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Electronic Warfare For Mechwarrior: Online


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#1 Unbound Inferno

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Posted 10 July 2013 - 11:36 PM

This is an attempt to put Electronic Warfare out and place each part and where it should go, instead of getting this on/off ECM switch we’ve got.

First, the Battletech Facts;
(I'd say sorry for the WoT, but spoiler tags were not functioning for me in preview)


Beagle Active Probe

Description

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.[1] The probe was first introduced by the Terran Hegemony in 2576 and subsequently lost in the Succession Wars by2835. It was recovered in 3045 by the Capellan Confederation. The Clans never "lost" the technology, but dispensed with the "Beagle" surname when they polished the concept.[2]
In addition to the ability to detect and classify targets at longer range, the Beagle includes a memory unit that records the events of a battle and allows for later playback. This includes the ability for the user to "re-fight" the battle by making different tactical decisions, which are then analyzed and implemented by the system, allowing for the resulting consequences to be observed.[3]
Game Rules

The Inner Sphere Beagle Active Probe weighs 1.5 tons and takes up 2 critical spaces. It has a detection range of four hexes.[4] The Clan version is lighter and smaller, weighing 1 ton and taking up only 1 critical space. Its detection range is five hexes. [5]



Bloodhound Active Probe


Description

The Bloodhound Active Probe was first introduced by ComStar in 3058.[1] After the Clan Invasion they saw a need to improve their already formidable electronic warfare capabilities. Events in the latter half of the 31st Century overtook them however, and the Bloodhound Active Probe didn't enter large scale production.
Using the Beagle Active Probe as a baseline, ComStar technicians created a probe that had a range of 240 meters[2] and could penetrate advanced stealth systems. Testing proved conclusively that a Bloodhound-equipped 'Mech could spot units equipped with Null Signature Systems, Void Signature Systems, Stealth Armor, and ECM Suites.[1] The Bloodhound can also detect battle armor equipped with ECM systems, Mimetic Armor, or any kind of Stealth Armor.[1]
Game Rules

Bloodhound Active Probes function as a Beagle Active Probe, but can penetrate the stealth effects of Stealth Armor, Void Signature Systems, Null Signature Systems, and ECM Suites.[1] It has a maximum range of 8 hexes,[2] weighs 2 tons and occupies 3 critical slots.[3] It costs 500,000 C-Bills and has a defensive Battle Value of 25.[4]


ECM Suite


Guardian ECM & Angel ECM

In the Inner Sphere, the most widely-deployed ECM Suite is the Guardian, but the experimental Angel ECM Suite can also be seen.
[edit]Electronic Warfare Equipment

Before the Helm Memory Core was decoded, the Capellan Confederation tried to re-create the Star League era ECM suites. The resulting electronics package was known only as ECM Equipment when it appeared on the Raven in 3025.[1] Given the technology level of the Succession Wars era, it isn't surprising that this equipment was heavier and bulkier than the systems that inspired it. Interestingly, it could operate in either an offensive or defensive capability: It could seek targets like a Beagle Active Probe, or hide the unit mounting it like a Guardian. As it weighed as much as a standard PPC, took up as much room as an Autocannon/5, and had only half the range of the Guardian, production halted when the Confederation began production of their own Guardian systems in 3045.[2]

Game Rules

§ In Tournament-level gameplay, the use of an ECM suite is to nullify the effects of other electronics, such as missile beacons, active probes, and fire control systems. It can also cut a unit off from a C3 Network.

§ In Tactical Operations, additional uses for an ECM suite are shown as optional rules, including defeating other ECM and generating ghost targets.








