Redefine the ECM class.

I can’t say I don’t dislike ECM because they’re annoying as hell, but from what I’ve played lastly (8 hours ago) ECM is the less used interceptor in T3. Recons are used mostly because of the chaos they create with the hologram module, and Cov Ops are being mained by squads due to the absurd effectivity Nukes have on beacons. I was playing with 2 friends yesterday in a 3 men squad and we were roflstomped by a DNO/ESB squad spamming nukes on every beacon. We ended up copying and using that tactic later on to win every game against them that proceeded that night. 

Nuclear you’re witness of that, although we ended up loosing by a few points.

 

What I’m trying to say is that ECMs are in a pretty good position right now. They’re useful but ECM swarms are far less effective than CO and/or Recon swarms.

I can’t say I don’t dislike ECM because they’re annoying as hell, but from what I’ve played lastly (8 hours ago) ECM is the less used interceptor in T3. Recons are used mostly because of the chaos they create with the hologram module, and Cov Ops are being mained by squads due to the absurd effectivity Nukes have on beacons. I was playing with 2 friends yesterday in a 3 men squad and we were roflstomped by a DNO/ESB squad spamming nukes on every beacon. We ended up copying and using that tactic later on to win them in every game against them that proceeded that night but one. 

Nuclear you’re witness of that, although we ended up loosing.

 

What I’m trying to say is that ECMs are in a pretty good position right now. They’re useful but they ECM swarms are far less effective than CO and/or Recon swarms.

 

I agree with you.  I’ll all for a rework of ECMs, since they are boring to play, but like you say, they are not being used that much.  I’m more scared of seeing a recon on a beacon that I’m about to go to than an ECM, since I know that he will turn into three of himself when I get there.

I can’t say I don’t dislike ECM because they’re annoying as hell, but from what I’ve played lastly (8 hours ago) ECM is the less used interceptor in T3. Recons are used mostly because of the chaos they create with the hologram module, and Cov Ops are being mained by squads due to the absurd effectivity Nukes have on beacons. […]

 

What I’m trying to say is that ECMs are in a pretty good position right now. They’re useful but ECM swarms are far less effective than CO and/or Recon swarms.

I admit that this thread came right in the middle of a big meta shakeup. If it changes ECM gameplay in of itself, then perhaps no immediate fix is needed. Regardless, it’s still dangerous territory and something to monitor regardless. Just because something is less used doesn’t mean it isn’t bad for the game. Plus, everyone wants to play with the new stuff, so after the hype has died down, the meta may settle in favor of ECMs again.

 

Time will tell.

1st - more than often those guys create content oriented for casual type of player, the ‘CoD’ generation per say.

2d - even then, ECM modules already fall into their description of counterplay, it does not have to be a module like 8-2+multipurpose fore example, but “mental games” and that is where it is at with ECMs, and in that area ECM disables be the most interactive module in the game, because of how it is important for both sides. If you yet to see thatc layer of the gamplay, it doesnt mean it is not there and that be a shame if it is removed.

The only thing i would change is not an effect, but requerements to effort on application. Lock and click is to simple and “boring” for my taste, but leavecthe effect as is.

I fully agree with NuclearHail.  

 

ECM - is not an interactive role, seeing some modules changed / removed could really change game-play in a positive way.

 

“potential additions” for modules:

 

gravitational lensing - A stationary deployable object that increases opponent main weapon spread within a set radius or weapon heating for Ion based weapons. (potentially scaling with mk).  

Notes: 

Can be taken over by System Hack

Can be destroyed

Once destroyed or out of range heating and spread returns to original values.

 

 

  

“potential additions” for modules:

 

gravitational lensing - A stationary deployable object that increases opponent main weapon spread within a set radius or weapon heating for Ion based weapons. (potentially scaling with mk).  

Notes: 

Can be taken over by System Hack

Can be destroyed

Once destroyed or out of range heating and spread returns to original values.

 

 

  

 

no, just no.

I only whish for one change to the ECMs currently: removing the ion diffuser effect from stasis, meaning the effect which prevents you from using modules while under stasis.

