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What Is With Ecm?


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#21 ShinVector

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Posted 12 March 2014 - 02:02 AM

View PostXimius, on 12 March 2014 - 12:43 AM, said:


Sorry but BAP does NOT counter ECM. BAP only counters it effectively in some ridiculously small band of range. That band is both 1) hard to keep consistent even for experienced players and 2) bewildering for new players. This goes right back to my point above which is that ECM is ONLY fun for the person weilding it, while the other 12 people on the other side feel cheated. I am sure that you personally do love it, but it makes people leave the game, and thats not good for anyone here.


BAP hard counters ECM at 180M period...
What you are speaking off is the range that ECM range or 'band' does not work. BAP is not required for that.. Yes NOT required ! The range can actually be increased further by having the Advance Sensors module.

You might want to verify your information next time.

#22 Ximius

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Posted 12 March 2014 - 06:26 AM

View PostShinVector, on 12 March 2014 - 02:02 AM, said:

You might want to verify your information next time.


Your abuse like this isnt helping the conversation any, so Ill ignore it.

Regardless the point is that the way ECM is currently working, despite whatever nerfs, un-nerfs, tweaks, or whatever else may have been done, is not fun except for a handful of players. I know that youre one of the uber elite that loves your raven and your hide-and-snipe play style, but what I am saying is that it is not something that brings people into the game. And that will hurt everyone.

#23 ShinVector

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Posted 12 March 2014 - 06:50 AM

View PostXimius, on 12 March 2014 - 06:26 AM, said:


Your abuse like this isnt helping the conversation any, so Ill ignore it.

Regardless the point is that the way ECM is currently working, despite whatever nerfs, un-nerfs, tweaks, or whatever else may have been done, is not fun except for a handful of players. I know that youre one of the uber elite that loves your raven and your hide-and-snipe play style, but what I am saying is that it is not something that brings people into the game. And that will hurt everyone.


Abuse ??? ;) (If your a little kid... Sorry then... ;) )

I am critical of people giving misinformation. I am correcting it to ensure newer player do not get the wrong idea.
Fyi... I almost never run ECM mechs nowdays due to the QQ involved.
People do not like getting owned... That is normal... The people who actually like mechwarrior like stay on to figure out the game...

Just like how I am get owned in Titanfall right.. Trying to figure out how to play that game properly... UGH !!!

Fyi... Running the Jager again recently for normal PUG play... I think I am quite decent with dual gauss already... Switched back to Meta PPC+Gauss also doing quite well as well... Turning the tide of battle to for the win... Much more easier to in high damage heavy than a light. I do not see ECM being much of an issue nowadays... Do not rely on Guided weapons... All direct fire weapon are effective against it..

Edited by ShinVector, 12 March 2014 - 07:03 AM.


#24 zgrssd

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Posted 12 March 2014 - 09:31 AM

View PostXimius, on 12 March 2014 - 12:43 AM, said:

This goes right back to my point above which is that ECM is ONLY fun for the person weilding it, while the other 12 people on the other side feel cheated. I am sure that you personally do love it, but it makes people leave the game, and thats not good for anyone here.

View PostXimius, on 12 March 2014 - 06:26 AM, said:

Regardless the point is that the way ECM is currently working, despite whatever nerfs, un-nerfs, tweaks, or whatever else may have been done, is not fun except for a handful of players. I know that youre one of the uber elite that loves your raven and your hide-and-snipe play style, but what I am saying is that it is not something that brings people into the game. And that will hurt everyone.

I own three Blackjacks and the Centurion that recently came out for 5 wins. Not a single mech with ECM.

I do not find ECM in any way overpowered. Thier primary advantage is immunity to LRM's. Everything else can be solve with one chat message in teamchat. The game cannot cure people from thier Chat lazyness, even if a "alliy recently damaged" marker on map would be nice.
A mech with ECM after the postion is told to the team is really just a underarmed mech (some slots/weigh tied up in a now mostly uses piece of gear) with immunity to LRM. Unless the enemy has a tag, then that immunity goes out of the window too.

Edited by zgrssd, 12 March 2014 - 09:32 AM.


#25 Trevor Belmont

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Posted 12 March 2014 - 09:59 AM

I spend a lot of time in my Ravel 3L just offering support to my team. If it helps keep them alive or helps to win a fight, I'm happy to help out.

#26 Grendel408

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Posted 12 March 2014 - 11:02 AM

View PostXimius, on 12 March 2014 - 12:43 AM, said:


Sorry but BAP does NOT counter ECM. BAP only counters it effectively in some ridiculously small band of range. That band is both 1) hard to keep consistent even for experienced players and 2) bewildering for new players. This goes right back to my point above which is that ECM is ONLY fun for the person weilding it, while the other 12 people on the other side feel cheated. I am sure that you personally do love it, but it makes people leave the game, and thats not good for anyone here.

Sorry to break it to you... but yes, Beagle Active Probe (BAP) does counter ECM... and is best explained here. It's not the best of counter-measures against ECM... but it works. There is a tactic to counter pretty much everything in this game, it's just a matter of knowing it and using it... otherwise, you lose because you cannot adapt to tactics employed by the enemy team. Is it fun to use? Sure... if you know how to properly use ECM on a Mech. It's a tool... like I mentioned already, if you want to counter ECM but don't have a Mech capable of equipping ECM... take a BAP.