Electronic Warfare Equipment

Description

Electronic Warfare Equipment (EW Equipment) was a suite of basic electronic devices developed in 3025 by the Capellan Confederation and included on the first model of their Raven BattleMech along with the rare -0X variant of theCataphract. The device mimiced the combined capabilities of the then-lostech Beagle Active Probe and Guardian ECM Suite, but without the range of those Star League era devices. It was a landmark development for the Confederation in its time, but became obsolete with the redevelopment of the Star League systems it copied.
The Clans, having never lost the original equipment, had no need to develop this inferior substitute.
[edit]Notes

The Raven 'Mech and its unspecified electronics suite were introduced as early as 1987 in the House Liao (The Capellan Confederation) sourcebook, but no rules were originally provided for the system except that it weighted 7.5 tons. The 1989 novel Warrior: Coupé showed it to possess some jamming capabilities, but otherwise fans were left to speculate about its abilities.
MechForce Germany eventually published a ruleset for the device that was adopted by FanPro Germany and officially published as "ECM 3025" in Arena-Planet Solaris VII, the German edition of the Solaris VII boxed set. This item was not considered canon, however, as it was never published in English; the later publication of the EW Equipment rules rendered the ECM 3025 an obsolete game rule in any case.
Game Rules

EW Equipment weighs 7.5 tons and takes up 4 critical spaces. It functions as an active probe and an ECM suite within a radius of three hexes. [1] The combined mass and bulk of the system make it strictly inferior to mounting both a Beagle and Guardian system instead, but the latter systems are of a higher technology level.



Guardian ECM Suite

Description

The Guardian ECM Suite was introduced in 2597 by the Terran Hegemony[1]. Designed to interfere with guided weaponry, targeting computers, and communication systems, the Guardian is typically used to shield allied units from such equipment by emitting a broad-band signal meant to confuse radar, infrared, ultraviolet, magscan and sonar sensors.[2] Affected systems include Artemis IV, C3 and C3i Computer networks, and Narc Missile Beacons. A Guardian can jam aBeagle Active Probe (or its Clan equivalent), but the probe-equipped unit will be aware of the jamming. The Capellan Confederation expanded the utility of the Guardian even more with the introduction of Stealth Armor.[3] Contemporary guided missiles such as standard LRM or Streak SRMs are not affected by the Guardian suite and will be able to achieve hard lock as normal.[4]
The greatest drawback to the Guardian is its limited range, which extends out to only 180 meters. Sensors can sometimes override this jamming, though by that point the enemy unit is already within visual range and can track the opposition with their own eyes.[2]
The Clans used the Guardian as the basis for their own ECM Suite, which is lighter and more compact than the Inner Sphere model but functions identically. The Draconis Combine used the Guardian as the basis for their experimental Angel ECM Suite.[5]
Game Rules

The Inner Sphere Guardian ECM weighs 1.5 tons and takes up 2 critical spaces. It has an operational range of six hexes.[6][7] The Guardian ECM Suite has a defensive Battle Value of 61.[8]
The Clan ECM Suite system weighs 1 ton and occupies a single critical space. In every other way it's identical to the Inner Sphere version.[9][10]


Angel ECM Suite

Description

The Angel ECM Suite is an experimental version of the Guardian ECM Suite operating on a broader spectrum and greatly advances ECM technology on the battlefield. Development of the Angel began in the Draconis Combine shortly after theBattle of Luthien, but despite assistance from ComStar, cost overruns and internal problems within both powers delayed its widespread deployment. Clan Goliath Scorpion, having learned of the Angel's development, started copying the technology to create their own version.[1]
Game Rules

The Angel ECM Suite represents a great advance in ECM technology from the standard Guardian model. Within its 6 hex radius of effect, the Angel suite completely blocks the following systems on enemy units: Artemis IV, Artemis V, Beagle Active Probes, Bloodhound Active Probes and their Clan equivalents, C3 Master Computers and C3 Slaves, Streak Missile Launchers and Narc missile beacons. Streak missiles may be fired at units affected by the device, but they function as standard missiles.
When using ECCM rules, the Angel ECM Suite counts as two ECM/ECCM units (depending on how it is set) for the purposes of determining the ratio of ECM to ECCM in a given area.



Stealth Armor

Developed in 3063 by the Capellan Confederation[1], Stealth Armor is a modern day equivalent of the Star League era Null Signature System. Stealth Armor has been used on Battle Armor and combat vehicles as well.

