ECM to hit modifier

Discussion in 'Campaign - Skjaldborg Saga' started by Cyk0, Oct 29, 2013.

  1. Cyk0

    Cyk0 New Guy Thrall

    Messages:
    172
    Likes Received:
    6
    Trophy Points:
    18
    Location:
    Sweden
    Ætt (Clan):
    Svinfylking
    Do you guys use any ECM extra rules and if you do what do the do.

    Also would a mech for the campaing need anti infantry weapons, or is that not needed to often?
     
    Last edited: Oct 29, 2013
  2. Cyk0

    Cyk0 New Guy Thrall

    Messages:
    172
    Likes Received:
    6
    Trophy Points:
    18
    Location:
    Sweden
    Ætt (Clan):
    Svinfylking
    Found the ghost target rules are you playing with those?
     
  3. MostlyHarmless

    MostlyHarmless Master of Recruits Staff Member Jarl SC Huscarl

    Messages:
    5,539
    Likes Received:
    2,879
    Trophy Points:
    113
    Location:
    CFL/NoVA
    Ætt (Clan):
    Svinfylking
    Flamer is about a must, mg's could work as well but you need something for anti infantry.
     
  4. Skwisgaar

    Skwisgaar XO Thrall

    Messages:
    15,680
    Likes Received:
    15,617
    Trophy Points:
    113
    Location:
    East TN (EST)
    Ætt (Clan):
    Svinfylking
    We do use ghost and ECM target rules but remember that your beginning mech choice cannot use Level 2 tech.
     
  5. StalaggtIKE

    StalaggtIKE Well Liked Viking

    Messages:
    5,732
    Likes Received:
    5,037
    Trophy Points:
    113
    Gender:
    Male
    Location:
    GA,USA
    Ætt (Clan):
    Svinfylking
    Crap. I thought ECM was finally being "fixed" within MWO. :ulol:
     
  6. Trevnor

    Trevnor Tokin' Canadian Staff Member Jarl SC Huscarl

    Messages:
    13,908
    Likes Received:
    4,442
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Toronto, Ontario, Canada
    Ætt (Clan):
    Huscarls
    Then you're looking in the wrong section for MWO news Ike. :p
     
  7. Cyk0

    Cyk0 New Guy Thrall

    Messages:
    172
    Likes Received:
    6
    Trophy Points:
    18
    Location:
    Sweden
    Ætt (Clan):
    Svinfylking
    Yea I know I'm just trying to plan ahead.

    Good to know, though that will mean that I will go over the limit for the extra energy rules so my flamer will be a heat hog but I guess I can live with that.

    Still my build is far into the future, XL 275 engines are not cheap...
     
  8. StalaggtIKE

    StalaggtIKE Well Liked Viking

    Messages:
    5,732
    Likes Received:
    5,037
    Trophy Points:
    113
    Gender:
    Male
    Location:
    GA,USA
    Ætt (Clan):
    Svinfylking
    Yeah, I excitedly followed the link from the front page.
     
  9. MostlyHarmless

    MostlyHarmless Master of Recruits Staff Member Jarl SC Huscarl

    Messages:
    5,539
    Likes Received:
    2,879
    Trophy Points:
    113
    Location:
    CFL/NoVA
    Ætt (Clan):
    Svinfylking
    While I'm probably the biggest fan of using XL engines in MWO, I refuse to touch them in MegaMek. There have been enough close calls of loosing my mech with a standard engine and nearly max armor that I'd rather not risk it.
     
  10. Trevnor

    Trevnor Tokin' Canadian Staff Member Jarl SC Huscarl

    Messages:
    13,908
    Likes Received:
    4,442
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Toronto, Ontario, Canada
    Ætt (Clan):
    Huscarls
    Yeah... When you build your 'mech in MegaMek, you've got to think in a completely different way than when building a MWO 'mech.
     
  11. Cyk0

    Cyk0 New Guy Thrall

    Messages:
    172
    Likes Received:
    6
    Trophy Points:
    18
    Location:
    Sweden
    Ætt (Clan):
    Svinfylking
    I know I have spoken with val about it, I might not use the XL, but 7.5 tonnes is so much to play with on a 55 ton mech
     
  12. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    in megamek/battletech, XL engines are most ideal for snipers and LRM support mechs... even better if they are in mechs mobile enough to stay out of trouble. however, light mechs are usually too fragile and cheap to make fitting XL engines cost effective... unless in the hands of a very VERY skilled pilot. if i understand correctly that you were looking at a sniper/fire support role, getting an XL engine would definitely help... again, provided you can keep yourself out of most direct brawling engagements.

    back to the original topic, ecm's ghost target ability is most useful on mechs that can go 85 kph or faster (that is 5/8 MP). ghost targets will still help slower mechs avoid some fire, but the benefit is lessened due to them being slower and easier targets to begin with. of course jump jets can help improve your mobility, but now you are talking 5-6 crit slots devoted to ecm and JJs. it may not seem like much, but heavier mechs usually have issues with crit space and even a small amount can sometimes make a huge difference.

    ecm also protects against artemis, narc, c3 networks and various forms of guided artillery, but most of this stuff is not encountered very regularly (and some of it doesn't even work right currently)... so most people who get ecm get it for the ghost targeting

    ultimately, it is a manner of personal tastes:
    generally speaking, if you are interested in maximizing your firepower, i would recommend avoid using ecm and jump jets. if you want to amplify your ability to avoid damage, take ecm and jump jets.
     
    Last edited: Oct 29, 2013