DEV Alf wrote:While at first we liked the idea of remote ECCM, recieving ECCM from outer sources further promotes tuner fittings because you can free up those slots. Under the current mechanics it has to be a continous effect, we could limit the number of effects affecting you, but the final boost should worth the slots sacrificed by others. Also we don't find much of teamwork in lock a given friendly activate modul and thats all.
(the idea is not thrown away tho.)
But as we said we are open for ideas, and discussion (we could have just patched it already weeks ago).
We also would like to avoid using of banhammer because of name callings and such post like "don't listen to them, listen to us, we know it better". The topic is full with this, and it is frustrating.
Try being the players who your getting ready to effectively attempt to make me completely respect because your trying to "balance" something that's not broken. Because you don't understand how the mechanic works in fleet fights.
I'm going to post this for the 4th time.
Fights are fought at 750M to 1K in anything involving heavy mechs. To get those kind of ranges with a vagabond you need EW Nexus + Range extenders. With a vagabond mark 1, to get this you will have FIVE head slots. 2 of those will be dedicated to range extenders. 3 ECMS. Those 3 ECMS are not put on ONE target, they are spread out to 3 separate targets. They do NOT stun lock people. They only use to mitigate incoming damage the way its intended too.
If you factor in (random miss chance), and ECMS, currently on the live server this is what happens:
75% effectiveness with random miss chance
1 Minute interval the DPS is effective for 15 seconds. With lock times of ~3 seconds you get 6|7 seconds worth of DPS time
50% effectiveness with random miss chance and 1 ECM
1 minute internal the DPS is effective for 30 seconds. With lock times of ~3 seconds you get 24 Seconds of DPS time
25% effectiveness with random miss chance and 2 ECMS.
1 minute interval the DPS is effective for 45 seconds. with lock times of ~3 seconds you get 39 seconds of DPS time.
What is frustrating to me is you people think that ewar mechs should be balanced around other DPS mechs. Ewar mechs are for larger fleet engagments with Heavys(this is my experience). This is just like dropping a Mesmer mk2 with gauss guns into the middle of assault bots and having the assault class pilots scream the Heavy is too OP he hits too hard!!!
--This is the giant elephant in the room no one wants to talk about, is the Head slots for the robots. A Seth MK2 has 6 head slots while a Mesmer mk2 only has 5. The Seth gets more room to effectively negate ewar. So with this change will the Mesmer mk2 get another head slot?
I fit 2 ECCMs on a Seth MK2 and I can acceptable apply DPS on with decent range.
And the other thing:
If you add an extension based ECCM mechanic you increase the gap from the New player experience of ewar to the veteran player experience. Making them less effective in pvp.
@Alf Ewar is the only thing that prevents this game into turning into a straight, who brought more dudes game. Ewar allows fewer people to out terrain, out tactic and out maneuver players in pvp. The changes you have suggested with adding the ECCM extension will only hurt new players. I have enough EP that I will drop an ECM/Masker and put a tuner on and still be effective.
Personally I don't like Tuners. I don't run them. I have to give up too much to run them Range/Tank/Anti Ewar. They weren't effective use of that head slot but on the vagabond it will be a necessary evil.
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