#27 Tesunie

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Posted 12 March 2014 - 11:59 AM

View PostXimius, on 12 March 2014 - 12:43 AM, said:


Sorry but BAP does NOT counter ECM. BAP only counters it effectively in some ridiculously small band of range. That band is both 1) hard to keep consistent even for experienced players and 2) bewildering for new players. This goes right back to my point above which is that ECM is ONLY fun for the person weilding it, while the other 12 people on the other side feel cheated. I am sure that you personally do love it, but it makes people leave the game, and thats not good for anyone here.


BAP does counter ECM at closer ranges, which make them worth it for SSRMs, and somewhat worth while for LRMs.

Also, don't forget this is a game that people want to be "skill based". ECM forces you to work on your situational awareness skills. Be more observant of your surroundings. Don't depend on your sensors to ping up that little red mark to show you where the enemy is. Find the enemy without needing the target display, and you will find your overall gaming experience will improve.

New players will always have a problem with this game. It's got a steep learning curve. However, being a skill based game as people say it is, once they start to develop those skills, they should quickly see improvement. (They can also always ask in game for advice, or on the forums. Smurfy ( http://mwo.smurfy-net.de/ ) also has all the information basically placed there for your viewing. (Hint, spread this site link around to the new players when you see them. It will help them out!)

View PostShinVector, on 12 March 2014 - 02:02 AM, said:


BAP hard counters ECM at 180M period...
What you are speaking off is the range that ECM range or 'band' does not work. BAP is not required for that.. Yes NOT required ! The range can actually be increased further by having the Advance Sensors module.

You might want to verify your information next time.


I thought BAP cut ECM effects at 120-140m range, modules dependent? If not, then I still see ECM poping up and messing my locks on before BAP cuts it off. (Though I had a few strange times when, just me and one other mech nearby, my BAP kept flickering the opponent's ECM off, well within 90m too. Made it a pain to shoot my SSRMs off... Very strange when it happened. And I only saw it happen once...)

#28 no one

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Posted 12 March 2014 - 12:46 PM

Wonder no more!
http://mwo.gamepedia...le_Active_Probe

Yes there's a 30 meter band of range, between 150 and 180 meters, in which BAP won't counter ECM. Very few pilots with ECM know about that, and even fewer can pull off staying in that range. If you've got a team mate with BAP you can easily eliminate that gap. TAG counters ECM at long range, and soon NARC will be able to shut down an opponent's ECM for 30 seconds a pop. PPCs are already able to shut down ECMs temporarily. Honestly there are so many counters to ECM that It strains credulity to call it overpowered. I think many of these people simply don't understand ECM and the available counters, which is a problem stemming from a lack of in game tutorials on the matter, rather than with ECM's function.

If you wanted to make a balance for ECM that doesn't dumb down the game, how about giving forests a weak ECM like effect?
http://mwomercs.com/...ve-woods-cover/

That way, everyone gets a chance to force the opposition to use their eyes instead of relying on little red triangle vision!

Edited by no one, 12 March 2014 - 12:57 PM.


#29 ShinVector

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Posted 12 March 2014 - 05:14 PM

View PostTesunie, on 12 March 2014 - 11:59 AM, said:

I thought BAP cut ECM effects at 120-140m range, modules dependent? If not, then I still see ECM poping up and messing my locks on before BAP cuts it off. (Though I had a few strange times when, just me and one other mech nearby, my BAP kept flickering the opponent's ECM off, well within 90m too. Made it a pain to shoot my SSRMs off... Very strange when it happened. And I only saw it happen once...)


Ahhh... I stand corrected, my mistake the hard counter is at 150M for BAP not 180M. The poster above me is correct.
I had totally forgotten there was a band range where ECM still disrupts a mech BAP, 180M to 150M.
What is getting me confused was the range where an ECM mech is targetable below.

Standard Sensors (0% boost):
- An ECM cloaked Mech can be detected at 200m. It disrupts signal at 180m.
With Advanced Sensor Range (at rank 2, 25% boost):
- An ECM cloaked Mech can be detected at 250m. It disrupts signal at 180m.



http://mwomercs.com/...90-19-feb-2013/

Sensor Modules Tunings:

- Standard Sensors (0% boost):
- A Non-ECM Mech can be detected at 800m.
- An ECM cloaked Mech can be detected at 200m. It disrupts signal at 180m.
- With Advanced Sensor Range (at rank 2, 25% boost):
- A non-ECM mech can be detected at 1000m.
- An ECM cloaked Mech can be detected at 250m. It disrupts signal at 180m.

http://mwomercs.com/...23-21-may-2013/

Beagle Active Probe

- Now counters ECM within 150m.
- BAP will only counter 1 enemy ECM 'Mech within its range
- A Mech that equips both ECM and BAP will only receive the sensor range bonus and the ability to detect powered down Mechs from BAP. Other BAP features gets overridden by the active ECM.


http://mwomercs.com/...61-04-dec-2012/

Disruption Mode:

* ‘Cloaks’ friendlies within 180 meters (reduces detection distance to 25% of normal range).
* Disrupts enemies sensors (targeting system), as well as targeting communication (sharing of targeting information) within 180 meters.
* Disables enemy NARC
* Disables broadcasting of TAG (if friendly is within sphere of influences); However, if you TAG a mech with ECM OUTSIDE of their sphere of influence, it allows you and your friendlies to target
* Slow down weapon locks by 25%
* Slow down target gathering by 25%
* Active Probes do not gain any benefits against ECM equipped enemies

Edited by ShinVector, 12 March 2014 - 06:40 PM.


