@Brisc_Rubal
This is exactly right in one way. The counter to ECM is ECCM, both local and remote, and like other forms of denial, drones. Perhaps though, it should be possible to assign targets to your drones based on THEIR targeting abilties, not your own. So, you could target something in the overview and tell your drones to attack it without actually having to lock the target yourself. You can broadcast targets to fleetmates, why not to your drones?
The entire concept of ECM, as currently implemented, is horrid. It’s amazing in the books and movies, but not so much in this game. ECM is an all-or-nothing lottery system right now. The proposed changes don’t really change that. Instead of making a change now that will have to be reverted when the real fix comes, creating multiple opportunities for code regression, leave what’s there and flesh out a proper solution.
I’ve never stopped to look during the action, and never thought to test it outside of fights, but are the other EWAR types like damps and TP all-or-nothing as well, or do they scale their “damages” on the targets based on various factors? For example, if I’m past optimal but within fall-off, could my 30% target range damps maybe only apply 10% effect instead of the full 30%? Or if I make a successful Damp attack roll, do I inflict the full 30% regardless of anything else?
If the other EWAR types scale their “damage”, then it makes my point even stronger for having ECM attack the number of targets instead of the ability to target (and if they don’t, then that should also be implemented, ASAP). The degree that you succeed with an ECM attack can determine the number of max targets you affect, perhaps only 1, perhaps 5 or more for a successful targeted structure ECM attack.
Also, with the talk of ECM moving to high slots, why not shuffle all EWAR? If you are attacking your target’s offensive (high slot) capabilities, you use high slot modules (ECM, damps, weapon disruptors). If you are attacking your target’s energy or propulsion systems, you use mid-slot modules like now (scrams, webs, neuts). If you are attacking your target’s defensive capabilities, you use low slot modules (target painters).
While thinking about all of that, I realized target painters have no counter: you have no module that will specifically reduce your sig radius, though there are lots of them that will increase it. There is also no counter to having your MWD/MJD warp scrammed: even if you have sufficient stabs to warp off, you still can’t activate your MJD/MWD.
ECM – ECCM, local and remote
Damps – sensor boosters, local and remote
Weapon disruptors – tracking computers/enhancers, local only
Neuts/Nos – cap boosters/cap batteries/general cap mods, local and remote
Webs – AB and MWD, local only
Warp Scrams/Disruptors – warp stabs, local only (MWD scram has no counter)
Painters – no counters
If you’re going to do this, go all the way.