Dev Blog: October Balance Pass!

I’d suggest reading what I put here on a proper way to handle ECM - and the whole force aux issue for that matter.

ECM should have just been given a DR and a higher chance to be successful. That way you could not keep anyone perma-jammed ever no matter how many people or modules were cycled on a person. That way they would work more similar to a stun to temporarily take someone out of a fight at a crucial moment. If they want to chain then the duration of the lockout is reduced until it literally doesn’t work (best bet is 3 jams max allowed, each getting a 50% reduction). Then after so much time has passed they are susceptible to being jammed again.

The problem is right now is ECM ships are not designed to fight, nor should they ever be, and the ECM effect itself is too binary with no drawbacks to chaining them one after another to permanently keep someone out of a fight. These ships should be agile and die if looked at wrong similar to other games who’s class/role depends heavily upon CC mechanics. Other games have already figured out how these mechanics are best balanced, why are you so inclined to reinvent the wheel here? Nobody is going to fault you for actually going with a system that is tried and tested to be balanced and work up from there.