#30 ShinVector

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Posted 12 March 2014 - 05:18 PM

View Postno one, on 12 March 2014 - 12:46 PM, said:

If you wanted to make a balance for ECM that doesn't dumb down the game, how about giving forests a weak ECM like effect?
http://mwomercs.com/...ve-woods-cover/

That way, everyone gets a chance to force the opposition to use their eyes instead of relying on little red triangle vision!


This is why I have been abusing Advance Zoom and double Gauss..... Smacking people in the back outside of their sensor range then hiding.... Haha...

#31 Tesunie

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Posted 12 March 2014 - 05:18 PM

Ah, so it's 150m range that BAP shuts it down. I was wondering what the exact range was on that... ;)

#32 Gremlich Johns

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Posted 12 March 2014 - 05:41 PM

PGI's ECM has no basis in reality. It's implementation is magic and nothing more.

ECM, IRL, keeps people from hearing what's being sent to them by their commander. It is not, IRL, a stealth shield for an F-load of mechs.

works as planned. It's magic.

Edited by Gremlich Johns, 12 March 2014 - 05:42 PM.


#33 Tesunie

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Posted 12 March 2014 - 06:33 PM

It's theoretical technology from 3050... We are in 2014. Are you going to tell me that the fusion reactors that use light hydrogen is magic too? Because, in real life by our current sciences, it shouldn't work... or at least not as described. Guess you mech will just have to run on energizer batteries then. How many batteries would that be...? (Hint: The batteries required to run basic mech functions would probably weight more than the mech itself.)

#34 zgrssd

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Posted 13 March 2014 - 10:22 AM

View PostTesunie, on 12 March 2014 - 11:59 AM, said:

Don't depend on your sensors to ping up that little red mark to show you where the enemy is. Find the enemy without needing the target display, and you will find your overall gaming experience will improve.

I learned to spot enemies up to 1.5 sectors away. Without advanced Zoom module (just normal zoom) and without them having the 3rd person probe out (that one can give your position away across more then 2 sectors).
And I am short sighted without my glasses, so I am not an "eagle eye" by any measure.
World of Tanks is much more broken in that regard.

View Postno one, on 12 March 2014 - 12:46 PM, said:

If you've got a team mate with BAP you can easily eliminate that gap. TAG counters ECM at long range, and soon NARC will be able to shut down an opponent's ECM for 30 seconds a pop. PPCs are already able to shut down ECMs temporarily. Honestly there are so many counters to ECM that It strains credulity to call it overpowered.

I often saw mechs with a disabeled ECM symbol, and asmed it had something to do with damage. Did not know PPC can disrupt ECM, but that propably explains this phenomenon. So my BJ-1X with PPC, Tag and short range main weapons is a tripple counter to ECM mechs. Why do people even use ECM, it's so easy to counter.

View PostGremlich Johns, on 12 March 2014 - 05:41 PM, said:

ECM, IRL, keeps people from hearing what's being sent to them by their commander. It is not, IRL, a stealth shield for an F-load of mechs.

That is only the Offensive Form of ECM.
The Defensife form works just abot how MWO uses it, adjusted for 1 Millenium of Technological development(from Wikipedia):
"An electronic countermeasure (ECM) is an electrical or electronic device designed to trick or deceive radar, sonar or other detection systems, like infrared (IR) or lasers. It may be used both offensively and defensively to deny targeting information to an enemy. The system may make many separate targets appear to the enemy, or make the real target appear to disappear or move about randomly. It is used effectively to protect aircraft from guided missiles. Most air forces use ECM to protect their aircraft from attack. It has also been deployed by military ships and recently on some advanced tanks to fool laser/IR guided missiles. It is frequently coupled with stealth advances so that the ECM systems have an easier job. Offensive ECM often takes the form of jamming. Defensive ECM includes using blip enhancement and jamming of missile terminal homers."
Before you talk about "real life" things, at least read up what wikipedia has on it. Especialy stuff you do not know personally. You avoid embarasing yourself with your lack of knowledge that way.


Personal experiences:
I recently managed to shoot somebody without him shooting me back. At 200 meters. For about 30 seconds. Just because he had his back to me when we started and when he walked away, he never looked into my direction. No ECM involved, just plain "did not look around"/"no team member to spot where the fire came from".
If you rush of from your team, you can get picked off. Even by medium mechs at 200 meters, without any ECM, who just happen to be in your blind spot.