Overview

The finest achievement in stealth systems developed by the original Star League, the Null Signature System was capable of shielding a BattleMech from electronic detection. Unfortunately like many pieces of advanced technology, the system and the 'Mechs that carried it became LosTech during the maelstrom of the early Succession Wars. All Successor States attempted to recover and rediscover the technology, but the Capellan Confederation is the closest to recreating the system.
Discovering detailed information on the system in the archives of the reactivated Star League era Shengli Arms factory, while not yet able to produce a bolt for bolt, circuit for circuit replication, with typical Capellan ingenuity House Liaodeveloped a stop-gap solution suitable for mass-production. Integrating the heat baffles and required components directly into specially designed armor plating, when linked with a Guardian ECM Suite Stealth Armor replicates the benefits (and disadvantages) of the Null Signature System. [2] Though bulkier than the Null Signature System that inspired it, Stealth Armor is still less bulky than Ferro-Fibrous Armor.[3]
By 3071, schematics for the armor had been stolen by the Federated Suns. [4] By 3075, the armor was also being manufactured by the Lyran Alliance, and possibly other powers as well. [5]
The Guardian ECM Suite mounted on the unit functions normally regardless of the Stealth Armor's activation status.[6]

Game Rules

BattleMech Stealth Armor provides as much protection as standard armor. It takes up two critical slots in each arm, leg, and side torso. To work, it also requires the 'Mech to carry a Guardian ECM Suite.[1]
The system can be activated or deactivated in the End Phase of any turn. When active the system builds up 10 heat points, and is affected as if it is in range of an enemy ECM Suite. Any unit attacking a BattleMech with active Stealth Armor gets a +1 hit penalty at medium range and a +2 hit penalty at long range. The Stealth Armored BattleMech cannot be a secondary target while the system is active.[6]



Narc Missile Beacon

The Narc Missile Beacon is a missile homing utility that can be planted on enemy targets, causing friendly SRMs and LRM missiles (even those that do not traditionally have homing capabilities) to lock on to them. They are particularly useful when used in tandem with LRMs.
Description

Causing quite a stir when it was introduced in 2587, the Narc system offered a radically different way of improve missile target acquisition. The Narc launcher fires special missiles called pods, which have a powerful homing beacon behind a magnetic head.
The reason the Narc system is superior to the similar Artemis IV FCS is that the target lock is never broken because the homing beacon is attached to the target, and that other friendly 'Mechs can fire missiles equipped to follow the signal without carrying their own Narc beacons.
However the Narc system is not without flaws, the main one being its short range. Narc equipped LRMs have double the range of a Narc pod, requiring either a dedicated spotter to close and tag enemies with Narc pods or for the launching 'Mech to close, tag and pull back to fire, a less than ideal arrangement. Also SRMs and LRMs equipped to track the Narc homing signal cost twice as much as standard munitions. These disadvantages led to the creation of alternate Narc ammunition such as the Explosive Pod to give the launcher more tactical flexibility and the Improved Narc Missile Beacon offering increased the range.


Target Acquisition Gear

Description

Target Acquisition Gear is an advanced targeting device for use by artillery spotters. The TAG unit works by firing an infrared laser beam to designate the target and transmits that data via a tight-beam laser communication system to the guidance systems of friendly "smart" bombs and missiles. The system was first introduced by the Terran Hegemony in 2600, but it became Lostechduring the Succession Wars until it was recovered by the Federated Suns in 3033.[1] TAG is compatible with systems such as Arrow IV Homing Missiles or Semi-Guided LRM munitions.


