More To Information Warfare Than Ecm?
#81
Posted 12 April 2013 - 09:17 AM
#82
Posted 12 April 2013 - 10:12 AM
Volthorne, on 12 April 2013 - 08:29 AM, said:
At our current progression, the obvious solution is to have clan ECM cut damage from lasers and ballistics by 50%. Also, clan ECM will not only block lock-on from LRM, but if you're foolish enough to dumb fire them, it will reverse the missile back at you.
Edited by StalaggtIKE, 12 April 2013 - 10:15 AM.
#83
Posted 12 April 2013 - 01:23 PM
deception systems hide the target and jamming systems block information gathering and targeting. the real difference it that jamming is loud it make a lot of sensor noise. in other words everyone know where you are and two enemies can triangulate you location but you are safe from missiles useing those kinds of targeting systems till the enemy ic close enough to burn through the noise.. while deception cony your sensors into thinking there is no enemy or that the eney is somewhere he isn't.
this is what the two Gaurdian modes are...just poorly implemented.
The subject is far far more complex than this in TRW but this is close enough for a game.
#84
Posted 12 April 2013 - 02:58 PM
#85
Posted 13 April 2013 - 04:40 PM
I wish PGI would indicate if these sorts of things were even being considered.
#86
Posted 13 April 2013 - 09:30 PM
#87
Posted 15 April 2013 - 11:51 AM
DocBach, on 12 April 2013 - 02:58 PM, said:
in the real world we are about twenty years from paower assisted combat armour and about forty from Mechs/battlesuts...should the military decide to go that way....it's already in R&D
The existence of mechs in the RW is moot. ECM is ECM. many of the tecch items as deployed in the TT as abstractions will not work in an RTS. things that can be broken down to a simple Die roll modifier have to have an active dymanic in this game...I'm all for keeping as close to cannon as possible but this is one of the things that doesn't work that way. as are streaks. (All that streaks do in tt is save ammo. You get consistant damage as a side effect, but two SSRMs do about the same damage as one SRM6 for more heat.
And how would a little realism be unbalamced.
Mode one
hides target info and location (from non visual sensors) untill a solid visual lock is held for X seconds. then halves decay if los is lost.
Mode two doubles/halves lock/decay on freindlies triples on the equipped mech BAP halves this.
that conforms fairly well to Cannon and works better than it does now. (tewak to suit the pace obviously.
Tag halves and Narc eliminates it for it's duration on one mech (Halves on ECM equipped mech.
#88
Posted 15 April 2013 - 02:21 PM
Speaking of dice modifiers - ECM's third mode from the Tactical Operations rulebook gives weapons a +1 modifier to fire; would you say that is better represented in real time as a longer lock on time, or a complete lockout of radar?
Your suggestion is pretty much what I suggested - in Mode 1, which we'll call "Disrupt" already hides target info and location from non-visual sensors. In fact, all 'Mechs are hidden when out of line of sight on sensors. Beagle Active Probe is suppose to be the active radar that lets 'Mechs get around that gap in detection, ECM is the counter that hides 'Mechs from the extended abilities of the BAP. In mode 1, ECM protects 'Mechs by shrouding their information like damage and chassis type, but if you can see it, you should be able to target it to shoot at it.
Mode 2 would be the proposed Ghost Target Mode - the way the canon explains it is its bombarding sensors with signal noise and floods it with false signatures. The boardgame effect is +1 modifier to fire; like I previously said, that could be represented two ways; one, the +1 to fire could be interpreted as a longer lock on time. The second mode could also have additional effects such as enemies detect phantom targets on radar that they can target that don't exist, to confuse them. Maybe even create static on their sensor's hud screen the closer you are to the jamming signal. Like you suggest, Beagle is the counter to this mode.
Think of IW as a buff/debuff system;
Narc / Artemis - buffs missiles
Beagle - buffs radar
ECM - counters buffs, debuffs sensors (BUT DOES NOT COUNTER THEM LIKE IT DOES NOW!)
No basic systems like sensors should be hard countered by any equipment. Inconvenienced, put at a disadvantage? Sure. But the system we have now where we pretty much have PPC, ECM, LRMs a la paper scissors rocks is sort of a shallow experience that could be made a lot better by making it so everything is viable in its own right rather than linear counters.
Edited by DocBach, 15 April 2013 - 05:26 PM.
#89
Posted 21 April 2013 - 09:38 AM
Unfortunately, usually when they review stuff, they come to the conclusion that it "works as intended!"
#90
Posted 21 April 2013 - 11:02 AM
DocBach, on 21 April 2013 - 09:38 AM, said:
Unfortunately, usually when they review stuff, they come to the conclusion that it "works as intended!"
ATD 56? You must share your knowledge of the future with me! Do LRMs ever stop being absolute garbage and are poptards nerfed to be reasonably hard to use?
#91
Posted 21 April 2013 - 05:58 PM
#92
Posted 22 April 2013 - 05:53 AM
#93
Posted 23 April 2013 - 11:46 AM
http://mwomercs.com/...30#entry2262830
#94
Posted 23 April 2013 - 01:29 PM
#95
Posted 23 April 2013 - 01:47 PM
#96
Posted 23 April 2013 - 02:16 PM
DocBach, on 23 April 2013 - 01:47 PM, said:
I thought BAP did this, however it does not. Artemis is what lowers missile lock on time. And yes ECM negates that bonus as well.
Edited by StalaggtIKE, 23 April 2013 - 02:16 PM.
#97
Posted 23 April 2013 - 02:20 PM
#98
Posted 23 April 2013 - 03:03 PM
BAP does not decrease lock-on time. TAG, NARC and Artemis do.
BAP increases detection range. With BAP and Advanced Sensor Range module, I can detect mechs that are not covered by ECM at 1200m (normal is 800m).
The primary bonus BAP and Advanced Sensor Range gives against mechs covered by ECM is that they can be detected at (I think) 250m, rather than the normal 200m. ECM does not prevent Target Lock for LRMs (or Streaks) outside of 180m, but it does delay it. When the shooter has Artemis and/or TAG, I don't know if the time required for lock is delayed to twice normal (I don't think so), or twice the decreased amount.
While it doesn't happen often, I enjoy launching LRMs at ECM mechs from my (fully upgraded ... TAG, BAP, Artemis, Adv Sens Range, Target Info Gathering, etc.) Founder's Catapult ... it's almost as satisfying as legging a RVN-3L in my Founder's Jenner.
That said, ECM is still overpowered for a 1.5 ton, 2 slot piece of equipment.
#99
Posted 23 April 2013 - 03:08 PM
DocBach, on 23 April 2013 - 02:20 PM, said:
The only thing BAP does then is provide target information faster then and at farther ranges, just as it does in TT.
Sarna.net...
"The Beagle Active Probe (BAP) is a suite of enhancement technology that, when attached to general electronic sensors, enables the equipped unit to detect and classify other battlefield units -with the exception of conventional infantry- whether they are camouflaged or even shut down."
So given that info BAP should identify targets out of LOS within 360 degrees and farther out than normal sensors would. With BAP only providing target info I'm ok with that. When used in conjunction with TAG, any team mech should be able to target a BAP selected mech with LRM's or SRM's. Any ARTEMIS missiles should have a high buff to lock-on time and to hit percentage with BAP and non-los targeting anyways. Add TAG to that mix and the hit percentage per missile should be about 75% IMO.
Edited by KuruptU4Fun, 23 April 2013 - 03:11 PM.
#100
Posted 23 April 2013 - 03:12 PM
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