On the side of "ECM is useless once spotted": Assault map. I noticed a ECM Spider in a distance, running paralell to my teams advance. Pointed it out but everyoen ignored it, so I fell back to prevent it from sneak capping (and thus cause chaos in our frontline when people fall back). I drove it away with minor damage to each of us.
But while being there I saw the 6 Medium-Assault mechs wich were closing in on our basis while under ECM cover. When they were only 2 sectors from our base and the rest of my team was way out of position to engange.
I was unable to stop them from advancing, even at cost of my mech. But my timely information about thier position on teamchat lead to the rest comming back in time to win the game.
They relied on ECM to bring them undetected to our base, till it was to late to rush thiers or rush back. It failed because I played for the team (instead of personal kills). Thier entire plan to split the team and sneak cap our base failed/backfired, with one teamchat message and because they relied on ECM.

ECM and broken?
ECM - Only worries me if I carly LRM's. Otherwise, it's just 450k C-Bills, 1.5 tons and 2 Slots worth of wasted gear, people better had invested in armor, engine, weapons or cooling.

#35 Solis Obscuri

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Posted 13 March 2014 - 03:48 PM

View PostTesunie, on 09 March 2014 - 03:04 PM, said:

Sensors have been interpreted in many different ways through the Mechwarrior game line. Some will let you see "EVERYTHING" within a bubble. Others will show you less. Some you can even switch between active and passive sensors. This version plays sensors as you can only gather information from objects/mechs you can actively see. This means that the built in C3 computer we all have is what lets us share target information, such as damage display, target location, target type, etc.

Quote

C3 COMPUTER (MASTER/SLAVE)
The C3 computer system can link up to twelve ’Mechs or vehicles together—utilizing a series of C3 Master and C3 Slaves—in a communications network that will share targeting information.

To make an attack using a C3 computer network, calculate the to-hit number using the range to the target from the networked unit nearest the target with line of sight. Use the firing unit’s modifiers for movement, terrain effects, minimum range and so on. A weapon attack using a C3 network must conform to standard LOS restrictions and cannot fire beyond its maximum range, though a well-placed lancemate may allow the firing unit to use his weapon’s short-range to-hit number at long range.

The C3 network itself has no maximum range, but only units actually on the playing area can benefit from the network, and the C3 Master (or C3 Masters if using a company-sized network) must be on the playing area.

TAG: The C3 Master (but not the C3 Slaves) exactly duplicates the function of target acquisition gear (see TAG; p. 142).

LRM Indirect Fire: C3-equipped units spotting targets for or launching an LRM indirect fire attack use the LRM Indirect Fire rules (see p. 111), and gain no benefit from a C3 network.

Minimum Ranges: Minimum range is always determined from the attacking unit to the target.

Variable Damage Weapons: The range, to determine the Damage Value of a Variable Damage Weapon, is always determined from the attacking unit to the target.

Stealth Armor: Armor that inficts range modifiers against attacking units does not confuse a C3 network. While such additional range modifiers apply to the nearest attacking unit, they do not apply to any other units using the network to attack. However, some such systems (notably the Stealth Armor System, p. 142) include their own ECM system; in this case, an attacking unit must be outside the effective range of the ECM mounted on the target unit, or the attacker gets cutoff from the network.

So, what system do we have that allows us to reduce the range penalties on the to-hit dice rolls we don't use to attack targets in MWO? I've looked all over my Mechbay and I can't find any systems or modules that do it.

View PostTesunie, on 09 March 2014 - 03:04 PM, said:

ECM primarily turns off these sensors, preventing one from normally sharing this data. With the way our current system of data gathering is, ECM has to disable lock on ability. Otherwise we would still probably share data to our teammates for the most part. ECM also needs to disable the giant red triangle that appears over target's heads, as if it doesn't than just glancing in a mech's direction would give away it's position by the giant glaring red triangle floating above their head, even if they made it so you couldn't lock.

Turns off what sensors? Basic visual detection abilities? Basic coms? There's no equipment that's allowed to do that in BT. At most you have systems like the Chameleon Light Shield and Null/Void Signature Systems, which make a 'mech harder to detect. ECM, at best, can reduce the range at which sensors can detect the 'mech carrying ECM, and that's only when visual detection is impeded by atmospheric conditions, or a target being beyond visual range.

Quote

SPOTTING PHASE
During the Spotting Phase. the gamemaster checks to see if any enemy unit is seen by an opposing unit.

To perform spotting, the gamemaster checks his map sheets after plotting the movement of the players' units. He first determines if the units can detect any enemy unit visually. Then he checks to see if they can detect any enemy unit by using sensors. The gamemaster then informs each player of the location, facing and type of any enemy unit detected.

Units that start a double-blind game using the Hidden Units rules (p.77, BMR) cannot be spotted except by the methods outlined in the standard game rules. If a hidden unit fires, it is spotted only if an enemy unit could have seen it under the visual spotting rules.