Artemis IV FCS

Description

Introduced in 2598 by the Terran Hegemony[1]. The Artemis IV Fire Control System is a guidance system that utilizes an infrared laser designator and tight-beam microwave transmitter which improves the accuracy of LRMs, SRMs, and MMLs by roughly thirty-five percent. The Artemis IV FCS must be mounted in the same location as the launcher it controls, taking up space and weight on a BattleMech like other components.[2] In order to actually benefit from Artemis IV, the missiles fired must be Artemis compatible, which are more expensive than standard versions, and the firing unit must have line of sight to its target; indirectly fired LRM receives no increase in accuracy.
Though extremely useful for improving a missile launcher, there is one major obstacle to their use: If any standard missile launcher is equipped with an Artemis system, every launcher of that type must have its own Artemis IV attached.[3]Therefore a 'Mech mounting an LRM-15 and an LRM-5 would need two Artemis IV systems. (As they use different guidance systems, Rocket Launchers, MRMs, Streak launchers, and NARC systems do not require Artemis IV and do not count towards this limit.) ATM launchers automatically have Artemis included.


Artemis V FCS

Description

Developed by Clan Goliath Scorpion scientists in 3061, the Artemis V Fire Control System is an improved, next generation version of the ubiquitous Artemis IV FCS. Much like the Artemis IV, the Artemis V is attached to each standard LRMand SRM on the equipped 'Mech to improve the accuracy of their fired missiles.[1][2]
Game Notes

The Artemis V differs in that it weighs 50% more and is twice as bulky (two critical slots per launcher), but improves both the likelihood of a successful hit as well as the number of missiles that strike. (-1 To-Hit; +3 on the Cluster Hits table)[1][2]
The Artemis V FCS is classified as experimental technology.[1]



So what do we have now?

The Guardian ECM is the Angel and a team Stealth rolled up into one, with the Beagle mixed up as a half-functioning Bloodhound to make this on/off switch we’ve got. And its not working properly as ECM was never intended to prevent line-of-sight locks.However we've got this team Stealth going on that cuts it down to 250m. It also has its own hole where if a mech is targeted just outside the ECM field it allows indirect fire locks.

The NARC is also reduced to the equivalent of a blowdart with a LED light on it hitting a tank. It might fall off before the LED light guides a missile to it…

TAG is buffed to the point it’s a Large Lasersight for its use, and useable for all missiles instead of a select few.

ARTEMIS I would have to say is probably the only thing in this list that they got close as it increases targeting speed and tightens missile spread.

ECM now enables the user and nearby teammates to be invisible to target locks, preventing indirect and direct fire locks. The system also hinders locking speed, but only if its locked on by multiple people – coordinated locks do work, but not in this environment – with only a few downsides. The couple downsides is the PPC disruption that is now caused by one instead of multiple hits and a longer range TAG.

BAP functions similar to the Bloodhound more than the Beagle, increasing targeting range and enable a short-range counter to ECM. Along with PPC and Tag it’s the only way to attain target locks.


Interestingly enough, the Angel ECM isn’t out until after 3052, the Bloodhound is after 3058 and the Stealth isn’t around until 3063, but I’ll include it here to see the total mechanics and how they should be split. That and they’ve already placed pieces of them in the game.

Realistically, I wouldn’t mind deviating from cannon time and allowing it earlier – under restricted rules of what uses them.


How to break it down then? Well, here’s my thought:


FIRST: No hardpoint restriction on placement location, however you can only have one ECM or Active Probe system (no Guardian+Angel or Beagle+Bloodhound and the ECM Equipment must be alone) The Stealth requires the Guardian to be equipped on the mechs that use it.


Beagle Active Probe
- 2 slots, 1.5 tons
- This has no restriction as to what mech can equip it.
- This active sensor system automatically ‘ghost secondary target locks’ on all visible targets the pilot sees, enabling a wider range of possible indirect missile fire. This incorporates the inherit C3 slave system that all mechs now have.
- This also enables a close range of 120m detection for shut down mechs.
- It increases max detection range by a moderate amount, enabling a long-range target acquisition.
- Additionally it drastically increases information gathering of a target, helping to identify for both the user and teammates through the C3 system information of what the target has.