 

Once it was two modules, as far as i remember, but correct me if i am wrong, openly usable by anyone; either stun short, or turn off stuff for a long time, including stuff thats active. so both had ups and downs.

Both got added to the ecm. Both got standard modules on the ECM.

 

So I would actually buff ion diffuser in cooldown time a bit, not much but at least a bit, and remove from stasis the effect of preventing modules to be used in that situation. Also, stun will not cancel ion diffuser or vice versa.

 

It will not change much for good ecm players, but change a lot for spammers. Also it won’t really open a lot of counters to ECM either, but at least you can use a module if you are lucky, or the ecm messes up.

Also, from there, the argument, it takes only one button to unplug the keyboard can be countered with: no, it takes two.

Updated the first post to reflect my agreement with the change for the stasis generator - rather than be removed, instead remove its ability to prevent module activation. The ship still coasts.

 

“potential additions” for modules:

 

gravitational lensing - A stationary deployable object that increases opponent main weapon spread within a set radius or weapon heating for Ion based weapons. (potentially scaling with mk).  

Notes: 

Can be taken over by System Hack

Can be destroyed

Once destroyed or out of range heating and spread returns to original values.

 

This feels exactly like the kind of ‘countermeasure’ effect an ECM would have. Not sure about how its gameplay would be, but the idea is neat in concept.

 

1st - more than often those guys create content oriented for casual type of player, the ‘CoD’ generation per say.
2d - even then, ECM modules already fall into their description of counterplay, it does not have to be a module like 8-2+multipurpose fore example, but “mental games” and that is where it is at with ECMs, and in that area ECM disables be the most interactive module in the game, because of how it is important for both sides. If you yet to see thatc layer of the gamplay, it doesnt mean it is not there and that be a shame if it is removed.
The only thing i would change is not an effect, but requerements to effort on application. Lock and click is to simple and “boring” for my taste, but leavecthe effect as is.

They create content for plenty more than just the CoD generation, but since it’s the largest selling video game I can understand why they’d bias towards it. They use examples from all across the gaming community to explain things.

 

The counterplay for Ion Diffuser and Stasis Generator is range and line of sight (but only in the Diffuser’s case). The same counterplay exists for guns in this game, except what makes guns have counterplay in this game is how they work. If all guns were just regular bullet-esque effects (like CoD) then changing the gun you use has no impact on the counterplay. What makes them special here is the vast number of different additional effects, the way some fire vs others. The difference between an automatic rifle and a shotgun in a ‘typical’ FPS is far less impactful on counterplay than the difference between the beam cannon and coil mortar. Engies have regular counterplay vs beam cannon but coil mortars have a drastically different effect on the counterplay, because the explosion can kill its drones and nearby deployables. That’s not even taking the difference in damage types into account, which is a kind of counterplay that happens before the battle even starts. These are some of the greatest things in Star Conflict. The beam cannon is also far superior vs fast movers that can dodge projectile shots.

 

I bolded that bit at the bottom because that kind of change would drastically increase the interactivity with its effects. If it only managed to land stuns in certain circumstances that took more work to pay off, then the interactivity becomes much more interesting and even fun to play with. The Metastable is a fantastic example of this. I scramble to reach the 1500m mark away from a metastabling ECM so that I can keep firing at it as soon as the stun wave goes out. Some players line up a missile shot, expecting to be stunned but still damage the ECM. It can be used in both team aggressive and defensive strategies and causes a lot of important and interesting decision making. I very much like ECMs for having it, because the effect is very good at building play and counterplay.

It would be very cool if the stealth field generated say, a 1000 m sphere of influence and was slightly interactive. Any allies can see every ship in the sphere, granted there is line of sight. However, when enemies are looking at the allied ships in the sphere, they do not see them, of course. A cool mechanic would be that enemy ships that enter the sphere can only see the space inside the sphere; any ships and other objects.  Enemy ships not in the sphere would watch as their comrades vanished into space to fight a battle in there.  I think that would make a stealth field fairly interactive, because you _can _go against the cloaked enemy if they’re all hiding in there, but it’s also easy to accidentally wander into the void…