

Guardian ECM modules ... errr ...what does it do?
#1
Posted 05 June 2012 - 01:46 PM
I never used them back in my TT days ... so my only experience of them was with mw4
In that they prevented you from appearing on enemy radar outside of 600m (ish) (with LRM's hitting out to 1000m)
How does that compare to the TT rules? Can someone explain the TT rules for Guardian ECM modules.
I ask because MWO seems to be closely following the TT rules and I wonder how differently they will work this time.
Do we think that they will prevent radar from about 400m? (given that LRMs hit out to 640m)
or something completely different?
#2
Posted 05 June 2012 - 01:50 PM
It's more of a jammer in the tt rules, than the stealth system it was in mw4.
#3
Posted 05 June 2012 - 01:54 PM
Can anyone give a break down of how it worked in the TT rules?
#4
Posted 05 June 2012 - 01:57 PM
#5
Posted 05 June 2012 - 01:58 PM
Personally I'd like to see (I doubt MWO is going to be the one to do it) a Mechwarrior game really focus on the sensors and electronic warfare aspect of the game and flesh it out.
People like to call Mechwarrior a 'mech sim', a title I reject, because once you remove the complexity of a hundred different weapons, chassis, and the esoteric rules, the actual gameplay is pretty simple.
To that end, I've always been disappointed in the way sensors work in a completely nonsensical manner. It's like watching CSI when/if you know anything at all in reality about the stuff they're "doing" on the show.
With more advanced sensors and more fair and creative handling of ECM / sensor suites, this aspect of the game could be greatly expanded in depth, making the electronic warfare aspect a game all unto itself.
The magic 'invisibility to sensors' aspect has always been my hugest pet peeve with the franchise though, and it's more or less the main reason ECM has always been the single best thing you could put on any mech.
Edited by Frostiken, 05 June 2012 - 01:59 PM.
#6
Posted 05 June 2012 - 02:01 PM
#7
Posted 05 June 2012 - 02:03 PM
#8
Posted 05 June 2012 - 02:05 PM
You can still be seen on your enemies individual radar but the data is not transferred to the enemies lance mates?
Thus preventing indirect LRM locks
#9
Posted 05 June 2012 - 02:05 PM
Active probes can't "see" anything inside the area of effect. Hostile artemis IV effects are lost if firing into or through the area of effect, same for Narc homing missiles. Blocks C3 data, if a unit is in the area of effect, or if the LoS between 2 units in the same network pass through the area of effect, they can't share data...if that isolates the master unit, the network effectively collapses until the master unit can get clear of the ECM.
Important thing to remember is that it not only cancels out the effects for those systems if they start inside the area of effect or end in it, but also merely passing through the ECM messes with them. So a missile boat standing 200 meters away from an ECM unit (outside the area of effect) firing at a unit 600 meters away over the head of the ECM unit, Narc and Artemis would still get messed up.
Few other effects in double blind play.
#10
Posted 05 June 2012 - 02:16 PM
#11
Posted 05 June 2012 - 02:18 PM
Woodstock, on 05 June 2012 - 02:16 PM, said:
Correct and if you have units that are hidden, they won't be spotted by any mech with an active probe, but they will notice the jamming.
#12
Posted 05 June 2012 - 02:23 PM
#13
Posted 05 June 2012 - 02:27 PM
#14
Posted 05 June 2012 - 02:28 PM
#15
Posted 05 June 2012 - 02:30 PM
Out to 180 meters, your ECM suite prevents scouts from reporting back your mech's position. You'd have to tweak the effective range to increase/decrease how much of a game changer it is.
Works other way too. If team A's scout gets close in to Team B's units. Team B can't recieve the info from the Team B scout about enemy positions.
Any thought?
#16
Posted 05 June 2012 - 02:41 PM
#17
Posted 05 June 2012 - 03:08 PM
So, with a good little recon/spotter mech, making use of terrain to mask its approach, a scout could wreak havoc on an enemy lance. Though I imagine you'll only get away with once in a match since after one dose of High Angle Hell, the rest of the lance is going to be looking to play kick the can with you

Anyways, I look forward to giving it a try in game.
#18
Posted 05 June 2012 - 03:20 PM
Not a fan of magic invisibility, not at all.
#19
Posted 05 June 2012 - 03:36 PM
#20
Posted 05 June 2012 - 04:51 PM
Should be interesting to see how all the systems play out in the game.
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