Bloodhound Active Probe (unavailable for now)
- 3 slots, 2 tons
- This experimental system can only be used on a fewer select mech variants.
- Like the Beagle is automatically creates ‘ghost secondary target locks’ on all visible targets the pilot sees, enabling wider range of possible indirect missile fire. This incorporates the inherit C3 slave system that all mechs now have.
- It is able to detect shut down mechs at a range of 240m
- Within 240m it is able to see through and gain a solid lock on ECM protected and Stealth mechs.
- It increases max detection range by a moderate amount, enabling a long-range target acquisition.
- Additionally it drastically increases information gathering of a target, helping to identify for both the user and teammates through the C3 system information of what the target has.

Guardian ECM
- 2 slots, 1.5 tons
- This is a restricted piece of equipment, only useable on a few select mech variants.
- The ECM can swap to ECCM to counter enemy ECM in its radius, but loses all other benefits.
- The ECM is able to work for a radius of 180m
- Beagle Active Probes within the 180m ECM field do not work and are jammed.
- The mechs under ECM remain targetable for nearly 900m rang (not 250m like it is now)
- ECM jams enemy ‘ghost secondary target locks’ and NARC as well as ARTEMISand indirect missile locks
- It adds a large amount of time to any missile locks that can be gained by line-of-sight
- It has a random chance every 10-15 seconds to cut out and break an enemy target lock under its ECM
- Prevents any info acquisition about the mech under ECM, preventing identification of weakened or damaged parts

Angel ECM (unavailable for now)
- 3 slots, 2 tons
- This experimental system can only be used on an extremely few mech variants
- Like the Guardian it can swap from ECM to ECCM, but counts as two Guardian ECM units
- The ECM is able to work for a radius of 180m
- The mechs under ECM remain targetable for nearly 800m rang (not 250m like it is now)
- Beagle and Bloodhound Active Probes within the180m ECM field do not work and are jammed
- ECM jams enemy ‘ghost secondary target locks’ and NARC as well as ARTEMIS and indirect missile locks
- This advanced unit is able to prevent Streak Missile Locks, if possible forcing them to fire as if they were regular SRMs
- It adds a large amount of time to any missile locks that can be gained by line of sight
- It has a random chance every 5-10 seconds to cut out and break an enemy target lock under its ECM
- Prevents any info acquisition about the mech under ECM, preventing identification of weakened or damaged parts

Stealth Armor (unavailable for now)
- 2 slots each Arm, Leg and Toros – total 14
- Requires a Guardian ECM to be equipped
- Extremely restricted use on only a very few number of mechs
- Can be turned on Active or left Inactive
- Generates 10 heat while Active
- When Active the mech is unable to be indirectly targeted by most normal means, requiring either a TAG or Bloodhound in order to lock on it
- Drastically reduces the reange the mech can be targeted at (as ECM is now)
- The mechs equipped with Stealth Armor while Active can only be targed at a range of 300m or less
- Stealth will automatically break any target lock if line-of-sight is lost
- Since it requires the Guarden ECM it can benefit from all of those as well so long as that is on ECM
- I wonder if its possible to have it function by making the mech somewhat transparent visually, making the heat vision a practical use to spot it even at range?

EW Equipment (new addition?!)
- No restriction as to what mech can choose to quip it
- Comes on the Raven-1X and Cataphract-0X
- Takes up 4 slots and weights 7.5 tons
- Functions as an ECM and Active Probe
- Automatically cancels out an enemy ECM equipment at the cost of disabling its own abilities - counts as one Guardian ECM basically
- ECM field works up to 90m
- The mechs under ECM remain targetable for nearly 1000m rang (not 250m like it is now)
- Extends the max detection range by a small amount
- This active sensor system automatically ‘ghost secondary target locks’ on all visible targets the pilot sees, enabling a wider range of possible indirect missile fire. This incorporates the inherit C3 slave system that all mechs now have.
- ECM jams enemy ‘ghost secondary target locks’ and NARC as well as ARTEMISand indirect missile locks
- It adds a large amount of time to any missile locks that can be gained by line-of-sight
- It has a random chance every 15-20 seconds to cut out and break an enemy target lock under its ECM
- Additionally it drastically increases information gathering of a target, helping to identify for both the user and teammates [s]through the C3 system information[/s] of what the target has.
- Prevents any info acquisition about the mech under ECM, preventing identification of weakened or damaged parts

