Livewyr, on 25 February 2013 - 01:54 PM, said:
Artemis: Increases accuracy of Artemis Missiles on target mech if target is in LoS.
TAG: Increases Accuracy of incoming missiles on TAG'd mech by 35%
NARC:
Keeps Target information on NARC'd mech for any LRM/SSRM mech until the beacon is destroyed or mech receives 'x' amount of damage or for 'x' amount of time, or whatever. (and increases accuracy for missiles by 'y' amount)
BAP:
Increases detection range by 25%
Decreases Lock time by 25%
Detects any mech within 120 meters (regardless of terrain/status)
Informs BAP-mech that it is being Jammed by ECM
Informs BAP-mech if it is targeted.
Informs BAP-mech if it is being missile'd.
ECM:
Nullifies BAP detection range boost.
Nullfies BAP Locktime boost from BAP (and possibly increases lock-time of Missiles in general)
Nullfies BAP 120 meter detection within 180 meters.
Nullifies BAP targeting/missile notifications within 180 meters
Disables enemy TAG'ing mech within 180 meters.
Disables enemy NARC beacon on any friendly mech within 180 meters.
Disables target info sharing on any enemy mech within 180 meters.
Counters enemy ECMs within 180 meters, when in ECCM mode.
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No longer acts like Stealth Armor or Angel ECM
LRMS:
Reduce damage of each missile from 1.8 to 1.3.
Increase projectile speed by 1.5x or 2x so missiles get to targets faster.
SSRMS:
Reduce agility to create possibility of miss on agile/fast mechs and if fired at a certain angle away from targets.
As a few comments:
TAG, Narc, and Artemis:
Per TT rules, Artemis IV and Narc improve cluster-hit grouping (analogous to grouping size in MWO), while TAG improves missile accuracy (analagous to tracking in MWO) by negating penalties for target movement, spotter movement, and indirect fire penalties. Artemis and Narc could not stack. Semi-guided missiles (which homed on TAG) were not compatable with either Narc or Artemis IV.
In MWO, all three give basically the same benefits - improved tracking and tighter grouping - but while Artemis and TAG stack, and TAG and Narc stack, Artemis and TAG do not. I'm really not sure why they bothered prohibiting the Artemis/Narc stacking, unless it was just to prevent people from getting a triple bonus. Narc beacons also allow indirect-fire against their target without a spotter, but have a limited duration, unlike TT rules.
BAP:
Per TT rules, an active probe confers several advantages: it detects hidden units in LoS within a 120m range, it can be used to scan for enemies at a range 50% greater than 'mech RADAR and 20% greater than 'mech IR/Magscan under conditions of obscured visibility, and it provides the user to scan for detailed information on enemy unit status and equipment (a full view of the record sheet, as opposed with telling only the 'mech variant, general % health and one specific question about a unit's status to an opponent with regular sensors).
In MWO, ECM provides a 25% bonus to targeting range, a 25% bonus to targeting info gathering time, and an ability to target shutdown units. The detailed scanning abilities are given for free to all units.
ECM:
Per TT rules, ECM gives out a number of bonuses. ECM negates the bonuses for Artemis and Narc on missiles that pass through its field of influence. It also cancels out special abilities of an active probe such as detecting hidden units and gathering additional info from sensor scans. ECM additionally interferes with scanning results for enemy units that within its 180m radius, reducing their chances of detection with scans (but not visual detection within LoS in visual range in the pilot's frontal arc).
ECM can be switched to an ECCM mode, in which it will counter the effects of an enemy ECM within its radius; it can also be switched to a Ghost Target mode, which has a chance of confusing the targeting and tracking systems of an enemy 'mech and reducing weapon accuracy if the shots pass through the affected radius of that ECM. ECM in ECCM or Ghost Target modes lose the standard benefits of ECM.
In MWO, ECM prevents any friendly 'mech in its radius of effect from being targeted or locked-onto with missiles (outside a very narrow 20m band), unless that unit is designated by TAG from outside the ECM radius. Even when using TAG or standing in the 180m-200m band, missile lock-on times against enemies within the ECM radius are doubled. Any enemy units that fall within the radius of an ECM lose their ability to lock guided missiles or spot with TAG, and cannot communicate their position to friendly units outside the ECM radius or spot targets for them. ECM negates all effects of BAP within its radius. ECM can be switched into an ECCM mode which negates the effect of one enemy ECM within its radius; in doing so it loses its normal benefits as well. PPC hits on a unit carrying an ECM will temporarily negate the effects of that ECM.
LRMs:
Per TT rules, LRMs can be fired in a direct fire mode, where they function normally as a direct-fire weapon, or without LoS in an indirect-fire mode, where the to-hit roll includes an additional +1 or +2 penalty for using a spotter (depending on whether or not the spotter makes any attacks during that turn). LRMs have a cluster-hit roll to make as well, that causes them to have a variable range of damage against an enemy target. LRMs have a 180m minimum range, and suffer a cumulative +1 to-hit penalty for every 30m their target is inside that range. SRMs function as per direct-fired LRMs, but have a shorter range and no minimum range.
