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Incentive To Play Lighter Mechs.


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#1 Sixzero

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Posted 05 March 2014 - 08:33 PM

Incentive to play lighter mechs.
After hearing Sean's question about incentive I thought I'd share an idea I've been kicking around for a while.

I think the best way to balance light and medium mechs is to raise effectiveness based off role warfare.
The first idea is perhaps making mech detection ranges based on chassis mass, engine rating and heat efficiency simulating the emissions spectra of the mech.
Giving a very light mech a survivability boost in terms of scouting.
Here is the current detection model: if your target is in the forward 120° arch, in line of sight (LoS) and not under ECM you will detect them. A 20 ton mech is as easy to detect as a 100 ton mech. Here are two other methods for deriving detection ranges, one is more static dealing with fixed values based on your choice of load out, the other is much more dynamic with a lean toward what is happening on the battle field at the moment. Both are anchored around individual build and chassis choices that I feel contribute to why one would or would not show up on the HUD.
The mass of a mech contributes to it's surface area, one of the pivotal elements to detection. mechs come in all shapes so lets just assume large but light mechs have passive defenses in the surface materials and very small but heavy mechs are less difficult to detect because of density.
End result: a 35 ton mech regardless of the in game shape detects just like every other 35 ton mech.
Engine rating is already part of a mechs mass, but how much it can output in terms of power to the chassis is another factor. The engine rating dose not just effect speed, it's also a rough measure of how 'loud' that engine is, how much fuel it consumes, the materials it's made of and relative density, how much waste Co2 or whatever other byproducts it produces to create that raw power.
End result, a 200 rating engine for a 35 ton mech puts out the same 'volume' of emissions as one made for a 60 ton mech.
And last heat, some people say heat is relative to mech size but I think your heat sink effectiveness is just that, and that becomes a factor in how well they deal with hiding the heat too. a small mech with a heavy engine and a low heat efficiency has a greater, more intense thermal signature then a heavier mech with a smaller engine and better heat efficiency. Assuming the mass plus engine end up as a smaller value in the heavy mech, here's why.

Lets say the detection range followed this formula or one like it:
(Mass)+(Engine)*(3-Heat efficiency) = Distance in meters.
A Bore's Head with a max engine would have a mass and emissions rating of 500 with a heat efficiency of 1.35 (3-H) that gives a multiplier of 1.65 so it would have a base detection range of 825m for mechs without a sensor boost. sensor range boosts increase detection ranges by their total % of range boost. So a mech with a 25% boost detects the same Bore's head at 1031m. That's the range that the mech auto pops up as an available target to something with LoS.



Looking at a Locust with say a 150 engine and a heat efficiency of 2 would auto pop up as a target at 170m to a mech without a range boost, with LoS.

For mechs beyond that range (let's call that 'long range') they pop up as a target if you have the crosshairs on target up to double that distance (sensor range boosts increase detection ranges by thier % range boost) the time it takes for them to light up at long range with cross hairs on target can be based on the same formula. Something like 10 seconds - (base detection range/100)
So that Bore's Head I mentioned earlier would have a long range detection time of 1.75 seconds. Any lock on time boost would reduce this value by its value.
And lastly, detailed target info will not display beyond close detection range. This is to balance long range builds.
So you can get lock, but unless you have a team mate outside of ECM in short detection range you do not get target condition details. Friendly mechs can receive and broadcast target info 1500m, command console doubles that (it is also a very good radio, after all it is 3 tons) the info can be rebroadcast. So if I have a target 2000 m out but i have a scout 500m from the target and 1500m from my position I would get details if I have a command console I can get that info from a friendly at 3000m this is to reinforce the scout role, requiring that the scouts close with a target to get more information, use of terrain whilst maneuvering to make more effort to stay out of LoS and provide a secondary role to scouts as information curriers as well as give value to the three ton radio. A scout with a command console can of course send that info further as well.

Large fast but hot mechs would be less difficult to detect at long range then small slow cool mechs, making a force geared to the low side of the weights per class ({L M H A}based on proposed matchmaking) more situated for stealth then mechs shifted up the weights.