NARC Missile Beacon
- 2 slots, 3 tons
- Range is increased to 400m IS and 600m Clan
- The Missile beacon lasts the duration of the match (or at least 70-140 seconds)
- NARC enables indirect target locks
- It does not work with ARTEMIS for mounting or firing

Target Acquisition Gear
- 1 slot, 1 ton
- Enables indirect target locks on mechs udner ECM so long as the TAG mech is outside the field
- Helps accelerate the target lock somewhat

ARTEMIS IV
- Adds 1 slot and 1 ton per launcher that can use it
- Drastically reduces the lock acquisition speed on most targets
- Increases missile turning and tracking abilities



In Conclusion;

The ARTEMIS adjustment is assuming a fundamental change in the LRM use. I would suggest my stagger-fire approach as an option to make all LRM sizes equally effective on a total-number basis. Or at the very least a standardization of the spread size.

I'd love to see the addition of the EW Equipment, which was in the timeframe, but ridiculously underpowered for its piratical use, if only to see what the game meta would become.


At the very least, the basic balancing on the key existing parts of Beagle, Guardian ECM, NARC, TAG and Artemis (assuming a LRM spread fix) To allow a wider range of an Electronic Warfare aspect to the game.

Beagles would then buff LRMs considerably, enabling longer and more indirect fire opportunities
ARTEMIS makes LRMS dangerous
NARC makes the poor target unable to hide without ECM
ECM counters and negates NARC, Beagles and ARTEMIS while preventing only indirect fire
ECM would help by increasing the time for locks, making the LRM in line-of-sight a target
TAG is the key means to enable indirect fire under ECM and helps speed it up some

This switch would drastically increase the variety and viability of the entire system, just as the original Battletech did. It does make certain systems "must have" but it really doesn't cramp how it works if a teammate isn't following suit, allowing general PUG matches tobe easier to enjoy and friendlier for new players.

The biggest tweak is the functioning of line-of-sight under longer lock duration helping to ease the ECM blanket effect. Oh, and NARC becomes a good tool.

Edited by Unbound Inferno, 23 July 2013 - 07:22 AM.


#2 Unbound Inferno

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Posted 17 July 2013 - 10:22 AM

Bumping to remind PGI this is how Electronic Warfare should work.

#3 ExAstris

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Posted 17 July 2013 - 10:49 AM

I have a nitpick here and there, but this is still so far ahead of the current state of affairs that I would rejoice if this were implemented.

And as a reminder, my sig still contains links explaining why ECM's current implementation is so hilariously overpowering and why nothing short of the drawbacks of stealth armor will ever make it balanced while it retains its total denial of basic sensor information at normal combat ranges and total negation of enemy missile locks within its field of effect.

#4 Valaska

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Posted 17 July 2013 - 11:37 AM

So I take it ECM is still ******** and I shouldn't even bother reinstalling the game yet?

#5 General Taskeen

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Posted 17 July 2013 - 12:04 PM

View PostValaska, on 17 July 2013 - 11:37 AM, said:

So I take it ECM is still ******** and I shouldn't even bother reinstalling the game yet?


Well, yeah, ECM still is way, way from the spirit of Battle Tech (and illogical)

However, you can still use direct fire weapons until PGI adds a piece of equipment that will turn off a direct fire weapon. If they add such a piece of equipment, I'd pretty peeved if I can't shoot my Dakka cannons. So if you like using direct fire weapons, you might have some fun I guess. Up to you.


Anyways, as I've said for a long time, all ECM needed was the "longer lock on time" as a buff bonus, while adding other "things" that make sense for "Information Warfare."

