it works fine? how is that? Any ship it jams…isnt jammed?
this is fine if your purpose is sitting 100km away like a falcon where your tank isnt so important, this completely kills rooks (most weapon systems have a range of 30km), anything you jam isnt jammed = your tank isnt great because your mid slots have 1+ ECM modules in them…dead
so 1vs1 lets say a rook vs any other cruiser…is it still a jam? no, no it isnt.
5 man gang of rooks? yea same problem, everything your squad jams can shoot you…so no point fitting them is there? Also this new mechanic means that if you are dumb enough to fly an ecm boat, you will be primaried (because they cant shoot anything else), and your tank is garbage (because you have ecms fitted), so you are going to die rather quickly arent you? so again why use ecm at all?
This new mechanic means:
your tank is garbage if you use them
you will be primary target (which was always the case, but now anything you jam can only shoot you, making you primary in even more scenarios than previously.)
Please tell me any use for a Rook after this patch (other than to just fit it like a hac and ignore the ecm bonus completely).
So you split their gang of 5 into each being able to only shoot 1 rook while you can still focus fire.
So you stop them shooting any drones meaning you could kite them at ecm range if they aren’t long range fit and peck them to death.
So you ecm their logi.
So like I said. It still works and has places it can apply.
It’s just not the same as it used to be.
Fantastic - by which I mean you are delving into fantasy to think up scenarios where this new form of ECM would work.
And my fantasy fleet has lvl 5 sensor compensation, sebo’s with ECCM scripts fitted and a gnosis with Electronic hardening boosts - Only 1 in 20 jams work - 25 drones on assist and the ships you failed to jam concentrate fire and kick the crap out of your poorly tanked ECM ships
Which they would have done under the existing ECM system without the new penalty to nerf ECM
its a nice scenario - one that will rarely occur in eve - lets face it, the rook is just dead after this change, it has no use on the field at all. They may as well just remove it from the game and just tell caldari pilots “you dont get a combat recon, because we dont like you”, because that is effectively what they are doing by this change.
You asked for ways they could still work. I provided. You dont get to then invent a new scenario to disregard those ways.
Especially when your new scenario also is set up specifically to counter ecm.
This is at best moving goalposts and at worst a strawman.
Obviously they won’t work in every situation. No one is claiming they will.
I actually quite like the scenario you provided, but you must surely admit, that if you compare current uses to future uses the number of use cases is significantly smaller.
And honestly would you fly a rook once this patch is live? I cant think of a single reason to fly them and fit ECM post patch.
This fleet usually has the booster with sensor optimization charges and the sebo’s have strength scripts for quick locking - its for catching peeps in faction warfare areas.
The counter for your ECM fleet was a tactical choice already available to the fleet - the difference being at present when the attacking ECM hits a jam it has an effect.
Personally. I probably won’t, but I didnt fly rooks before either. I can just see spaces remaining in the game for ecm. I’m not disagreeing that they should do at least part 2 with this as well. I’d love to see racial jammers just become scripts for multi spectrum with a decent reload time with this change so it’s not hard to fit a tank for a roam where you dont know the opponents fleet. And stronger ecm doesn’t break the game like it would have prior to this.
But this change doesn’t totally remove the point to Ecm. It still has a place.
the one with no details? fixing something the hard way? rushing something in a pinch with no vetting? like the rest of the ‘pass’? soo many things getting broken for nothing; that’s the theme this month.
make bubble activation force a recycle of ANY prop mod active at the time. upon reactivation the penalties will apply, and it(lurch hic) is fixed! simple! nothing else gets ‘borked’ in the process. no new mods needed. no ‘working in a hurry’ needed. bought by pearl abyss, and now instantly working to make more work for themselves. gg
So you want them to utterly recode the basic way that modules work as a ‘simple fix’…
Uhhhh
I don’t think you understand coding in the slightest with that sort of claim.
And why do you need exact details.
You know the rough idea they are putting forward, you can make some estimates that they ‘might’ base it off examples thrown out in the thread thus far to create a similar though perhaps not quite as super duper awesome effect.
I mean sure, you don’t “know”. But CCP are fairly predictable in how they balance stuff once they actually get onto doing so.
they can code a new module, to do a thing, but not the thing they don’t want the old module to do. they cant code a new old module, to behave they want it to? can they code at all? whats the threshold exactly? too hard to code for a company that coded the game in the first place? they can code new modules, like the escalating dmg modules for the new ships. they can code all sorts of new npc behaviors. they can code project discovery. they can code all sorts of new crap. but your going to tell me they cant make the activation of a module force a recycle on another type of module? ok
they came out and said, basically: we want to fix bugs and unfun things. then they broke all the things they touched and half a dozen things related to everything they touched. what part are You missing?