Where this breaks down or improves depending on outlook.
High alpha energy builds are easy to detect, sure take 4 ERPPC's but your popping up as a potential target at longer ranges, giving more balanced builds an edge in snipping but at the loss of alpha strike force at long range.
A special exception would be needed for Gauss. The way I would handle Gauss weapons would be to give them an effective heat value for detection ranges only. I'd spit ball a value of 9 heat for detection range for each Gauss (effectively increasing the multiplier of *1 to 1.72 in a pure duel Gauss Jagger build) otherwise a decent duel Gauss Jagger with a 260 engine and only the Gauss weapons would have base detection range of 325m Vs 559m and 650m Vs 1118m at long range with a lock on time of 6.75seconds Vs3.41 seconds.
Given how far they fire you can see why, Gauss boats would have a massive sniping bonus in range + stealth though coupled with the charge up time, the fragility of the weapon, how easy you'd be to eat with a light swarm and the lack of target details beyond base detection range perhaps letting the Gauss boat hide effectively as a sniper might not be a bad idea.

Adjusting your detection range: in play powering down would adjust the formula by making your effective heat efficiency 2 and your engine rating 0. So that Bores Head again, she powers down and will only pop up at 100m and won't light up at all in the long range bracket of 101-200m in that state.
So a 20 ton mech powers down, you need to be with in 20m and in LoS to have it pop up as a target you can lock onto no target information for powered down mechs will display.

Active ECM in turn should reduce detection ranges by 80% or so and increase lock on times by 80% or so. Or follow current values but I feel this is a more agile way of addressing the effectiveness of Atlas ECM, a D-DC with a 300 engine and a heat rating of 1.25 would pop up on LoS near detection at 140m with ECM on/Counter, in ECM off/Jamming mode that becomes 700m.

A raven 3L with a 295 engine and a heat efficiency of 1.00 would show up at 660m without ECM and 132 with active ECM, Vs a scout Raven 3L with a stock engine (210) and no weapons (weird, I know) the Raven would only pop up on sensors at 49m in active ECM mode and 245m with ECM off. It's and edge but its a small edge.
Each mech inside the ECM bubble has its own detection range, the best ECM in the world won't as effectively hide assault mechs as it will lights.
Beagle active probe still acts as a counter beyond the active ECM detection range as it is now. And mechs still inside the ECM bubble still can't transmit target info out of the bubble.
Tag is still tag, no change.
And finally people who make mechs with a base detection range of 1250m would not require LoS to track, they can be seen from orbit, likely by the assets that brought you to the fight.

I said there was a second way for detection to work, its agile because its situational.
Here's how: same basic formula for detection range with a small twist, (Mass+Engine)*((150+current heat percentage)/100). Your detection ranges would spike and dissipate based on your actions, you run hot, you're easier to detect, you run cool and it's harder. Again with Gauss I'd tack on a for detection prepossess only a heat value of 9 (adjusting your heat percentage without actually giving the heat)
I would delay the detection spike by a few moments or so as the heat and what not of firing vents out of your mech and I'd delay its dissipation by the same amount of time.

And all of this information can be given to a player in a few ways, as a static value just like speed in the mech lab and as a range just above the mini map, or perhaps a dim transparent circle that expands and contracts from your position on the mini map and battle map or as a red or deep green or black and orange or black and red or whatever the art team decides colored bar that sits just above the mini map horizontally, filling and dissipating as your emissions spectra flair and vent.

Just spit balling here, the numbers of course would need tuning and balancing. Your builds or builds plus play style/heat management determine how easy you are to see or how hard, giving scouts more of a role.

And as a final thought: for rewarding the scouts, I'd grant Xp for 1/10th of the damage a target receives from a source while less than 3 people are holding a LoS lock, I'd reward a player for being part of the information chain that passes scout data down the line to your main force (each one to one transfer, not if you are sharing the same data with more than two people), I'd grant a reward for locating mechs and I'd reward for the length of time you maintain detection to a target while out of detection yourself (ECM reduces this bonus by 75% or so, because it's easy mode for scouts)

Those are my .34$ on the subject. I have given this a lot of thought.

edit: I spell like a champ...

Edited by Sixzero, 05 March 2014 - 08:40 PM.


#2 mekabuser

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Posted 05 March 2014 - 08:54 PM

tbh, i dont think an incentive is required. I might be imagining things, but it sure seemed like I saw a huge uptick in lights today, ala, welcome to the new meta. Furthermore, idk how i feel about that as i never gave all the jump snipers a second thought and could run any of my mechs. With light swarms, there is an element of bullshit as the meta warrior is not just satisfied with a light per se, but its gotta be a light thats cookin along at 150 kph, and hey if i have high ping. EVEN BETTER.

