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Public Test - Radar Deprivation Module


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#1 Kyle Polulak

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Posted 12 June 2014 - 11:05 AM

Greetings!

Please tell us your thoughts on the Radar Deprivation Module!

#2 Kodiak Jorgensson

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Posted 12 June 2014 - 05:38 PM

I feel the module is over powered and possibly going to make target decay become obsolete, having target info removed instantly is going to cause some imbalance when it goes live too, especially in the 2-4 queue where pre-made team will be able to take a greater advantage over the pug players.

personally I think the module should work the opposite way to target decay, instead of an instantaneous removal of information it should help decay the users information faster. I feel this will help keep the target decay module in play as well as keep at least some sort of balance in the smaller queue.

Edited by Kodiak Jorgensson, 12 June 2014 - 07:06 PM.


#3 Lily from animove

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Posted 12 June 2014 - 05:46 PM

hard to judge, but still making target decay obsolete, while still not being as strong as ECM.

possibly tweak it to make target decay time 0 so that someone having you locked with target decay still gets the delta of the additional tiem target decay grants.

#4 Deathlike

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Posted 12 June 2014 - 09:22 PM

With Advanced Target Decay, the decay keeps it up to 2.5 seconds instead of 3.5 seconds as norm... as lacking Target Decay makes radar disappearing instant.

That seems OK, but could be tweaked, depending on the state of LRMs.

#5 SpiralFace

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Posted 12 June 2014 - 10:22 PM

I would rather have it reduce target retention rate by 75% or reduce the SECONDS till you loose a target reduced by a fixed number (which could lead it to 0 value without mods but can be boosted up with other modules / equipment.)

This way, target retention module isn't flat out countered and still grants the user SOME benefits.

#6 Errodien

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Posted 13 June 2014 - 06:55 AM

Scenario: I have Target dep; enemy has Target Decay. What happens when I move to cover:

A: He loses target immediately and gets angry.
B: He gets the increased time that his module allows (like 1 second or something?) before losing it?

I feel like the answer is probably A. Either way as it stands, this module is going to probably be a 'must have' akin to what Seismic was before you nerfed that.

I'm just going to echo the posts above and agree that it should reduce the lock time instead of negating it entirely.

#7 SpiralFace

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Posted 13 June 2014 - 08:19 AM

I'm a fan of "negating entirely" when it comes to mechs without mods, but this mod should not condone a benefit AND hard counter another module and make it completely useless.

I think you have 3-4 seconds of target lock after LOS is broken now? So this module should essentially state, reduce target retention by 3-4 seconds to make it auto loose retention without modules, but keep that extra bit of retention WITH the modules taken.

#8 Pezzer

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Posted 13 June 2014 - 11:36 AM

Makes me mad that Khan Mechs are getting this overpowered module to play with for MONTHS before it becomes available on the C-Bill market.

This Module is gamebreaking in a similar way to how gamebreaking ECM was at launch, except it isn't a bubble shield and it costs zero tonnage.

#9 GreyGriffin

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Posted 13 June 2014 - 02:03 PM

A module like this is really important for scouts and skirmishers, but provides a huge benefit to 'builds like the Timber Wolf T(rampoline).

Maybe effectiveness based on weight?

#10 Fire and Salt

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Posted 13 June 2014 - 05:28 PM

I think people are overestimating these module when they call it game breaking.

Its gonna make a big difference vs. LRMs, but so does AMS... and who takes that? I don't because its too situational. LRMs are not the only weapon in the game.

I will not be removing my artillery strikes or cool shots any time soon... Maybe ill add this to by raven 3L since it has 4 module slots and it can help me evade LRMs when scouting...



HOWEVER

It needs to be a flat reduction of seconds, not a negation of other modules.

That flat reduction needs to be such that a 'mech with no target decay (or BAP? does bap change decay time?) needs to lose its lock exactly 0 seconds after losing LOS, and any mech with a 1.5 sec bonus (for example) over stock will keep its lock for 1.5s total.

Edited by Fire and Salt, 13 June 2014 - 05:28 PM.






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