Cloaking Armor for Mech's ????
#41
Posted 13 June 2012 - 07:53 AM
#42
Posted 13 June 2012 - 07:54 AM
Tymanthius, on 13 June 2012 - 06:27 AM, said:
Could possibly be very effective, depending on how the game uses the icons and red triangles. If those things are tied to electronics packages that can be jammed, then an old fashioned camo may help to make a mech standing still to blend into the enviroment. Assuming of coarse that it isn't standing 20 feet taller then everything around it...
Edited by FactorlanP, 13 June 2012 - 07:55 AM.
#43
Posted 13 June 2012 - 07:56 AM
Keizer, on 13 June 2012 - 07:45 AM, said:
Adaptive armor works better in Battletech the slower you go- but the amount of computing power it takes to keep something as big as a moving 'Mech hidden just isn't efficient given the tech levels- which is why it's lostech. I'm expecting that stealth armor in MWO would reduce the range you'd show up on sensors and render stuff that requires lockons have troubles doing so, but it won't hose visuals (ie, looking at the 'Mech).
#44
Posted 13 June 2012 - 07:56 AM
CCC Dober, on 13 June 2012 - 07:50 AM, said:
You can hide in plain sight. BAP, ECCM, and ECM on a Raven and you can't see ****. I don't think every map will be the size of a solaris arena, instead a remarkable size that it'd take you about 25 mins > to traverse the entire map. Consequently, scouts are crucial, almost negating a cloak all in itself. If you're standing still you're not doing much except for hiding and scouts should not hide as much as recon.
#45
Posted 13 June 2012 - 07:58 AM
DueMe, on 13 June 2012 - 07:53 AM, said:
DueMe, on 13 June 2012 - 07:53 AM, said:
Being able to set camo for different planets would be cool. I wish all shooters did this. BF3 for instance. The right camo really can make a difference.
#46
Posted 13 June 2012 - 07:58 AM
Rogen, on 13 June 2012 - 07:41 AM, said:
This^^
All of these systems only reduce hitting at medium and long range in TT; they can mess with ECM, can produce ghost targets (which ECM can already do), and will help you remain hidden if you are already hidden from view by terrain.
None of the "stealth" systems hinder anyone who is looking right at you at short range. This is TT, of course, and I realize that some other MW titles have made systems work so that you are visually invisible, or nearly so.
None of these systems is particularly overpowered in TT, and they generate considerable heat. One day, they may provide some advantages to scouts, but not today.
You can do a lot with ECM at any rate, which will be available from the beginning.
#47
Posted 13 June 2012 - 07:59 AM
Keizer, on 13 June 2012 - 06:20 AM, said:
I don't think armor like that exists ever but I don't know much about the much later years and even then battlemechs carry a fusion reactor so they run pretty hot even when not fireing weapons that I don't think that armor could conceal a mech from thermal imaging. There is stealth armor and null signature armor but both of those are just advanced ECM and just effect radar but not visual sensors.
#48
Posted 13 June 2012 - 08:00 AM
Give me visual stealth and an ecm and your just destoying your game balance, assuming I were enclined to abuse a poorly thought out game features.
Edited by Fastred, 13 June 2012 - 08:05 AM.
#49
Posted 13 June 2012 - 08:09 AM
Causing siesmic disruptions while moving and being stealthy seem kind of counter-productive to me.
#50
Posted 13 June 2012 - 08:12 AM
#51
Posted 13 June 2012 - 08:19 AM
I said earlier that it should be a one shot use, it should work until you:
1. Move.
2. Operate in a cold climate where your Mech's heat source betrays you.
3. Your Magnetic Signature is always visible.
4. Take any damage to your armor, those sections that take damage should no longer function, reducing the use of the stealth.
5. Fire weapons, as the heat generated would show up on thermal, even on hot worlds. (Ballistic computers might be able to track back to you as well.)
Just some thoughts... Great for ambushes and observer scouts.
#52
Posted 13 June 2012 - 08:27 AM
#53
Posted 13 June 2012 - 08:34 AM
Two different ways to achieve the same thing: find targets for your team to shoot at. The longer you take, the more time you give the other team to line up and obliterate your team. If that's not balanced, then idk.
#54
Posted 13 June 2012 - 08:36 AM
Edited by Rodney28021, 13 June 2012 - 08:43 AM.
#55
Posted 13 June 2012 - 08:40 AM
CCC Dober, on 13 June 2012 - 08:12 AM, said:
i agree
#56
Posted 13 June 2012 - 08:46 AM
SideSt3p, on 13 June 2012 - 08:09 AM, said:
Causing siesmic disruptions while moving and being stealthy seem kind of counter-productive to me.
I was about to ask if they are using siesmic sensors. Figure three stationary scout mechs could pinpoint any move mech force perhaps even call in artillery on a general area. It is a logical approach to tracking large walking robots.
#57
Posted 13 June 2012 - 08:56 AM
Fastred, on 13 June 2012 - 08:46 AM, said:
I was about to ask if they are using siesmic sensors. Figure three stationary scout mechs could pinpoint any move mech force perhaps even call in artillery on a general area. It is a logical approach to tracking large walking robots.
Yeah, I do remember that the standard sensors were limited in that they could only detect Mechs above a certain mass and not on any terrain. It may just be another idea to ponder when trying to counter CLPS. Improved seismic sensors come to mind here, but they'd only work against moving targets, obviously. May have some other drawbacks too, as you already mentioned (needs several Mechs to triangulate a target etc.).
#58
Posted 13 June 2012 - 10:50 AM
#59
Posted 13 June 2012 - 11:21 AM
This game is a product. I would be seriously surprised if within the first 2 years, a stealth technology is not sold in the games store.
#60
Posted 13 June 2012 - 11:26 AM
HighlandWolf, on 13 June 2012 - 10:50 AM, said:
Canon, the manuals and the novels say otherwise. I suggest you start catch up here.
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