VISUAL SPOTTING
A unit visually detects an enemy unit whenever three conditions are met. First, the enemy unit must lie within the forward firing arc of the spotting unit. Second, the spotter must have a clear line of sight to the enemy unit. Third, the enemy unit must be within the visual range of the spotting unit. Use the Visual Range Table to determine maximum visual range under various
atmospheric conditions.
Spoiler

Vehicles with more than one crew member can spot in multiple firing arcs (see Vehicle Crews, p.28). Each additional crewmember beyond the first can spot in one additional firing arc, so that a vehicle with 4 or more crew members can spot in a 360 degree arc. Though infantry troops cannot see as far as BattleMechs or vehicles, they can serve as an excellent early warning system when properly deployed, because they offer the advantage of 360-degree spotting arcs.

SENSOR SPOTTING
Electronic sensors cover a wider field than most visual checks, but they can be fooled by the proper counter-measures. Electronic sensors operate in a 360-degree arc, regardless of the spotting unit's firing arc. All sensors, with the exception of seismic sensors, must have a line of sight to an enemy unit to detect it. The ranges of various BattleTech electronic sensor systems appear in the Sensor Range Table, p. 54.

To use a sensor, the player rolls 2D6. A result of 7 or 8 means the sensor detects any unit within its short range. A result of 5 or 6 means the sensor detects units out to its medium range. A result of 2 to 4 means the sensor detects units out to its long range. A roll of 9 to 12 means the sensor failed to detect any units. A spotting unit may use only one type of sensor per turn, and the controlling player must indicate this choice on the movement chart for that turn. (Note that the probe and sensor rules provided here apply in double-blind games only.)
Spoiler

Three enemy 'Mechs surround Natalie's Raven. Daylight fills the battlefield, and the Raven sees the first enemy 'Mech easily-the machine is within the Raven's forward firing arc, the Raven has a valid LOS and the enemy unit is only 14 hexes away, well within the Raven's 60-hex visual range. The second 'Mech lies 12 hexes away, within the Raven's LOS but in its left-side firing arc. The third lies in the Raven's rear firing arc, 19 hexes away, again within its LOS. The Raven mounts a Beagle active probe, which Natalie has activated for this turn, and so the gamemaster rolls 2D6 to determine if her Raven spots the remaining two "Mechs. The roll yields a result of 8, indicating that only units within short range are detected. This means that the Raven detects the second 'Mech, but not the third.

Vehicles have access to sensor systems similar to those used on 'Mechs, but in most cases these systems have shorter ranges, reflected in the Sensor Range Table. Infantry units do not have access to electronic sensors.

If seismic sensors are being used, any unit within range is spotted regardless of LOS. VTOLs cannot use seismic sensors, and they cannot be spotted by seismic sensors.

ECM SYSTEMS
Just as special sensors can make spottimg enemy units easier, special ECM systems can make units harder to detect. As a general rule, ECM systems mask a unit's nature and precise location from enemy sensors. but the systems' powerful jamming devices make it clear to the enemy that something is out there.

In the double-blind game, the Angel ECM suite, Guardian ECM suite and standard Clan ECM suites all modify the die roll results of spotting units attempting to detect an enemy unit equipped with such an ECM system. Because different ECM systems have different effects against different probes and sensors, the modifiers vary depending on the spotting unit's probe/sensor and the enemy unit's ECM system. These modifiers appear in the ECM Modifier Table.

Spoiler

To be affected, the spotting unit must be in the normal operating radius ofthe ECM system. This radius is not affected by LOS. If a spotting unit is within the range of multiple ECM systems, combine the effects of all the ECM systems.

Though ECM systems can prevent a sensor probe from identifying a unit, they also produce powerful. distinctive electromagnetic "signatures." If a spotting unit is in range of an active ECM device and fails to detect the ECM-equipped unit, inform the player that his unit has been jammed by an ECM suite.

View PostTesunie, on 09 March 2014 - 03:04 PM, said:

Most times in Mechwarrior, ECM cuts sensor ranges, normally close to half. I know that in MW4, ECM cut your sensor range down depending on several factors.
- Normal active sensors had a range of 1000m (I believe).
- Active sensors would detect a mech with passive sensors on at 750m.
- Active sensors couldn't detect an ECM mech till 750m, if the ECM mech also had Active sensors on.
- Active sensors couldn't detect an ECM mech till 500m (I believe) if the ECM mech had passive sensors on.
- Passive sensors worked on targets within 500m (I believe).
- I also believe that Passive sensor ranges would be effected by the targets Active/Passive sensor setting, as well as ECM.

So, an ECM mech willing to run with passive sensors could get fairly close to an enemy before sensors could pick them up in MW4. (Yet, very often, my opponents seem to see me from behind that hill, and snip my cockpit out as soon as it raised above the ridge to look around, at around 1000m out...)


MW:O took a different sensor approach (for the moment), and gave everyone some "limited" C3 computer abilities, such as sharing target locks, target position/range, etc. This let LRMs work more fluidly in their interpretation of the Battletech universe, among other things. I also don't know about you, but I find it easier to hit targets outside 1000m range if I have someone else who is spotting the target. This lets me target someone outside my own sensor range (of 800-1000m), providing a nice red box to "shoot in the center of". So, it does also help with some "range penalty compensation".

