While ECM has been dumb since the beginning, this is a completely BS update.
ECM ships are ■■■■ solo, have been before the patch and will be even worse after. Broken ECM drones persist, while the ECM ship fleet effectivity is barely changed (without the ECM buff) - oh I can keep firing at one target that will easily tank my fire because logis (until the ship comes up to die). Yay, great, I am only 99.99% useless during the jam, not 100% useless. Assuming I am not in a logi of course, otherwise what, I guess I should repair the ship jamming me or what?
So, the purpose of the change is what exactly? Feel good that the big bad ECM is still broken in all the ways it was?
I hate ECM and believe it should be thoroughly reworked, but this dumb patch achieves nothing useful.
As a start: make ECM a highslot module that runs on ammo (different for various factions). Preferably make the SD etc too - ALL modules affecting other ships should be highslots. Frees valuable midslots to fit some tank and other misc stuff. This already fixes the “too squishy” and makes balancing ships easier. Want the boat to try jamming 4 ships? Give it 4 highs.
Now, make the ECM deterministic again. But not in the bad old way. A proposal for that:
Each second, ship regains 5% of the current sensor strength up to the max (could be a variable instead of a fixed number). Jammer decreases current sensor strength, until it becomes negative. Then the ship gets jammed. All targets are lost. Sensors are being “reset”: sensor strength jumps to 5x typically max value, while the scan range and resolution start at 0. Each second, sensor strength decreases 10% while the other 2 increase 10%, until the ship reaches “normal”. ECM is applied during that time as well.
The thing I like about the suggestion is that permajam is nearly impossible due to very high sensor strength after being jammed, while the time to jam is deterministic. Furthermore, ships with powerful sensors are very hard to get jammed due to sensor regen. All numbers subject to tweaking, though 10%/s seems ok enough, the ship is fully battle-ready after 10s and still needs to relock the targets (which it might start locking)
An example, ship with 20 sensor strength, jamming with 5 strength per 2 seconds.
The first second, jamming applied 5 points, ship sensor is at 15 strength. Ship regains ~10% of that in 2 seconds and gets to 16.5. Then 11.5->12.6 -> 7.6->8.3 -> 3.3->3.6 -> finally -something. The ship is successfully jammed. It loses all current targets and drops to 0 scan range/resolution. Then, keeping track of the other numbers too (sensor strength, scanres/range in percentage to max): (100, 0) -> (90, 10%) -> (81, 20%) -> (76, 20%)-ECM -> (68, 30%) -> (62, 40%) -> (57, 40%)-ECM -> (52, 50%) -> (47, 60%) -> (42, 60%)-ECM -> (38, 70%) -> (34, 80%) -> (29, 80%)-ECM -> (26, 90%) -> (23, 100%) -> (18, 100%)-ECM -> (19.8, 100%) - regeneration started as the sensor is below its typical max of 20 -> ETC.
Now, SD and ECM can be modified to become the same module. Preferably also make them in 3 sizes - frig/cruiser/bs sized module, like the other stuff. Caldari would have stuff short range and more powerful, Gallente would be long range and weaker: Gallente has short range blasters and drones Caldari would want to jam; similar for jamming long-range Caldari ships.