what I understand is that you just get salty over getting stunned. Welcome to the game, ECMs and their stuns were here for almost 5 years now (?).
If you’d make ecms countered by misc. (surv.) module then ecms would be rendered obsolete, because almost all builds have at least one surv. module. ECMs were here to make people stunned, not to tickle anyone.
Also ECMs get a nerf each time they stun with a decreased stun time. Sorry but you must be real bad if you die just in the first volley of ecm stuns.
Another thing, avoid them. They usually wait for dumbasses to cross the imaginary trench border and stun them so they can get kills. This tactic has been here for some time now.
its simple, I’m sorry to tell you this way, but just git gud.
Interceptors need to be able to move all the time to dodge enemy fire, frigates generally don’t need to nor could they even if wanted to.
Interceptors have what little sensor range they need by default. Frigates need a lot of sensor range, yet have poor sensor ranges by default.
Interceptors generally have nice critical hit bonuses by default. Frigates need to get it some other way.
Interceptors don’t benefit from Horizon Module. For frigates weapon range is essential.
Interceptors don’t have Emergency Shield Booster running for 20 seconds. Frigates do. And then things like Multiphase Shield Adapter.
As such, interceptors players are free to use a CPU slot for Proton Wall, and likely will want to even if it is their only one. Frigate players cannot afford to, for the benefits are lesser, and outweighted by other things.
I wuold never have an engi in my squad without a proton wall, It’s like leaving your daughter going to the prom without panties.
Same with an adaptive guard, ops they nerfed them badly :’(
Come on. Stop saying I’m complaining. I can’t suggest something just because I think it is a good idea? I’m not even playing SC, I’m here just to wait for r14 destroyers.
37 minutes ago, QACinnamonTroll said:
If you’d make ecms countered by misc. (surv.) module then ecms would be rendered obsolete, because almost all builds have at least one surv. module. ECMs were here to make people stunned, not to tickle anyone.
Slows are countered by the same thing. Are they obsolete? No. Because survival modules have a long cooldown.
And I never said “Nerf to because OP”.
Of course, il they add such a mechanics, they’ll have to remove the diminishing duration when you stack stuns, to keep it balanced.
I’m just saying that it would be less frustrating like that.
Interceptors need to be able to move all the time to dodge enemy fire, frigates generally don’t need to nor could they even if wanted to.
Interceptors have what little sensor range they need by default. Frigates need a lot of sensor range, yet have poor sensor ranges by default.
Interceptors generally have nice critical hit bonuses by default. Frigates need to get it some other way.
Interceptors don’t benefit from Horizon Module. For frigates weapon range is essential.
Interceptors don’t have Emergency Shield Booster running for 20 seconds. Frigates do. And then things like Multiphase Shield Adapter.
As such, interceptors players are free to use a CPU slot for Proton Wall, and likely will want to even if it is their only one. Frigate players cannot afford to, for the benefits are lesser, and outweighted by other things.
Engineers and Fed Guard greatly benefit from Reduced duration
Destroyers, due to vulnerability to Controll effects, not having at least implant 2-3 or better proton wall, is “wut” worthy
Commands, Tacklers and even Gunships, depending on the overall build and tasks can easily equip and greatly benefit from Proton Wall too.
I’m just saying that it would be less frustrating like that.
Have you ever fought against a flux phaser gunship that had his own healbot?How can you even comprehend the amount of skillessness that russian outputs?And yes,that has to be a russian,call me racist but its true,that and the Thi’lith have to be THE most skilless weapons in the game…
Come on. Stop saying I’m complaining. I can’t suggest something just because I think it is a good idea? I’m not even playing SC, I’m here just to wait for r14 destroyers.
Slows are countered by the same thing. Are they obsolete? No. Because survival modules have a long cooldown.
And I never said “Nerf to because OP”.
Of course, il they add such a mechanics, they’ll have to remove the diminishing duration when you stack stuns, to keep it balanced.
I’m just saying that it would be less frustrating like that.
frustrations comes from bad exepectations. Just start to think “out of the box” how to counter an ecm or stuffs like that and accept the fact that they will stay the way they are.
This have a lot in commune with the mentallity who get us people without collision compensator or jerry r.9 plant 'cause someone wrote a guide about how an Ace you are if you equip something like that (tnx takamina for that :*).
Avarage joes need to counter that by passive modules otherwise you became just an ez kill.
You get frustated by 4 sec stuns? Equip a damn proton wall, that 10℅ more crit damage or sensor range won’t save you anyway ”)
(Once again, ecm are fine the way they are, stop arguing them… And I hate them! Ffs)
Ive been hearing a lot that thi lith is the most skilless weapon. I strongly disagree; if you want to shoot a single target, yeah, you cant have a weapon with easier aiming features (although with high ping it will be often easier to hit targets with lasers when they are close and moving fast)…but if you really want to use it properly, for what its made for: hitting multiple targets at the same time, then it will require some skill: skill in positionating, in aiming properly (shooting 2-3 players at the same time will mean you have them in the edges of the crosshairs: this will require leading according to your ping since its not a hit-track weapon), in managing energy (cause you wont be able to permanently use AB and you will probably require to fly at less than 50% speed for R12 implant to work, making you an easy target, so rushing will get you killed fast), in prioritizing targets (ceptors first, then fighters, then frigates, as well for groups over lone ships…destroyers will depend on certain factors)…and you have to come up with a good build that balanances: range, dmg, energy and survability. And sometimes you will have to stop firing/aiming at the edge of the crosshairs to hit a single target and have enough energy to use other mods.
Stack penalty: 2nd stun is reduced by 50%, 3rd has no effect.
Don’t forget to add +20% duration for some ECMs. So being close to 10s is even with just 2 stuns possible. Something that you missed.
The thing what make them the most annoying: Doesn’T matter if they seem to stun, they disable your modules. As guard you can easy be stripped by one as a) HIT ME HIT ME HIT ME Popup appear using kits and b) missiles and c) weapons. Being effectively stripped by 3 modules is a big influence. How any other effect can this?
Some players are playing mainly destroyers, for them you even with an Ion diffuser over 10seconds stun, +smth else gets close to 15seconds.
Ion is NOT a stun, whole argument here about a Stun mechanic. this is why i said you cant stun for 10 seconds, even a destroyer, the only way to reach close to 10 seconds is that you need 2x Wakizashi with 10-3 implant, and at-least mk4 Stasis used in perfect succession, then even with diminishing on 2d effect you will reach close to 10 seconds BUT if your destroyer dies in 10 seconds, there is something really really really wrong with that - either position or build or both. On top of that Dessy vulnerability to disables is the major reason to equip one with proton wall. Because other wise Dessy pilots is asking for 30 second White Noises on his xxxx.