I'm not sure I'd call a target box a "range penalty compensator", but it is handy to shoot at under low visibility. As for sharing target locks... C3 doesn't allow any benefits to LRMs. They've always had indirect fire capabilities using a spotter:

Quote

LRM Indirect Fire
Units armed with LRM-type weapons may fire those missiles indirectly. Indirect fire allows a unit without a direct line of sight to a target to attack that target, though a friendly unit must have a valid line of sight to the target (this unit is referred to as the spotter). An attacker with a valid LOS to a target cannot make an LRM indirect fire attack, even if that attack would have a better to-hit modifier.

Resolve LRM indirect fire attacks in the turn they are launched. The base to-hit number is the firing unit’s Gunnery Skill. Use the following modifiers:
  • Range modifier based on the range between the targetand the firing unit, including minimum range modifiers;
  • +1 for indirect fire;
  • All standard modifiers for target movement;
  • All standard modifiers for attacker movement and a modifier for the spotter’s movement (infantry have no attacker movement modifier for spotting);
  • Terrain modifiers based on line of sight from the spotting unit; this includes the +1 modifier if partial cover exists between the spotting unit and the target. (Regardless of whether partial cover shields the target from either the spotting unit or the attacking unit, Damage Value groupings from LRM indirect fire always strike the target and not the partial cover, even if they hit a leg location; see Partial Cover, p. 102.)
Finally, if the spotting unit makes any attacks in the turn that it spots for another unit, apply a +1 modifier to all of the spotting unit’s attacks, as well as a +1 modifier to the LRM indirect fire attack. If the spotting unit makes no attacks, do not apply these additional modifiers. The spotter can spot for any number of attacking units to a single target, but it cannot spot for multiple targets.

View PostTesunie, on 09 March 2014 - 03:04 PM, said:

Looking at what the C3 computer does in table top, how would you suggest they implement it into the game? Weapons auto lock onto the target? That would be bad. A zoom window showing the target from your allies position? Cryengine really doesn't like to render something within something else. Look at the Advance Zoom module, and it's long history of problems (some of which are still there). These are just a few concepts I can think of, and I don't think either one would work as well as the current "free C3" already in the game.

If you have suggestions on how you feel C3 should be placed into the game, as well as sensors, say them. Recall this is a player vs player environment, so they can't give one player an advantage over another (like seismic, the legal wall hack, was). It has to be able to also work with the Cry Engine platform.

One last thing for you to consider, this is a first person shooter, not a turn based game. There are no dice to determine events. Some things that work great in the Table Top game wont work so well here in a literal translation (like the LBxAC10 for an example, or SSRMs). Some things will have to get altered to fit the first person shooter that this game is, while still being fun, exciting and interesting..

A more interesting question is going to be "How is PGI going to implement Clan targeting computers in MWO?" Those are going to have to face the same sorts of hurdles you've just listed, and they're much closer to being implemented, what with the Clan packs coming in the next few months.

As for my own opinion? Well... I'd rework several things. I'd change how BAP, ECM, sensor detection, target info gathering, and indirect-fire LRMs work, to begin with;
  • 'Mech sensors would be broken down into three modes; RADAR, IR, and Magnetometer.
  • RADAR mode would function as our sensors do now.
  • IR mode would detect targets at a reduced range, with hotter targets being easier to detect. It would function poorly in hot environments, and localized environmental effects like the fires in River City could be used to hide from it. ECM would not affect IR sensors.
  • Magnetometer scanning would detect targets at a reduced range, with larger targets being detectable at greater ranges. It would function poorly in environments with high levels of metallic ores, and near large metal objects like city buildings or crashed dropships. ECM would not affect Magnetometer scans.
  • ECM would no longer block missile locks or jam 'mech sensors at close range. The stealth bonus would reduce RADAR detection range by 75%, and would double times for target acquisition and missile lock. ECM would block BAP against all friendly targets within a 180m radius.
  • Target information gathering would be restricted to general health percentage breakdowns, without a detailed paperdoll or loadout information displayed.
  • BAP would gain the target information gathering abilities (detailed damage paperdoll and loadout/system health information). It would no longer jam ECM.
  • Indirect-fire LRMs (no LoS for firing 'mech) would suffer accuracy penalties in the form of a looser spread - double the spread radius of direct-fire LRMs. Use of TAG or Narc Beacon by a spotter would bring the spread back to normal dispersion.
That way, we'd have a more sophisticated information warfare game; ECM would still be very valuable, but not as overpowered as in its current form; LRMs would be useful under all ciscumstances, but would require more active involvement by spotters to be fully effective in indirect-fire mode; BAP would be very valuable for both scouting and focusing fire on vulnerable targets; scouts would be very useful for getting target info and for LRM scouting, and ECM would still be very useful for them (since a small 'mech running cool with Narc/TAG would be very hard for Magnetometer or IR scanners to detect).

Then for C3? I'd give the Master unit a target designation function which would be visible to every other unit in the network. I'd also place a smaller box-in box "aiming aid" on any 'mech spotted by a C3 unit, giving better weapons accuracy in low-visibility conditions. ECM would jam any Master/Slave equipped units in it's radius and prevent them from seeing or placing target designations.

