absolutely love finding Engineers which don’t use this module when flying my ECM.
Hm? I’ll need to look at the in-game text again. I believe I was mislead or read incorrectly. :dntknw:
Some tool-tips are a little ambiguous, I give you that.
Some tool-tips are a little ambiguous, I give you that.
developer assistance, suggest a tooltip
I’m usually way too distracted in-game to remember that or to find the time.
Oh look, a squirrel.
I’m usually way too distracted in-game to remember that or to find the time.
Oh look, a squirrel.
Beware of space squirrels. They like to get into your exhaust pipes and clog them up.