Why ECM Complaining?

It’s not that they are OP. But frustrating. 

1 hour ago, Swifter43021 said:

It’s not that they are OP. But frustrating. 

Than what is the point in comments like this, you clearly know that this is not the case

8 hours ago, Swifter43021 said:

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. 

 

I don’t find them frustrating.

lol when i see a ecm while using a dessy they are my first target xD

 

1 hour ago, xKostyan said:

Than what is the point in comments like this, you clearly know that this is not the case

I find them frustrating. I can’t give my opinion ? 

 

 

I want to discuss only about Disables mechanic. Not their effect. 

What is the disables mechanic? 

  • Lock. Click. Done. 

What can you do against them? 

  • If you’re a gunship : reboot

  • If you’re not : wait until the duration end.

 

So in the end, there are no active plays you can do against disables. You can only hope to not be disabled too often. 

 

IMO an effect as strong as a disable should be a “skillshot”. Which mean that at least a part of it depends on the action of the players. 

Usually it is dodging, but not always (Like shields and stuff). 

 

I wouldn’t mind if disables duration were to be increased and their limit to be removed, if some we were to obtain a way to  play  against them. 

 

 

 

For example, a rework of Stasis could be :

2k range

Create a link between you and the target that slows the target by 25% for 3 seconds. And after 3 seconds if the link is still active, the target is stuned for 6 seconds. 

Leaving range, breaking line of sight, or using reboot/r8-2 implants sever the link. 

ECMs are just like mosquitos, just replace blood with energy and active modules.

I just tried out ecms, if u take away their stuns they are dead and u cant stun more than twice within 30 secs the same person again. Sadly it’s their tactic and the only tactic, to sabotage, without anti-cc u get 11 secs of doom if timed right, with anti-cc 5sec maybe less. The only option is to add anti-cc actives or else, proton wall is the only solution. Every other “balancing” will end up in a disaster.

That’s exactly why they need to be reworked. 

ECM is xxxx OP. But the devs ignore it cuz they fly ECM themselves!

2 hours ago, theNoob said:

ECM is xxxx OP. But the devs ignore it cuz they fly ECM themselves!

Actually no. they fly in guard, dessy, engineers most of the time, and ecm are not op, just extremely annoying

21 hours ago, theNoob said:

ECM is xxxx OP. But the devs ignore it cuz they fly ECM themselves!

lel

seriously, ECMs in general are fine - it’s only 2 that are very very powerful - and again only if they amass in games, they get really annoying

which again is likely, due to their survivability being extremely high - hard to hit, very tanky - it’s similar to a losing team switching to guards and LRFs if they aren’t losing already because of that - somewhat “evolutionary team dynamics” that just happen often enough to be noticed - and kinda can be explained by their natural prerequisitions.

Or just to name a few more: all go engi teams <-> no one goes engi teams. Increasing number of similar roles in follow-up matches if someone plays a role exceptionally well in one match. Stuff like this.

it is obvious the diminishing returns of ecm modules try to balance that

when was that introduced btw.? was that always like that? doubt it. would prove they do care ![:p](<fileStore.core_Emoticons>/emoticons/004.png “:p”)

Diminishing has been there since i remember, but they functioned in abit different way - there were multiple diminishing timers, like stasis, ion, white noise did not contribute to the same counter. I think all of that got unified late spring-early summer? this year.

unifying all ecm effects in one timer makes it actually have more of a real world impact

with separate timers, i wouldnt bother, but like this its really useful.

BUBBLE MEEEH+1

 

Just now, g4borg said:

unifying all ecm effects in one timer makes it actually have more of a real world impact

with separate timers, i wouldnt bother, but like this its really useful.

BUBBLE MEEEH

 

One bubble, two bubbles, three kills, four captures, five highs :Đ