Except that ewar ships can have pretty similar tank to any other ship. Which is where your entire analogy breaks down.
And no. By solo role I mean the fact that an ecm drone stops them targeting your ship even solo.
And if this was extended to damps and td then damp drones would limit their range to target you at and a td drone would restrict their turrets aimed at you, while a td on your solo ship would not. Currently td/damp drones dont have a good place.
I wonât comment on the mechanics of the change since Iâm no ecm pilot. However the change init entirety is halfâarsed at best. They are gutting the mechanic without rebalancing the ships (balanced around the ECM mechanic).
They are also gutting the mechanic when thereâs a perfectly viable counter module. If the counter isnât believed to be strong enough, then have the ECCM script stronger, or reduce the jam to a lock break or something. It makes no sense to just wreck the purpose of a whole line of ships.
Before:
My ECM strength is compared to my opponents defense and the results is used to modify a random chance. If its succeeds that opponent will not be able to target me or anything for 20 seconds - giving my ship 20 seconds of invulnerability for tank recovery. If it fails i get to be a target and the opponent can activate any weapon/module they want against me.
After:
My ECM ship still uses the same chance based system of getting a successful 20 second jam on my opponent but once jammed I get to be a target and they can lock me to activate any weapon/module they want against me.
Defenders already have tons of chances and opportunities. If they are not competent enough to use them, thatâs their fault, not the fault of combat ceptors. Right now, 1DQ1 is pretty effective at deterring hostile activity on gates. Without captials. Defenders have a ton of options available, defenders have a ton opportunities available to prevent activity of ceptors.
You say the argument that this change is not to the benefit of one null sec group would not hold up to scrutiny. The fact that Delve is the only area where you really have to rely on Claws to hurt residents at least a tiny little bit speaks a different language. You are lying. Again.
Then you would have to remove nullification from tackle ceptors as well. Null sec is already dangerous for Claws. Denying that fact is the perfect attitude for a mouthpiece for the GSM.
The problem is not the lack of counter module. The problem is the lack of counter action. Once jammed all you can do is wait and pray for rng. Damps you can try and close range on the damper or someone else. Td you close for optimal, fight in fall off, or reduce angular for tracking. Obviously these arenât great options but they still give some agency. ECM doesnât.
And this keeps it just as strong at jamming them from locking other people. (or potentially stronger though I agree the round 2 of strength changes they talked about should be happening with this and a look at the base hulls maybe as well.)
Interceptor fleets are nothing but amusing harassment in Delve and the other heavily protected pockets in nullsec. You arenât going to kill a Rorqual or a Rorqual fleet with an interceptor gang, so the only thing those guys are doing is killing random AFK VNIs.
Nobody in nullsec, not even the guys who fly them, care about AFK VNIs. They are throwaway ships.
The point of this change has nothing to do with protector mining and ratting income. I want nerfs to Rorqs, to make other capitals easier to kill, and to nerf bounties because they amount of money being generated into the game is unsustainable.
I also want there to be some viable ways to kill a few interceptors when they are flying around unmolested and completely safe in nullsec thanks to sub 2 align times and nullification.
Which is fundamentally part of the problem. You get lucky and get a good roll and you win the fight.
That requires no skill, no tactics. Just burn at the guy and hope his EWAR is crap (and it usually is).
At least now these smaller scale fights will have some kind of tactics involved. The bigger fleet fights that ECM is used in wonât really be affected.
Looking at the suggested changes, how will ECM ever be a viable option for SOLO players?
From your reply I must conclude that ECM will not be viable for solo players which I can kind of expected since ECM will have no impact on the jammed ship with respect to the jamming ship.
So basically, ECM as a viable option and play style for solo players has been killed of which leaves the Caldari ships with very poor options (non-existent) in terms of EWAR for solo players.
This is another reason why I think the suggested ECM change is poorly conceived and very biased - rather than looking at an option which leaves ECM balanced for both jammer and jammed (in both solo/small gangs/fleets) this change is one sided in that it benefits only the jammed party.
You have me mistaken for somebody else. I donât care about anybodyâs income streams. If I had my way, the miners and ratters would be screaming even louder than you guys are. As Insaid before, I want Rorqs and ratting nerfed.
Take a look at the MER and honestly tell me that interceptors are doing fuckall to impact that. They arenât. Those income streams arenât in danger. They donât need protecting. Thatâs not the point of this change and never has been.
I think itâs clear that this benefits the jammed party, but thatâs the point. ECM is essentially an I win button if you win the roll. That kind of combat isnât fun and it isnât balanced. All the best counters can do is reduce the chance that you win the roll, but if you do, you win.
Thatâs been the meta for too long. Now we will see a change and I think it will be a good one.
If it isnât, then we can look at rolling it back. And I also expect there will have to be other tweaks to ships down the road as well.
So your idea of agency involves an in flight action rather than activating module, changing ammo or scripts - Do these not give you âagencyâ - Does this not give the feeling of being able to respond to an enemy action?
The example of the damps - you try to close range - does your turning on a prop module fulfill your need of âagencyâ. Do you have a chance of turning off the attackers damps by turning on your prop and approaching. - NO -
When I activate a range script I can stop dampâs effecting me.
With an ECCM script I have a chance of turning jams off.
My response has a greater fulfillment of this âagencyâ you describe
I canât think of one single reason to fly a combat inty over an assault frigate after this. This change is like removing the cloak from a stealth bomber.
The issue is you canât have any meaningful impact on the fight at all if the jam wins. You have two choices - try to get away, or die. Thereâs no way for you to win at that point. Itâs not engaging gameplay, and itâs not fun for the defender.
This is a minor tweak and weâll see what kind of impact it has.