Jump to content

Radar Deprivation Module Over-Powered

Feedback

  • You cannot reply to this topic
65 replies to this topic

#41 smokefield

    Member

  • PipPipPipPipPipPipPip
  • 999 posts
  • Locationalways on

Posted 25 June 2014 - 09:25 PM

actually the heavier mechs need this module much more than the faster ones. it would be stupid to lock it only for lights when my dw needs it badly.

#42 Too Much Love

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 787 posts

Posted 25 June 2014 - 09:58 PM

Where do all this whiners come from?

Personally me running LRMs with huge success, getting kills almost every match.

Its funny that ppl posting "lrms are OP" and "radar module" is OP topics at the same time.

#43 Cyborne Elemental

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,000 posts
  • LocationUSA

Posted 26 June 2014 - 03:35 AM

Actually I very rarely use LRM's, once in a while in my atlas I'll carry 2x LRM5's next to my SRM'6 or a single LRM15 to have some range where my AC20 and ML's can't reach.

Personally I hate LRM's, especially with the clan LRM's release, but they do serve a purpose.

If PGI would just make targeting and stealth more interesting, we wouldn't need modules like this.

#44 Solothkar

    Member

  • Pip
  • Bad Company
  • Bad Company
  • 15 posts

Posted 26 June 2014 - 06:46 AM

Well,

there is one thing I am thinking is wrong with the Radar Depressive module...

I had to skill my Target Dessacration tool twice to get maximum effect. Why is there only one tier in the Radar Dumbingdown module? This does not really make sense to me. Make two tiers where the max. tier of the Radar Delusion module will cancel out the Target Despitelossofsightistillnailyouwithmylurms module and the lurms behave as if no one has installed any module.

My 2 C-Bills, Solo

#45 Styxx42

    Member

  • PipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 111 posts
  • LocationPeterborough Canada

Posted 26 June 2014 - 08:11 AM

I run both LRM boats and Gun boats.
Inner Sphere and Clan.

Teaming is really important in this game.

I do agree that it should not be exclusive to light mechs.
Now that I know about it!!!! I want it on my Thor Gunboat.

Would make my "POP Tarting even better. :P

I am glad they have this to counter the LRM slams.
It is all checks and balances.

I like the PPC idea of disabling it for say 3.5 seconds. Same time that Enhanced lock lasts.

Making it a weighted piece of equipment is not the answer. AMS can protect others and often does.
Radar Dep does not. It is only you, and thus is treated like sensors.

Take a beating.
Figure out why and adapt and over come
Or become obsolete.

Just my opinion on these.


Good discussion.

Good Hunting.

#46 JSmith7784

    Member

  • PipPipPipPipPip
  • The Merciless
  • The Merciless
  • 139 posts
  • LocationBuffalo, NY

Posted 26 June 2014 - 08:45 AM

I have to agree the radar deprivation odule is working as intended. It is the perfect counter to the advance target decay module. The LRM boats should have a counter besides AMS. You can't rely on AMS when you have "cheese build" LRM boats packing 50-60 LRMs in one salvo. With a group that big your AMS will hardly make a dent.

Personally I don't mind the LRM boats since I find them easy kills. Watch where the LRMs are coming from, which is usually far from the real fight, and use cover to flank and advance. Charge into under 180m and get yourself an easy kill. The LRMs I fear are the more balanced builds since they usually have more than 1 ML to defend themselves. Just last night I took down a Battlemaster who had nothing but a TAG and LRMs. I just stood there while he fired at under 180m and all those missles bounced right off my mech. I was able to pick him apart limb by limb and even tried to line up head shots for practice.

#47 Stormtempter

    Member

  • PipPipPip
  • The Clamps
  • The Clamps
  • 53 posts

Posted 28 June 2014 - 11:48 PM

Radar Dep is a good counter to decay, but at the same time, it makes Target Decay pointless. A slight tweak where they cancel each other should be good, otherwise, they should just remove Target Decay from the game since it has no purpose anymore.

Or, if PGI doesn't want to remove already existing modules, repurpose it. Make it do something other than take up a module slot.

Edited by Stormtempter, 28 June 2014 - 11:49 PM.


#48 Illuzian Pryde

    Member

  • PipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 213 posts
  • Google+: Link
  • LocationWestern Australia

Posted 28 June 2014 - 11:53 PM

Target decay still works against radar deprivation, it just gets reduced time.

The amount of LRM related deaths on the field though, indicate radar deprivation is not overpowered, therefore I disagree.

#49 Cyborne Elemental

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,000 posts
  • LocationUSA

Posted 29 June 2014 - 07:52 AM

It doesn't reduce the time, it makes it 0 even with Advanced target decay, voiding it completely.

I run Adv.Targeting Decay it in my atlas and any streak loadouts I have, and as soon as my target is behind cover, targeting is lost instantly.

So a 6,000,000cb mod is dead weight, because another 6,000,000cb mod is countering it.

#50 smokefield

    Member

  • PipPipPipPipPipPipPip
  • 999 posts
  • Locationalways on

Posted 29 June 2014 - 07:57 AM

and it is perfect like it is.

#51 Bigbacon

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,108 posts

Posted 29 June 2014 - 08:23 AM

View PostMister D, on 29 June 2014 - 07:52 AM, said:

It doesn't reduce the time, it makes it 0 even with Advanced target decay, voiding it completely.

I run Adv.Targeting Decay it in my atlas and any streak loadouts I have, and as soon as my target is behind cover, targeting is lost instantly.