You get 4,5,6 of these guys running in tandem , weird shit starts to happen with hit reg etc and its a pita.
On the other hand, the combat is psycho intense, and i can light hunt, its just annoying that there is such a significant percentage of people who play who just cant bring A mech.. its gotta be some high volume cheese etc that is just lame.

As to OP, idk why anyone would need an incentive to light or med. Either of those with JJ and and any map is easy peasy. It was one of the beauties of leveling up the firestarter. cayon? JJ alpine, get to where u need to be.. Lights help mitigate some of the annoyances of our maps.

#3 El Bandito

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Posted 05 March 2014 - 09:45 PM

Raven-3L and Spider-5D made me dislike the game more than Highlander-732 ever did, in their respectful primes. Partly it was due to ECM, and partly because they were abusing the shit outta the hit registration.

There is no urgent need for any light love. Mediums on the other hand...

Edited by El Bandito, 05 March 2014 - 09:47 PM.


#4 Sixzero

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Posted 05 March 2014 - 10:58 PM

the lights with ECM should not be the only lights people play, versatility is good. the locust AKA walking coffin would become much more viable, and the detection layout still favors ECM for hiding. plus, role warfare. I want more of that.

#5 Monkey Lover

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Posted 06 March 2014 - 04:10 AM

40% of shots already dont register with lights not sure what else thay need lol.

#6 Andross Deverow

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Posted 06 March 2014 - 04:35 AM

View PostSixzero, on 05 March 2014 - 08:33 PM, said:

Incentive to play lighter mechs.
After hearing Sean's question about incentive I thought I'd share an idea I've been kicking around for a while.

I think the best way to balance light and medium mechs is to raise effectiveness based off role warfare.
The first idea is perhaps making mech detection ranges based on chassis mass, engine rating and heat efficiency simulating the emissions spectra of the mech.
Giving a very light mech a survivability boost in terms of scouting.
Here is the current detection model: if your target is in the forward 120° arch, in line of sight (LoS) and not under ECM you will detect them. A 20 ton mech is as easy to detect as a 100 ton mech. Here are two other methods for deriving detection ranges, one is more static dealing with fixed values based on your choice of load out, the other is much more dynamic with a lean toward what is happening on the battle field at the moment. Both are anchored around individual build and chassis choices that I feel contribute to why one would or would not show up on the HUD.
The mass of a mech contributes to it's surface area, one of the pivotal elements to detection. mechs come in all shapes so lets just assume large but light mechs have passive defenses in the surface materials and very small but heavy mechs are less difficult to detect because of density.
End result: a 35 ton mech regardless of the in game shape detects just like every other 35 ton mech.
Engine rating is already part of a mechs mass, but how much it can output in terms of power to the chassis is another factor. The engine rating dose not just effect speed, it's also a rough measure of how 'loud' that engine is, how much fuel it consumes, the materials it's made of and relative density, how much waste Co2 or whatever other byproducts it produces to create that raw power.
End result, a 200 rating engine for a 35 ton mech puts out the same 'volume' of emissions as one made for a 60 ton mech.
And last heat, some people say heat is relative to mech size but I think your heat sink effectiveness is just that, and that becomes a factor in how well they deal with hiding the heat too. a small mech with a heavy engine and a low heat efficiency has a greater, more intense thermal signature then a heavier mech with a smaller engine and better heat efficiency. Assuming the mass plus engine end up as a smaller value in the heavy mech, here's why.

Lets say the detection range followed this formula or one like it:
(Mass)+(Engine)*(3-Heat efficiency) = Distance in meters.
A Bore's Head with a max engine would have a mass and emissions rating of 500 with a heat efficiency of 1.35 (3-H) that gives a multiplier of 1.65 so it would have a base detection range of 825m for mechs without a sensor boost. sensor range boosts increase detection ranges by their total % of range boost. So a mech with a 25% boost detects the same Bore's head at 1031m. That's the range that the mech auto pops up as an available target to something with LoS.



Looking at a Locust with say a 150 engine and a heat efficiency of 2 would auto pop up as a target at 170m to a mech without a range boost, with LoS.