I.E.
  • When ECM is "Active" (not in counter mode), they could make it prevent your enemy from seeing your Mech Loadout, Delayed or Blocked Armor Readout, and Mech Type/Variant (all displaying as question marks "????")
  • ECM "Counter" Mode would be the same as is, but it should "shut off" the "long lock on time" and "longer target acquistion" bonuses.
  • BAP would be the counter to an ECM's ability to "hide" information about the composition of their Mech or their Team's Mechs (rather than ECM being the "hide from being targeted, lock out weapons" thing it is)
  • Add bonus features like "Ghost Targeting" (Placing false radar contacts in locations)
  • When Active/Passive radar is added, they could make it so going Passive + ECM buffs or stacks the "longer lock on time, target acquistion" bonuses, so its twice as long for instance, making it even more useful in that regard.


#6 Unbound Inferno

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Posted 17 July 2013 - 02:31 PM

View PostExAstris, on 17 July 2013 - 10:49 AM, said:

I have a nitpick here and there, but this is still so far ahead of the current state of affairs that I would rejoice if this were implemented.

And as a reminder, my sig still contains links explaining why ECM's current implementation is so hilariously overpowering and why nothing short of the drawbacks of stealth armor will ever make it balanced while it retains its total denial of basic sensor information at normal combat ranges and total negation of enemy missile locks within its field of effect.

True. But alot of what I am basing this on is a massive assumption that they revamp the heat system.

If they do that lost 10 heat is a MASSIVE loss in mech functionality, in my view that would be plenty of drabacks.

Don't make me hold you back - I always am willing to take constructive criticism if you want to nitpick and I'm willing to adapt it.

#7 Unbound Inferno

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Posted 17 July 2013 - 02:35 PM

View PostGeneral Taskeen, on 17 July 2013 - 12:04 PM, said:


Well, yeah, ECM still is way, way from the spirit of Battle Tech (and illogical)

However, you can still use direct fire weapons until PGI adds a piece of equipment that will turn off a direct fire weapon. If they add such a piece of equipment, I'd pretty peeved if I can't shoot my Dakka cannons. So if you like using direct fire weapons, you might have some fun I guess. Up to you.


Anyways, as I've said for a long time, all ECM needed was the "longer lock on time" as a buff bonus, while adding other "things" that make sense for "Information Warfare."

I.E.
  • When ECM is "Active" (not in counter mode), they could make it prevent your enemy from seeing your Mech Loadout, Delayed or Blocked Armor Readout, and Mech Type/Variant (all displaying as question marks "????")
  • ECM "Counter" Mode would be the same as is, but it should "shut off" the "long lock on time" and "longer target acquistion" bonuses.
  • BAP would be the counter to an ECM's ability to "hide" information about the composition of their Mech or their Team's Mechs (rather than ECM being the "hide from being targeted, lock out weapons" thing it is)
  • Add bonus features like "Ghost Targeting" (Placing false radar contacts in locations)
  • When Active/Passive radar is added, they could make it so going Passive + ECM buffs or stacks the "longer lock on time, target acquistion" bonuses, so its twice as long for instance, making it even more useful in that regard.



Fascinating ideas.

I'm against the swapping of extra ECM modes. They have enough trouble figuring out you can swap from ECM to ECCM at the moment I don't want more.

I am still pretty adamant about Beagle's being the set mark ECM counters and Bloodhound being the counter to ECM. But I love the idea ECM would lock out target info, but not locks.

Your comment on Ghost Targeting gave me an idea, I''ll request it as an individual feature - but as a Module to add. If they revamp the BAP to have it normally, the Module would add retention time.

The Active/Passive is a great idea there. Doesn't mean much on this, but once they add it it would be an exceptional quirk.

Edited by Unbound Inferno, 17 July 2013 - 02:36 PM.


#8 Unbound Inferno

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Posted 22 July 2013 - 10:39 PM

Did some minor corrections and updates to the adjusted information on how Electronic Warfare should pan out.





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