#36 Gremlich Johns

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Posted 13 March 2014 - 03:57 PM

View PostTesunie, on 12 March 2014 - 06:33 PM, said:

It's theoretical technology from 3050... We are in 2014.

Then it should be called something else other than Electronic Countermeasures. IRL, if ECM is on too long, it gets targeted and destroyed by either artillery or airstrike. PGI implements ECM in 3050 as the most advanced cloak in BT - stealth armor (re-introduced in 3071).

Edited by Gremlich Johns, 13 March 2014 - 03:58 PM.


#37 Tesunie

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Posted 13 March 2014 - 06:04 PM

Well. That's one long post... Do not take offense, but I'm probably gonna have to break it up and tackle each section, one section at a time. Here goes!

View PostSolis Obscuri, on 13 March 2014 - 03:48 PM, said:

So, what system do we have that allows us to reduce the range penalties on the to-hit dice rolls we don't use to attack targets in MWO? I've looked all over my Mechbay and I can't find any systems or modules that do it.

Turns off what sensors? Basic visual detection abilities? Basic coms? There's no equipment that's allowed to do that in BT. At most you have systems like the Chameleon Light Shield and Null/Void Signature Systems, which make a 'mech harder to detect. ECM, at best, can reduce the range at which sensors can detect the 'mech carrying ECM, and that's only when visual detection is impeded by atmospheric conditions, or a target being beyond visual range.


Actually, there are no dice in MW:O. Thought that was obvious. (A little joke here. Please, queue the laughing.)

The thing is, by presenting where the enemy is in a nice box does make it easier (for me at least) to hit enemy targets. It might not equate to the same thing as TT C3, but it also is technically only a partial C3. We have it for free for 0 tons. I do not know if they intend to ever place C3 into the game, so for now, we have it for free. We share target locks and target data.

Now, you ask how does this sharing of target data helps me? Good question. When a friendly targets a mech outside my sensor range, but in line of sight, I can also lock on and get a red box around the target. Even if they are so far away that I can barely see them, I find I can hit these targets easier. How? Aim for the center of the red box. It will work even if your target is 1500m away.

I was referencing, as I thought was very clear, to the way things where done in other Mech Warrior Titles. Namely, MW4. In MW4, you could change your sensors from passive to active, and the setting would give you different forms of sensor feedback. This is actually in lore as well, but not normally announced, as most mechs run with their sensors on Active most times. Very rarely does a mech run with Passive settings.

ECM does a lot of things. In this version of the MW games, it does a lot of things. I can agree that I feel ECM does more than it should still, but it isn't all powerful either. Actually, it's a lot weaker than what it once was.

As far as I know, there are no intentions announced (that I know of) for Stealth armor, the Chameleon Light Shield and/or Null/Void Signature Systems. Two of these systems are also considered lost tech and are not in active production in the current setting/year of this game. (ECM also does not distort a mech from visual sight. It just hides it from your minimap/targeting sensors. ECM also does not hide a mech from thermal or night vision. This leaves it still different from Null/Void and the CLS.)

View PostSolis Obscuri, on 13 March 2014 - 03:48 PM, said:

I'm not sure I'd call a target box a "range penalty compensator", but it is handy to shoot at under low visibility. As for sharing target locks... C3 doesn't allow any benefits to LRMs. They've always had indirect fire capabilities using a spotter:


I know, but in this game, the C3 computer is how they worked indirect LRMs into the game, while trying to retain the "skill" side of the game at a peek. This is also why our sensors do not work on targets we can no see. It was a design choice/technology interpretation of the designers of this game. So far I, and many others, do not have a problem with this design/interpretation of the system.

View PostSolis Obscuri, on 13 March 2014 - 03:48 PM, said:

A more interesting question is going to be "How is PGI going to implement Clan targeting computers in MWO?" Those are going to have to face the same sorts of hurdles you've just listed, and they're much closer to being implemented, what with the Clan packs coming in the next few months.


We do not know. I'd like to know as well. There are several theories floating around the forums right now, one of which is a floating squad on a locked target that will show your lead times for your weapons. AKA: If you aim for the square when you shoot, your weapons should connect. There is also another concept that it might just set your convergence at the distance of your target you have locked, instead of whatever is just under the reticule.

There are plenty of things that can be done. I do not have the answers to this particular question, so I can no answer with anything more than rumors and concepts.