For mechs beyond that range (let's call that 'long range') they pop up as a target if you have the crosshairs on target up to double that distance (sensor range boosts increase detection ranges by thier % range boost) the time it takes for them to light up at long range with cross hairs on target can be based on the same formula. Something like 10 seconds - (base detection range/100)
So that Bore's Head I mentioned earlier would have a long range detection time of 1.75 seconds. Any lock on time boost would reduce this value by its value.
And lastly, detailed target info will not display beyond close detection range. This is to balance long range builds.
So you can get lock, but unless you have a team mate outside of ECM in short detection range you do not get target condition details. Friendly mechs can receive and broadcast target info 1500m, command console doubles that (it is also a very good radio, after all it is 3 tons) the info can be rebroadcast. So if I have a target 2000 m out but i have a scout 500m from the target and 1500m from my position I would get details if I have a command console I can get that info from a friendly at 3000m this is to reinforce the scout role, requiring that the scouts close with a target to get more information, use of terrain whilst maneuvering to make more effort to stay out of LoS and provide a secondary role to scouts as information curriers as well as give value to the three ton radio. A scout with a command console can of course send that info further as well.

Large fast but hot mechs would be less difficult to detect at long range then small slow cool mechs, making a force geared to the low side of the weights per class ({L M H A}based on proposed matchmaking) more situated for stealth then mechs shifted up the weights.

Where this breaks down or improves depending on outlook.
High alpha energy builds are easy to detect, sure take 4 ERPPC's but your popping up as a potential target at longer ranges, giving more balanced builds an edge in snipping but at the loss of alpha strike force at long range.
A special exception would be needed for Gauss. The way I would handle Gauss weapons would be to give them an effective heat value for detection ranges only. I'd spit ball a value of 9 heat for detection range for each Gauss (effectively increasing the multiplier of *1 to 1.72 in a pure duel Gauss Jagger build) otherwise a decent duel Gauss Jagger with a 260 engine and only the Gauss weapons would have base detection range of 325m Vs 559m and 650m Vs 1118m at long range with a lock on time of 6.75seconds Vs3.41 seconds.
Given how far they fire you can see why, Gauss boats would have a massive sniping bonus in range + stealth though coupled with the charge up time, the fragility of the weapon, how easy you'd be to eat with a light swarm and the lack of target details beyond base detection range perhaps letting the Gauss boat hide effectively as a sniper might not be a bad idea.

Adjusting your detection range: in play powering down would adjust the formula by making your effective heat efficiency 2 and your engine rating 0. So that Bores Head again, she powers down and will only pop up at 100m and won't light up at all in the long range bracket of 101-200m in that state.
So a 20 ton mech powers down, you need to be with in 20m and in LoS to have it pop up as a target you can lock onto no target information for powered down mechs will display.

Active ECM in turn should reduce detection ranges by 80% or so and increase lock on times by 80% or so. Or follow current values but I feel this is a more agile way of addressing the effectiveness of Atlas ECM, a D-DC with a 300 engine and a heat rating of 1.25 would pop up on LoS near detection at 140m with ECM on/Counter, in ECM off/Jamming mode that becomes 700m.

A raven 3L with a 295 engine and a heat efficiency of 1.00 would show up at 660m without ECM and 132 with active ECM, Vs a scout Raven 3L with a stock engine (210) and no weapons (weird, I know) the Raven would only pop up on sensors at 49m in active ECM mode and 245m with ECM off. It's and edge but its a small edge.
Each mech inside the ECM bubble has its own detection range, the best ECM in the world won't as effectively hide assault mechs as it will lights.
Beagle active probe still acts as a counter beyond the active ECM detection range as it is now. And mechs still inside the ECM bubble still can't transmit target info out of the bubble.
Tag is still tag, no change.
And finally people who make mechs with a base detection range of 1250m would not require LoS to track, they can be seen from orbit, likely by the assets that brought you to the fight.

I said there was a second way for detection to work, its agile because its situational.
Here's how: same basic formula for detection range with a small twist, (Mass+Engine)*((150+current heat percentage)/100). Your detection ranges would spike and dissipate based on your actions, you run hot, you're easier to detect, you run cool and it's harder. Again with Gauss I'd tack on a for detection prepossess only a heat value of 9 (adjusting your heat percentage without actually giving the heat)
I would delay the detection spike by a few moments or so as the heat and what not of firing vents out of your mech and I'd delay its dissipation by the same amount of time.

And all of this information can be given to a player in a few ways, as a static value just like speed in the mech lab and as a range just above the mini map, or perhaps a dim transparent circle that expands and contracts from your position on the mini map and battle map or as a red or deep green or black and orange or black and red or whatever the art team decides colored bar that sits just above the mini map horizontally, filling and dissipating as your emissions spectra flair and vent.

