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Is Beagle Working Properly?


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#1 Dyex

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Posted 14 July 2013 - 08:23 PM

Hi, just have to ask because when I test it in the testing ground I still only have max 800m max target range to gather information on a mech (should it not be 1000m max range now?). Also the speed does not seem to change but maybe that's just me. Anyone else noticed this or am I just misunderstanding it. Also does it or does it not help cancel enemy ecm kind of hard to test with out just running into combat on a live game...

#2 kesuga7

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Posted 14 July 2013 - 08:27 PM

testing ground piloting efficiency's don't work in testing grounds thats all i can say

im not sure if BAP increases sensor range though cuss i honestly can't remember

thats one of the things i can't confirm though
but from what i remember max sensor range is 1000 and is increased to 1200 with Advanced Sensor range module

Target info lock is 25% faster


It DOES cancel out 1:1 ECM user

Edited by kesuga7, 14 July 2013 - 08:30 PM.


#3 Dyex

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Posted 14 July 2013 - 08:29 PM

Wow quick response, I guess I will just have to try it in a live game to prove it to my self, thanks.

#4 Koniving

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Posted 14 July 2013 - 08:31 PM

Beagle extends your range. However there have been many complaints about it not extending range in testing grounds.

Also, the sensor still requires you to be able to physically see your target.

#5 kesuga7

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Posted 14 July 2013 - 08:36 PM

View PostKoniving, on 14 July 2013 - 08:31 PM, said:

Beagle extends your range. However there have been many complaints about it not extending range in testing grounds.

Also, the sensor still requires you to be able to physically see your target.



yea about that

Testing grounds doesn't ACTUALLY let you test your mech as it would function in a live match

Pilot Effeciecy's don't work and like stated above there's a BAP sensor range bug in testing grounds ( and im betting a few more others)

It kinda negates the purpose of testing grounds and honestly i can only see it for testing your aim on a stationary mech or getting a feel for movement of your mech

#6 Dyex

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Posted 14 July 2013 - 10:53 PM

Yes, I got to test it in a few live games and you guys are right of course on how it works in a real game. One more question since u guys are here about Beagle questions. How does the sensor range module stack with it (+25%). Will your max range increase to 1,200 or is it some other kind of math?

Edited by Dyex, 14 July 2013 - 10:54 PM.


#7 Mad Porthos

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Posted 14 July 2013 - 11:10 PM

Ok, here's how sensor range, beagle and sensor modules interact.

Base sensor range in the game is 800 meters.

Get the sensor range module, the first one and the range is increased by a certain amount, perhaps 10% or 15%... I do not recall precisely because it's been so long since I did not have the sensor modules unlocked.

When you get the second unlock, the advanced sensor module, the increase is +25% range.
That makes your overall sensor range 1000m at that point.

If you have Beagle, it gives a bonus to sensor range as well, but the bonus to sensor range is also +25% of the BASE range of all sensors... so an amount of +200 meters. So if you did NOT have sensor/advanced sensor... this too would give you 1000m sensors.

Stacked however, Beagle and Advanced Sensor Module will give you 1200 meter sensors. When you see things FARTHER away that that... 1200, 1300 etc, it's because someone on your team is relaying information that they have on thier sensors to you. This feature is a neat part of the game but of course doesn't happen alot of the time because often enemies have ecm, preventing the relay of info from the area of ecm, to you.

In most cases, it just seems you see no enemies, but may see your buddies still out there, shooting at stuff that you can't really see. Before a few patches back, it meant something even worse... you would have no idea where any of your allied blues were cause if they were fighting ecm mechs somewhere, they simply wouldn't show... this meant often teams would be isolated and broken up and slaughtered in pockets because they didn't know where to regroup to.

BAP (Beagle Active Probe) has some other minor advantages as well. It detects shut down battle mechs when they are nearby you within a hundred or so meters, give or take (I forget the exact number).

And of course, as mentioned above, it one-to-one cancels out ECM/Guardian Electronic Counter Measures. Literally if an entire team carried BAP on every mech, it would I believe negate and entire team of ALL ECM mechs... if they were all in close proximity. These days especially the light ECM mechs, as they always have, travel in packs... and if they suspect a lone mech has BAP because streak missiles are working on them...they'll group in two-to-one to cancel the BAP out and slaughter the mech.

Hope this is an help.

EDIT: BAP and Sensor Modules (either) do not interact with the Seizmic Sensor... no extra range etc. You have to buy the lesser or greater sensor levels... 200/400 meter and nothing changes it.

Edited by Mad Porthos, 14 July 2013 - 11:12 PM.


#8 Nebelfeuer

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Posted 14 July 2013 - 11:32 PM

+ BAP offers 25% faster target info gathering (where is the target damaged and what is it´s loadout)

#9 Dragoon20005

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Posted 14 July 2013 - 11:59 PM

heres is the wiki about BAP

http://mwo.gamepedia...le_Active_Probe

and the following about Sensor Range

stage one gives up to 920M range then the advance is 1km range

http://mwo.gamepedia.com/Sensor_Range

and Target Info Gathering

http://mwo.gamepedia..._Info_Gathering

both above mods are what you can unlock and give similar functions like the BAP

things to note only BAP is able to detect shut down mech within 120M range but by then you might be too close to the target if it has a AC20 ready to fire upon power up

IMO BAP is a good feature if you are a LRM boat since you need to get a lock faster

#10 Redshift2k5

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Posted 15 July 2013 - 03:07 AM

The real question should be "Is the testing grounds working properly?" And the answer is "no, but it isn't supposed to"

The training grounds is an offline experience and calculates several things differently. (lack of pilot lab skills is a big difference but there are more) This makes it poor for advanced testing but it still works fine for showing complete rookies how to drive a mech.





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