Line wrote:Main difference between ECM and Demob - is that just 2 demobs are effective on a target, while there is unlimited ECM can be applied.
So doesn't really matter how low the chances are if you can throw as many coins as you have - you will still get your heads and tails.
Maybe that's where we can balance something? Let's say, everything will be as it is but just 2 ECM per target? That would make ECCM more useful,
You can apply the same argument to shooting targets - Unlimited number of people can be shooting at you. What if only 2 people could be shooting at you at the same time?
TL;DR
Its theorycraft-logic.
Merkle wrote:1 Amp 1 Eccm Heavy (One Extender - 561 Lock (Laser))
4.86 Lock 160 Strength
Vaga, 4 Ecm - 604 Range
72 Strength
45 Percent Chance to Jam.
Real World Application. You will jam 1.5 Jams out of the 4. Heavy will lose lock, and waste second on re-lock, do to server, pilot ect.
Also Vaga is behind a hill, and is faster then you as well.
All Vaga must do is either Run, or get LOS.
In the real world game. One Vaga would lock down two of those heavy's. In a quite successful manor. Three would be pushing it, but It would still create the same effect.
I will just assume you ran some numbers on Grohpo. Sure its locking time is lower. But reality would be Not so much.
2 amps, 1 ECCM. - 45% to jam
2 amps, 2 ECCM. - ???
With 45% to jam, that means taking 1-Amp locktime into equation 5 ECM's must be applied and they must all succeed every time to lock up a heavy. Meaning in theorycrafting, 10 ECM's must be applied to take down a single Heavy. 10 ECM's = 2 Vaga/Vaga Mk2.
Even if you throw in supression on top of that, that's still 2-3 people actively working together to neutralize 1 person. That's perfectly balanced.
Alf you should take note, Heavies in the current game iteration have choices to make in their fitting:
- Do they sacrifice range for DPS
- Do they sacrifice DPS for sensor-strength
- Do they sacrifice tank for speed
In either situation there is a marked CHOICE with it's up-sides and down-sides.
This game cannot be balanced around player-numbers. If A brings 20 people and B brings 5 people, B will die or be lucky to escape 99% of the time.
In all these theoretical mock-ups people are pitting an EW mech versus a Heavy mech and making an argument the EW Mech shouldn't be able to jam a Heavy.
If EW doesn't counter heavies, and force them to compromise their DPS/Tank, what does? Who has more heavies on field? Who has more RR on field? Who has more Ictus on field?
Let's try a different scenario however!
TEAM A
- 1 Heavy (2 S.Amps, 2 ECCMs)
- 1 EW Mech (whatever you want)
TEAM B
- 2 EW Mechs
Who wins?
TL;DR
You cannot balance the game around player-numbers. Teamwork cannot be nerfed, because teamwork is the only thing that even remotely lets the smaller guy fight the disorganized bigger guy.
Burial wrote:Detector, Velo Nexus, Frame.
All relevant skills at 10. 130km/h. GL.
My tackle catches it and it dies.
Let's talk about the other Castel favorite though;
Detector, Demob, Small Shield, Medium Auxilliary, Frame.
All relevant skills at 10. Balanced?