Just spit balling here, the numbers of course would need tuning and balancing. Your builds or builds plus play style/heat management determine how easy you are to see or how hard, giving scouts more of a role.

And as a final thought: for rewarding the scouts, I'd grant Xp for 1/10th of the damage a target receives from a source while less than 3 people are holding a LoS lock, I'd reward a player for being part of the information chain that passes scout data down the line to your main force (each one to one transfer, not if you are sharing the same data with more than two people), I'd grant a reward for locating mechs and I'd reward for the length of time you maintain detection to a target while out of detection yourself (ECM reduces this bonus by 75% or so, because it's easy mode for scouts)

Those are my .34$ on the subject. I have given this a lot of thought.

edit: I spell like a champ...

No..

Lights have it pretty darn easy right now. 1: They are hard to hit due to crumby hit registration or borked hit boxes. 2: They have no reason to fear running into a fight and mixing it up because there is no collision or knockdowns. A light mech shouldnt be solo mixing it up with heavier mechs in the first place they should be a wolf pack if they want to do that. Otherwise they should be in a scouting role. Making them invisible to sensors is just a ludicrous recommendation. If you want to be invisible or whatnot grab a troll Raven 3L and go.

Regards


Apparently I cant spell either... :P

Edited by Andross Deverow, 06 March 2014 - 04:36 AM.


#7 Lykaon

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Posted 06 March 2014 - 05:04 AM

The real issue with role warfare is there are few roles that are needed.

We have assault roles (soak and dish damage) this works.

We have harasser roles (small fast mechs to stir up trouble from behind the lines) this works.

We have minimal use for recon mechs because in pug matches we all know exactally where the enemy will be we all know precisely were all the objective in conquest are we all know where the enemy base is in assault.

With the current hidey peeky stay in cover most of the game for fear of catching a crippling hit from a front loaded damage alpha striker all we need to complete all our recon needs is UAVs.After all the enemy is all lined up on the other side of the same hill just like you are.

Since nearly every pug match has the same tired and over used cover points as the focus for the hidey peeky fight we already know where the enemy will be (behind the same hill they were last match)

What is crippling role warfare is a combination of things.

1) Static locations for critical objectives: We all know where we start a match always,we know where the enemy starts a match we know the locations of all critical points like bases or conquest objectives.There is next to no guessing,predicting or plotting.
We all zombie out to the same grid and hide behind the same objects to trade PPC/AC fire while some lighter mechs run around trying to be sorta useful (not much point in taking objectives in conquest,it takes so long you're wasting valuable offensive resources.Not much point in capping out the enemy base in assault it's surrounded by turrets that shred the little guys)

2) Very small maps: with exception of two maps being kinda large and 2 others being not super small the rest of our maps are pretty much postage stamps.Maps like River City actually allow for a mech standing next to it's base to fire on and hit an enemy sitting next to it's base (kinda silly).If it were not for the canyons canyon would be the same it's tiny.

Tiny maps reduce the need to have reactionary forces or flanking units.The maps are so small that either there is no room to flank (without being so exposed it's certain death) or no need to do it with any speed (because 60kph will get you there fast enough because the map is well...tiny)
The smaller maps frequently only have two or three viable options to manuver to engage the enemy.Left/right or up the middle.( most people are right handed so most subconciously favor right turns)

These two factors make most matches painfully predictable and heavily reliant and favoring one role the damage dealing assault role.

So,unless we start to see dynamicly spawned objectives and spawn points and some more larger maps we can count on knowing most of the matches goings on from the get go because it's almost always the same.

#8 Bobzilla

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Posted 06 March 2014 - 05:09 AM

I don't get any shielding involving lights. I can hit them unless i clearly miss and feel i get hit pretty easy in them (tho hard to tell, it seems if i put my self in a bad spot I will def pay for it). I'm guessing this is because of connection quality, my ping is always under 50. So some will do better in lights or against lights than others making it seem like they need help or are op.

It's hard to have a scout role in pugs for many mentioned reasons, along with no good way to communicate.

I don't think any changes to lights should happen until knockdowns are back in.

#9 Screech

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Posted 06 March 2014 - 08:35 AM

View PostMonkey Lover, on 06 March 2014 - 04:10 AM, said:

40% of shots already dont register with lights not sure what else thay need lol.


I am partially interested why you chose 40% as your made up number.