View PostSolis Obscuri, on 13 March 2014 - 03:48 PM, said:

As for my own opinion? Well... I'd rework several things. I'd change how BAP, ECM, sensor detection, target info gathering, and indirect-fire LRMs work, to begin with;
  • 'Mech sensors would be broken down into three modes; RADAR, IR, and Magnetometer.
  • RADAR mode would function as our sensors do now.
  • IR mode would detect targets at a reduced range, with hotter targets being easier to detect. It would function poorly in hot environments, and localized environmental effects like the fires in River City could be used to hide from it. ECM would not affect IR sensors.
  • Magnetometer scanning would detect targets at a reduced range, with larger targets being detectable at greater ranges. It would function poorly in environments with high levels of metallic ores, and near large metal objects like city buildings or crashed dropships. ECM would not affect Magnetometer scans.
  • ECM would no longer block missile locks or jam 'mech sensors at close range. The stealth bonus would reduce RADAR detection range by 75%, and would double times for target acquisition and missile lock. ECM would block BAP against all friendly targets within a 180m radius.
  • Target information gathering would be restricted to general health percentage breakdowns, without a detailed paperdoll or loadout information displayed.
  • BAP would gain the target information gathering abilities (detailed damage paperdoll and loadout/system health information). It would no longer jam ECM.
  • Indirect-fire LRMs (no LoS for firing 'mech) would suffer accuracy penalties in the form of a looser spread - double the spread radius of direct-fire LRMs. Use of TAG or Narc Beacon by a spotter would bring the spread back to normal dispersion.
That way, we'd have a more sophisticated information warfare game; ECM would still be very valuable, but not as overpowered as in its current form; LRMs would be useful under all ciscumstances, but would require more active involvement by spotters to be fully effective in indirect-fire mode; BAP would be very valuable for both scouting and focusing fire on vulnerable targets; scouts would be very useful for getting target info and for LRM scouting, and ECM would still be very useful for them (since a small 'mech running cool with Narc/TAG would be very hard for Magnetometer or IR scanners to detect).


There are things I wouldn't mind changing either. However, I can not change things. If you think you have a good concept, you can always post your concept in the "Suggestions" section of the forums. Just don't be upset if they don't use it, as they have their own ideas.
PS: I could see and agree with many of your proposed changes. If I could just place it in and try it, I'd love to try it out and see how it worked. However, I can not, so I can't test it beyond theorizing how it would work. This probably should go into the Suggestions forum.

View PostSolis Obscuri, on 13 March 2014 - 03:48 PM, said:

Then for C3? I'd give the Master unit a target designation function which would be visible to every other unit in the network. I'd also place a smaller box-in box "aiming aid" on any 'mech spotted by a C3 unit, giving better weapons accuracy in low-visibility conditions. ECM would jam any Master/Slave equipped units in it's radius and prevent them from seeing or placing target designations.


The currently used game platform (Cryengine), does not like to do screens in screens. This has lead to several problems with Advanced Zoom in the past, and continue to be a problem to this day still. However, even with that said, I do not thing that would be overly helpful in this version of the game. (Either that, or you need to explain it more clearly, as Imight not be fully grasping your concept.



View PostGremlich Johns, on 13 March 2014 - 03:57 PM, said:

Then it should be called something else other than Electronic Countermeasures. IRL, if ECM is on too long, it gets targeted and destroyed by either artillery or airstrike. PGI implements ECM in 3050 as the most advanced cloak in BT - stealth armor (re-introduced in 3071).


ECM= Electronic Countering Measures.
It counters electronic devices on enemy mechs. Sounds like a form of ECM to me.
Do also recall this is 1000 years in the future, and based on lore written in the 80's. A lot of the science we know and take for granted now didn't really exist back then, or was not as refined/well understood.

I can, once again, say that I can agree with ECM preforming more than it should, but I feel that there are reasons for this and that the current system of ECM does make sense with this iteration of MW/BT. It could probably still use to be tweaked, but it isn't nearly as powerful as it once was. It has seen attention and has been well balanced once BAP started to be able to counter it, and soon NARC will be helping even farther...

My post was only to show the time gap. It'd be like dropping a working TV into 1000 AD, or even 30 AD. Or any time before electricity was invented. It would have been considered magic. So it's only fair that technology such as this might also be considered "magic". It's 1000 years more advanced than what we have. They have light fusion engines, that run on light hydrogen. From our understanding, a reactor that runs on light Hydrogen would have to run very hot and would be hard to contain. In contrast, a heavy Hydrogen would be easier to work with. But a Battlemech runs of a "safe" fusion reactor that works off light hydrogen... (They also have things like Jumpships, we no one knows how it works. It just does. (Probably by punching a small worm hole in the fabric of space/time...))

#38 ShinVector

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Posted 13 March 2014 - 06:55 PM

View PostTesunie, on 13 March 2014 - 06:04 PM, said:

Now, you ask how does this sharing of target data helps me? Good question. When a friendly targets a mech outside my sensor range, but in line of sight, I can also lock on and get a red box around the target. Even if they are so far away that I can barely see them, I find I can hit these targets easier. How? Aim for the center of the red box. It will work even if your target is 1500m away.


Here a visual example of free C3 sharing targeting information be used to ambush and gauss an enemy Jenner even before he comes into the visual view of the attacker ! (ME :wacko: ).



#39 Tesunie

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Posted 13 March 2014 - 07:43 PM

View PostShinVector, on 13 March 2014 - 06:55 PM, said:


Here a visual example of free C3 sharing targeting information be used to ambush and gauss an enemy Jenner even before he comes into the visual view of the attacker ! (ME :wacko: ).

(Video removed for space)

Exactly what I've been trying to say. Thanks for the comparison and visual aid.





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