It’s his role, but it’s not a reason to have no counter to it.
There is no counter to disables. He press a button, you’re disabled, and that’s it. Can’t dodge it, can’t prevent it. So nothing to do against it.
Come on, don’t tell me you guys never saw a squad of 4 with an ECM. You’re stunned, and you die within the 4 seconds.
All games I play have something to remove a stun (but with a cooldown of course). Why not this one ? Especially when stuns are point and click, and last enough to die.
We can already remove slows, and slow is a less powerful effect then stuns. So why not being able to remove stuns the same way?
There is a simple fact if it is extremely hard for you to survive a stun, you are out of a position. And ofcourse a ships that die under a stun, proton walls and 2-3 are a good use.
Most of the time dying to a stun is your own fault.
Current version of ECMs is no where as lethal as it used to be in spring, and even then they were fine. These days even proton wall +2-3 implants are a situational alternative rather than mandatory ticket to play.
There a simple fact if it is extremely hard for you to survive a stun, you are out of a position. And ofcourse an shops that die under a stun, proton walls and 2-3 are a good use.
Current version of ECMs is no where as lethal as it used to be in spring, and even then they were fine. These days even proton wall +2-3 implants are a situational alternative rather than mandatory ticket to play.
It have 4000 range (if not more depending on the ship). With a point and click effect. And on a fast interceptor.
And you’re telling me that it’s because of an error of positioning?
Nah you can’t escape it.
If yyou insist on the fact that we don’t need a “cleanes” to stuns, then remove totally the effect of the r8 implant and call it a day.
Right now, it’s illogical. Because we can remove small debuff but not a powerful stun.
a) There are way more AOE slows than stuns, that persist for long time, and more influential to enemy team than aoe stun, which is mostly used to affect single target anywyas.
b) There are “no_cool_down_continuous_slows” that reach up to 8km - Inhibitor beam, SlowBeam weapon
c) Slows do NOT have diminishing returns
d) Slows stack: AB disabling slow, stacks with SlowBeams, stacks with Engine suppressor and it stacks with Slow Field Missiles in effect.
Stuns do not stack in effect, stuns have huge diminishing penalties on duration staking, stuns are short duration.
The biggest reason on all the ECM disables whining is that it is a nice n00b farming tool, yet there are so many even better Ace farming tools out there, like Cloaked Positron LRF, Gauss, “Unkillable Commands”, Phaser, Flux, Thilit, Skrah, Destroyers, Glass canon CovOps, Gunships in general and so on and so forth, well basically everything is op broken for farming players of your level, but it is not our fault, it is not tools fault, it is you that is the problem.
“Way more AOE slows” Oh really? There are 2 AOE slows, one is on guards and can be disabled by stuns. The other one is a missile.
And there is one AOE stun, on ECM, metastable field. So 2-1. One is “way more” for you?
Oh wait, we can also clear energy debuff. Do we have “no cooldown 8k range energy debuff with way more AOE then stuns” ? No. But we can still remove energy debuff.
You can break the line of sight for “permanent slows”. And slows with a cooldown have a much shorter range and shorter duration. And you can still dodge or attack or cloak when slowed, not when stunned.
Different stuns stack. Statis + metastable = 5.3 second stun (increased with some ships), not 3.7. So they stack.
And using only one module many times don’t stack for slows too. It takes the best effect, not both. Use twice a motor suppressor on the same target, and only one count.
Same goes for all modules of the game. So compare what is comparable.
BTW on a destroyer Statis + metastable is 10.6 second stun, so over 10 seconds (you said it’s impossible).
And one more time, I never said they were OP. Only that it is more fair and logical to have some counters like slows. It’s only frustrating for the player to die because of a point and click stun you can’t evade.
Right, wanna mention duration on Slow missiles and AOE Guards slow? And the cool down on them?
It is not 2 vs 1 modules (btw it is 3v1 - slow misiles on Recon are AOE as well), it is availability in any single time frame of the battle at will. And they requer no preparation - AOE stun of the ECM is only proced after 6 second delay and can not be readjusted on the fly. Guards slow follows the guard, Slow missile can be Dumb fired to up to 8km Range with no lock
Yeah slows can be broken by line of sight, but then reapplied on target right away
Stasis and Stasis from meta-stable shield are the SAME type of stasis, and 2d effect will be 2x shorter than the previous one. Disables from multiple targets all contribute to the SAME diminishing return counter, so 2 stasises from 2 ECMs will not be 100%+100% duration, it will be 100%+50%, now factor in Proton wall and 2d ECMs stun becomes a complete waste of a module
Usage of same type of slow module does not have diminishing reduction on next activation, aka Engine suppressors used back to back will have full 100% and 100% duration on a target. Each consecutive disable is reduced in duration, to the point that target becomes immune to the disables all together, this never happens to slows.