In MWO, LRMs function the same in both direct fire or indirect-fire modes. They are able to track moving targets, but are generally easier to evade than other direct fire weapons due to their slow flight speed. Target lock must be maintained for the duration of their flight in order to maintain the tracking effect. Missiles are able to attain locks outside of their normal firing arcs (i.e. torso-mounted missile can lock onto targets under an arm reticule.) LRMs have a 180m minimum range, inside which they do no damage to their target. LRMs have higher damage-per-missile values than TT, as do SRMs.
SSRMs:
Per TT rules, Streak SRMs function as SRMs, but with two exceptions: if the attacker fails to make their to-hit roll, the missile launcher does not fire (conserving heat and ammunition). If the to-hit roll is successful, all missiles in the salve hit (as per a best-case roll on the cluster-hit table).
In MWO, Streak SRMs function completely differently than SMRs - SRMs are an unguided rocket, while Streaks gain a lock and unerringly hit their target. Streak missiles are designed to primarily group damage in the target's torso area. SSRMs will not fire without a lock (which is usually due to the effects of ECM). Missiles are able to attain locks outside of their normal firing arcs (i.e. torso-mounted missile can lock onto targets under an arm reticule.) SSRMs have higher damage-per-missile values than TT, identical to SRMs.
AMS:
Per TT rules, each AMS can engage a single salvo (the missiles launched from a single launcher) of incoming missiles; this is reflected by modifying the cluster-hit roll for that launcher, and will result in destroying some (or all) of those missiles depending on how good the cluster-hit roll was and how many missiles the launcher fired. AMS is effective against all types of missiles.
In MWO, an AMS attempts to engage all enemy missiles passing through the vicinity of the 'mech; this tends to be quite effective against small LRM launchers chain-fired, but can be overwhelmed by large simultaneous volleys from multiple launchers. AMS is effective against LRMs, but rarely effective against SRMs and SSRMs fired at closer ranges.
Looking over all of that, compared to TT, the ECM is the biggest "winner" acquiring a powerful set of abilities that far transcend its capabilities on TT.
BAP is possibly the biggest loser, giving up some of its unique abilities to basic 'mech sensors.
TAG is boosted greatly, as it gains both tracking and grouping bonuses, plus the capability to counter ECM somewhat.
Artemis IV receives a moderate boost, as it gains both tracking and grouping bonuses.
Narc receives a small bonus, as it gains both tracking and grouping bonuses, as well as an ability to designate a target without the need for a spotter with LoS. Its short duration serves as a slight nerf from TT in one regard.
LRMs become a much more situational weapon - they are more (potentially) accurate for indirect fire than on TT and can deliver much higher damage per salvo; however, they are easier to evade, the firing unit can be suppressed by other direct-fire weapons readily due to their slow flight time, their minimum range is much more strict than in TT, and their ability to attain locks is largely negated by ECM.
SRMs gain big in close - a full salve is almost guaranteed to hit point blank, and do much better and more concentrated damage than TT. Past about half their range bracket, though, they aren't very useful due to poor accuracy and wide spread.
SSRMs resemble TT in several regards, but gain big from being able to lock-on without being pointed within 60º of their target, and by having higher damage and better concentration of damage than on TT.
AMS gains somewhat against LRMs from TT, being able to target more incoming missiles, but loses big against SRMs and SSRMs, which it has a hard time engaging. It is greatly overshadowed by ECM, which gives better protection against both SSRMs and LRMs (plus a host of other benefits), and because neither work effectively against SRMs fired at point-blank ranges.
In general I'd agree with most of your changes, but not all. My take:
Artemis:
Same as currently implemnted in MWO.
Narc:
Same as currently implemented in MWO.
TAG:
Same as currently implemented in MWO.
BAP:
Increases sensor range by 25%.
Improves target info gathering time by 25%.
Target info gathering for loadouts and component damage past 250m becomes a function for BAP. Ordinary sensors can do the same at close range.
Can target shutdown units.
ECM:
Negates Artemis and Narc within its radius, and against friendly 'mechs in its radius.
Negates BAP effects within its radius, and against friendly 'mechs in its radius.
Negates TAG if fired within its radius.
Missile lock-on times are doubled against 'mechs in ECM radius (and for enemy 'mechs in ECM radius).
Sensor detection range against a 'mech carrying ECM is reduced by 75%.
Range for damage paperdolls 'mechs under ECM protection is reduced by 50%.
ECCM counter mode negates one enemy 'mech in radius of effect, but loses standard ECM benefits.
Ghost Target mode causes false RADAR/minimap targets to display for enemy; ECM loses standard benefits in this mode.
LRMs:
Double flight speed, reduce damage as per above (1.3/missile). Increase spread against targets in indirect-fire mode (without LoS). Restrict missile lock-on to the appropriate reticule for the weapon system (arm for arm-mounted, torso for torso-mounted).
SRMs:
Reduce damage to 2.0/missile. Tighten spread past 100m.
SSRMs:
Reduce damage to 2.0/missile. Restrict missile lock-on to the appropriate reticule for the weapon system (arm for arm-mounted, torso for torso-mounted).
AMS:
Improve effectiveness at close range, allow it to engage SRMs and SSRMs effectively even point-blank.