#10 Sixzero

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Posted 06 March 2014 - 09:41 AM

so, you all think that a 20 ton mech should be as easy to spot as a 100 ton mech.

and i suppose the front loaded heavy heat high alpha builds are not covered by this either... or you could go back and read the entire post.

i have a normal ping, i don't get the European lag shield or the Australian bullet immunity.

I suppose I'd like for radar to make more sense instead of 120 deg in front, 800m or less away, LoS. yes, any and all mechs pop up, regardless of what they are doing or their size.

#11 Nik Van Rhijn

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Posted 06 March 2014 - 12:28 PM

Double the size of every map. Make spawn points and cap points random within "you're" quarter of the map.

#12 Clit Beastwood

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Posted 06 March 2014 - 01:07 PM

View PostNik Van Rhijn, on 06 March 2014 - 12:28 PM, said:

"you're"


NOOOOOOOOO


#13 Monkey Lover

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Posted 06 March 2014 - 05:17 PM

View PostScreech, on 06 March 2014 - 08:35 AM, said:


I am partially interested why you chose 40% as your made up number.

Edited by Monkey Lover, 06 March 2014 - 05:21 PM.


#14 Targetloc

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Posted 06 March 2014 - 05:41 PM

The OP gets it.

I don't want to argue over specific implementations, but the part about lights and mediums with smaller engines needing some kind of advantage is spot on.

The Locust, Panther, Blackjack and countless other mediums in this era need to have a place on the battlefield. They did not make 'the Hunchback' viable by raising it's max engine size. They made yet another speedy strike mech that happens to look like a Hunchback.

#15 Screech

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Posted 06 March 2014 - 06:26 PM

View PostMonkey Lover, on 06 March 2014 - 05:17 PM, said:




Well it is more then I originally thought. Though I think 1 fight is a little light to make such a blanket statement. They post ping times for the folks involved? I will readily admit that high ping lights are pretty lame.

#16 Khobai

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Posted 06 March 2014 - 06:41 PM

Something like this could work:

1) remove ECM stealth bubble completely.

2) give mechs innate stealth based on tonnage.

30 tons or less = detected at 200m
35-45 tons = detected at 350m
50-60 tons = detected at 500m
65-80 tons = detected at 650m
85-100 tons = detected at 800m

Equipping Adv Sensor Module increases detection range by 25%
Equipping BAP increases detection range by 25%
So with both equipped youd detect at 300m/475m/750m/975m/1200m

Tag/Narc would also counter this innate stealth.

And youd probably have to add a new module that makes it easier to detect tiny and small mechs but thats an easy module to add.

Edited by Khobai, 06 March 2014 - 06:50 PM.


#17 Amsro

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Posted 06 March 2014 - 06:48 PM

View PostMonkey Lover, on 06 March 2014 - 04:10 AM, said:

40% of shots already dont register with lights not sure what else thay need lol.


95% of stats are made up.

#18 Targetloc

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Posted 06 March 2014 - 06:49 PM

View PostKhobai, on 06 March 2014 - 06:41 PM, said:

Something like this could work:

1) remove ECM stealth bubble

2) give mechs innate stealth based on tonnage

30 tons or less = detected at 200m
35-45 tons = detected at 350m
50-60 tons = detected at 500m
65-80 tons = detected at 650m
85-100 tons = detected at 800m

Equipping Adv Sensor Module increases detection range by 25%
Equipping BAP increases detection range by 25%

So with both equipped youd detect at 300m/475m/750m/975m/1200m


I'd go by engine size rather than mech mass.

Light and medium mechs move faster with small engines, but the crazy fast mechs we see now all mount engines equal to what a lot of heavies run.

So your choice would be hit and run based on speed, or hit and run based on stealth.

A BJ-2 might also be a decent anti-LRM mech if it took forever to lock on to at max range.

#19 Khobai

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Posted 06 March 2014 - 06:51 PM

Quote

I'd go by engine size rather than mech mass.


if engine size was in any way consistent that might make sense. But engine sizes are all over the place so that wouldnt really work. for example a cataphract 4x with its tiny 255 engine would have better stealth than a jenner.

it makes far more sense to base it off of tonnage.

Edited by Khobai, 06 March 2014 - 06:52 PM.


#20 Roland

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Posted 06 March 2014 - 06:52 PM

The issue is not that we need people to play lighter mechs. Light mechs are already widely used.

The issue is that the majority of mechs are very rarely used. Not just lighter mechs, but mechs of every class. The raven 4x. The QuickDraw. The dragon. The awesome.

The second link in my signature presents a system designed to remedy exactly this problem.





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