Why ECM Complaining?

1 hour ago, Mecronmancer said:

What was nerfed about ECMs?

 

3 hours ago, niripas said:

Also seriously no one noticed the ECM nerf? Good.

Do you mean, that it only turns off actives now? But wasn’t that like it was way before? That’s more like a re-nerf?

I was wondering on Tillos screenies numbers, as I remembered WakiAE was together around 15 secs (both stuns)… did they change numbers? Or is just tillos implants?

 

5 hours ago, Mecronmancer said:

There is QQ because people apparently don’t have enough brain cells to figure out the ridiculously easy ways to counter ECMs.

The question was why there even is QQ, obviously because he encountered complaint, so I saw it historically. Countering their modules with proton walls doesn’t stop spam, or kill them. Which imho is more the QQ.

In T5 games, where it’s about the lategame implants to kick in, they do get immensely powerful. I think you would agree on that.

I flew ECM myself a lot, and especially because I flew the stronger and the weaker models, at least I was always clear about it, that it really is easy with some of them. Disgustingly easy. At the same time, I don’t find any particular ECM is considerable OP in any way. Some ECMs are really really very different anyway, like the Grim, or the Kris, some are really a challenge to play.

I do also think, now, ECM has a lot more modules, then back in the times where the QQ started, so ECMs have a lot more different jobs to do or weapons to choose from. Which I found awesome, because indirectly it nerfed the spam a bit (which isn’t always “planned”, sometimes they just survived better ![:p](<fileStore.core_Emoticons>/emoticons/004.png “:p”) ).

 

10 hours ago, FilthHound said:

Perhaps the balance would be in the fact that they often need a teammate to help them deal some real damage but then again, DOOMSDAY Missiles.

doomsdays are only available in higher ranks now anyway, and their turn rate is low, their damage is thermal, and most high ranked ships can tank it; I would also kinda expect a T5 player to know how to evade it - I know this isn’t the reality, which you should exploit for your pleasure - so it really is in the end a bit of a gamble; if the enemy knows, your doomsday quickly becomes a disadvantage, you will miss bringing some rockets instead. That’s why I labeled it troll kill - not that I would not say, the occasional perfectly timed doomsday stun isn’t deadly. But it is true, that while some QQ about specific ships has some validity, the ECM in general is far from OP. It is annoying - and being annoying is kinda it’s function.

12 minutes ago, g4borg said:

 

Do you mean, that it only turns off actives now? But wasn’t that like it was way before? That’s more like a re-nerf?

I was wondering on Tillos screenies numbers, as I remembered WakiAE was together around 15 secs (both stuns)… did they change numbers? Or is just tillos implants?

 

Was a bug.

 ECM were able to put on cooldown mods that weren’t even used in the first place. Like wormhole projector, or tempest launcher.

 

This was SO stupid.

Ok I’m back and yeah I’m going to have to agree, ECMs are insanely OP right now. And spec ops ships with those crystal guns.

The crystal guns need a nerf, there’s no getting around that.

However, I think the best way to combat ECM OPness is to not nerf the ECMs, but rather buff non ECM ships with more module options to combat ECM ships. The only ship class that really does well in combating ECMs ATM is gunship fighters with the combat reboot. We need that module or some variant of it on nearly all other ship classes.

 

yes, it is balanced, yet still a pain.

like you’re in a gard frigate, a group of interceptors (lets say 2 or 3) closes in. you use pulsar, an ECM pop its buble and cancels all effects.
ok, fine, you are about to use your shield regen but an ECM prevents you to do so… (son of a… *$ù§ù)
you gulp down , you manage to survive the 2 seconds the ability prevents you to do anything at all and kill an ECM
you think good, now things are getting ok (by that time you don’t have any shield left and your hull is being teared into pieces)
you use pulsar… and guess what? there was more than one ECM in the group… still can’t use skills

Estimated time of the encounter? 5 seconds
Time as it was felt by the frig player? hours

it’s not that ECM are OP they’re just boring to fight. you can’t do anything against them except equiping firewalls and hope for the best.
They’re much less OP than covert-ops (wich can solo kill almost anything, including destroyers, and not even in x3 maps)

it’s just that their purpose is to annoy others, and they do that perfectly
they are like trolls on forums, or the mosquito in your room while you’re trying to fall asleep, or…
(i hate them, it feels like they want to prevent me to play, i use to use them a lot though)

combat reboot is useless against ECM, the time you use the skill it’s already over, it’s more usefull against IR pulsars, spy drones, and other long lasting less annoying effects

the concept was to be annoying, and annoying they are. unless you make a module to prevent debuffs for a certain amount of time (and in a certain area if it’s given by let’s say an engineer, a gard, or a station) there’s no way to prevent people from complaining cause they (we) will be annoyed

(and if such a module is created it’ll be the ECM players that will complain)

16 minutes ago, usetobe said:

yes, it is balanced, yet still a pain.

like you’re in a gard frigate, a group of interceptors (lets say 2 or 3) closes in. you use pulsar, an ECM pop its buble and cancels all effects.
ok, fine, you are about to use your shield regen but an ECM prevents you to do so… (son of a… *$ù§ù)
you gulp down , you manage to survive the 2 seconds the ability prevents you to do anything at all and kill an ECM
you think good, now things are getting ok (by that time you don’t have any shield left and your hull is being teared into pieces)
you use pulsar… and guess what? there was more than one ECM in the group… still can’t use skills