So a 6,000,000cb mod is dead weight, because another 6,000,000cb mod is countering it.


see i feel the same, it should be countered by something other than people keeping LOS on said mech. everything else seems to have a counter through modules or equipment except this.

still going to get it once I have 15k gxp and 6mil bills.

Edited by Bigbacon, 29 June 2014 - 08:24 AM.


#52 ShinVector

    Liao Mercenary

  • PipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 3,711 posts

Posted 29 June 2014 - 08:30 AM

View PostMister D, on 29 June 2014 - 07:52 AM, said:

It doesn't reduce the time, it makes it 0 even with Advanced target decay, voiding it completely.

I run Adv.Targeting Decay it in my atlas and any streak loadouts I have, and as soon as my target is behind cover, targeting is lost instantly.

So a 6,000,000cb mod is dead weight, because another 6,000,000cb mod is countering it.



Hmmm... Streaks.... And keeping a lock on targets behind cover.
Point being ?

You two have to remember one thing.
If Advance Target decay didn't exist... Things would be more 'fair'.

History lesson states... Target Decay was introduce to counter ECM mechs... Unfortunately as always that was not well thought off... It works a hell of a lot better against mechs with out ECM.
Combine with the increased LRM speed, things became a bit ridiculous.

Additionally not everyone is carry Radar Derp.... At least I am not in my Alt Account... Working my way to it... Seismic Sensor more important than Radar Derp.

#53 Grayblue

    Member

  • PipPipPipPipPip
  • 142 posts

Posted 29 June 2014 - 10:38 AM

Wow, I just had a game where I ran out of AMS ammo within 2 minutes with non-stop LRM lobbing.

I still get LRM damage with the Radar Deprivation Module while MANEUVERING IN AND OUT OF COVER.

And, there still people who wants to whine about a few anti-LRM measures.

Just confess that you just want to press fire button from behind and make easy scores.

#54 Cyborne Elemental

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,000 posts
  • LocationUSA

Posted 29 June 2014 - 01:14 PM

In my streak loads, Im in faster mechs, and Im chasing down faster mechs, its useful to know if they're stopped behind cover or sprinting around behind me, still useful information even if my missles aren't turning around corners.

#55 ShinVector

    Liao Mercenary

  • PipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 3,711 posts

Posted 29 June 2014 - 05:06 PM

View PostMister D, on 29 June 2014 - 01:14 PM, said:

In my streak loads, Im in faster mechs, and Im chasing down faster mechs, its useful to know if they're stopped behind cover or sprinting around behind me, still useful information even if my missles aren't turning around corners.


Hmmm.. Radar Derp doesn't stop Seismic Sensor now does it ? You have some choices.

Anyway.... After playing in a new account for the past 2 weeks... It made me realise how bad the modules have become crutches in the game... Getting blown up just because I don't know how enemy are around the corner made me more humble and cautious..

There should be a NO Module mode in MWO... It is a VERY different game. You do not 100% accurate information all the time.

Lastly the funny thing is.. Last night I just Seismic again for the AC40 Jager... Only Rank1 very first game with it.. 6 kills... Muahahaha.... Yeah.. No module mode should be in the game.

Edited by ShinVector, 29 June 2014 - 05:07 PM.


#56 Better Call Saul

    Member

  • PipPipPipPipPip
  • Bad Company
  • Bad Company
  • 144 posts

Posted 30 June 2014 - 04:03 AM

The module is fine, it is a counter to the OVER POWERED Target Decay. Good balance.

#57 Cyborne Elemental

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,000 posts
  • LocationUSA

Posted 30 June 2014 - 05:15 AM

So get rid of both modules, and let it be fair and nobody has an advantage in regards to target locks.

I'd be good with that.

#58 Postumus

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 399 posts
  • LocationOregon

Posted 01 July 2014 - 02:01 PM

I don't really have a problem with Radar Dep, but I also have already blown a large amount of GXP getting advanced decay, which is now more or less useless except for killing new players who don't have the GXP or Cbills to buy Radar Dep. Either find some interactive gameplay mechanic between the two modules, or give me my GXP back. When other MMOs (or games with significant MMO elements) change the usefulness or role of an unlock to a large degree, it is pretty standard to refund the points used for that unlock to affected characters, so that they can make the decision for themselves whether or not the unlock is still worth it for their play style.

#59 Aldoric

    Rookie

  • Bridesmaid
  • Bridesmaid
  • 5 posts

Posted 01 July 2014 - 06:50 PM

View PostIguana Iguana, on 24 June 2014 - 12:24 PM, said:

As I mentioned in another thread already:
When I get into cover to avoid LRMs and they still hit me because my enemy can keep their locks up to 5(?) seconds after LOS breaks, it's super annyoing especially in my Adder and the fact that LRMs currently do their main damage to the legs makes the Radar Dep. a must have modules.

Seismic was nerfed because it was considered a "must have module"

If Rad Dep is Must Have now, something somewhere is wrong

#60 Lightfoot

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 6,614 posts
  • LocationOlympus Mons

Posted 01 July 2014 - 06:59 PM

I am proving everyday that Radar Dep makes AMS unnecessary. Just duck behind something and poof, a weightless and spaceless piece of equipment knocks out all missiles. If you are not getting this result you are doing it wrong.

I would be fine with removing indirect target locks with LRMs completely if they did competitive damage with Line of Sight, but I do see the teamwork aspect of having Light mechs have a spotter role, so I know LRMs are saddled with the indirect fire support role in MWO.

Anyway, what is the counter for Radar Dep and what's the reward for overcoming it?





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users