Estimated time of the encounter? 5 seconds
Time as it was felt by the frig player? hours

it’s not that ECM are OP they’re just boring to fight. you can’t do anything against them except equiping firewalls and hope for the best.
They’re much less OP than covert-ops (wich can solo kill almost anything, including destroyers, and not even in x3 maps)

it’s just that their purpose is to annoy others, and they do that perfectly
they are like trolls on forums, or the mosquito in your room while you’re trying to fall asleep, or…
(i hate them, it feels like they want to prevent me to play, i use to use them a lot though)

combat reboot is useless against ECM, the time you use the skill it’s already over, it’s more usefull against IR pulsars, spy drones, and other long lasting less annoying effects

the concept was to be annoying, and annoying they are. unless you make a module to prevent debuffs for a certain amount of time (and in a certain area if it’s given by let’s say an engineer, a gard, or a station) there’s no way to prevent people from complaining cause they (we) will be annoyed

(and if such a module is created it’ll be the ECM players that will complain)

After 2 consecutive disables you become immune to their effects, knowing this you should be keeping in mind how many times you were disabled within 30 seconds - you can even use one of your modules to bait their turn off on you. AFter you became immune - using pulsar is basically countering all the available disables of ECMs around - because majority of ECMs will do-exactly that - see pulsar - try to disable it, and since you are immune to that, all of that is wasted on you, and not used on your teammates - giving you an advantage. And there are proton walls and 2-3 implant too, to cut the duration.

31 minutes ago, xKostyan said:

After 2 consecutive disables you become immune to their effects, knowing this you should be keeping in mind how many times you were disabled within 30 seconds - you can even use one of your modules to bait their turn off on you. AFter you became immune - using pulsar is basically countering all the available disables of ECMs around - because majority of ECMs will do-exactly that - see pulsar - try to disable it, and since you are immune to that, all of that is wasted on you, and not used on your teammates - giving you an advantage. And there are proton walls and 2-3 implant too, to cut the duration.

By disables i assume you mean the “Tachyon Cocoon”. Right? Cause i don’t think the “stasis generator” count in that 2 disables to get immunity, or any other removable module

After 2 consecutive “disables” in less than 30 seconds chances that you’re still alive are slim, all the more if you have modules that you can bait interceptors with (i guess you have mass propulsion inhibitor in mind, for some reason ceptors don’t like things that impede their movements) and not so much shield regeneration modules.

So yeah, if you’re part of an efficient team with a bit of brain yes.
But lately in mid tiers battles (can’t tell about hight tiers, given that the biggest rank among my ships is 9) you often have one ship out of three that is a destroyer and a second one out of three that is a long range frigate and those two third players will sit in the back shooting at ships (mostly destroyers) in the middle of the map and spamming at everyone to finish killing that ship they just damaged or go capture this beacon and not that one. So you’re kindda lucky when you’re not defending or capturing beacons on your own. Or alone in the middle of the map trying to counter-snipe long range with anomalies.

Well that only makes sense, pulsar is the only thing a gard can do against interceptors at close range. They disable that they’re almost garanteed a kill for their team lol.
Again, in a good team team-mates would be here for supports and you’d be using your gard frigate to protect them from missiles and disable ECM’s cocoons the way you said.
But you’re not always lucky enought to be in a well balanced team.

So yeah, that makes 2 ships out of 3 that are not ECM by any means and much more than that actually. So chances ECMs would “ruin your game” are really small, no matter the level of your team and the ennemy team. It happened to me earlier today though. Point is i got so used facing long range and destroyers almost exclusively that it pissed me off, when i was fine dealing with ECMs before. As i said ECMs are not OP, it’s more like players aren’t used to face them anymore.

If you are near team mates then “usually”  they will help out and make the ECM go away via running or explosion :stuck_out_tongue: Otherwise you have to deal with it, use camo and rt or combat reboot etc. Commands can try diffusion shield, make sure you have good energy and use the energy rank 8 implant. Long range tacklers, only thing ECM has is metastable field generator.

Is it really 2 disables every 30 secs?

47 minutes ago, ORCA1911 said:

Is it really 2 disables every 30 secs?

yup.

“Stuns*” from ECM (actually effects with diminishing returns): ion, stasis, metastable and karud’s white noise. The 2nd “stun” will last half duration, the 3rd wont have any effect as kost sayed…all of that for 30 secs. Pro tip: get close to a ECM bubbling.

Is it from the same ECM or from any that attacks you?

13 minutes ago, RennieAshII said:

Is it from the same ECM or from any that attacks you?

Any

I posted this before, just to refresh some people on the subject 

 

 

The problem is that they can disable you for 10 seconds every 30 seconds which basically mean 1/3 of the fight. 

 

And 10 seconds is enough to kill one ship anyway. 

Well, if you dont have any anti-cc which in basic terms is -50% and can go above that, you gonna have a bad time, otherwise its 5 secs of stuns and then 25 sec of ravaging those little puckers ![:D](<fileStore.core_Emoticons>/emoticons/006j.png “:D”)

I just use EM scatter and watch them get annoyed that they can only use their average weapons :stuck_out_tongue:

4 hours ago, Swifter43021 said:

And 10 seconds is enough to kill one ship anyway. 

I next to never die due to ECMs disables, regardless of what I fly

11 hours ago, xKostyan said:

I posted this before, just to refresh some peoples on the subject 

nice one

2 hours ago, xKostyan said:

I next to never die due to ECMs disables, regardless of what I fly

I don’t too. I just don’t like them  ![:005j:](<fileStore.core_Emoticons>/emoticons/005j.png “:005j:”)

Still don’t get this QQ around them. Proton walls and reboot. Not that hard to understand.

Or you could, y’know, git gud.