Jump to content

Mech Stealth


43 replies to this topic

#21 GreatSeaSpider

    Member

  • PipPip
  • The Infernal
  • The Infernal
  • 24 posts
  • LocationUK

Posted 21 June 2012 - 02:31 PM

View PostOdweaver, on 21 June 2012 - 01:32 PM, said:

I am now picturing an atlas holding a tree in front of it's face while being in a semi crouched position.


the old "you cant see me if i cant see you" approach? :)

#22 Black Fool

    Member

  • Pip
  • 16 posts
  • LocationWest Virginia

Posted 21 June 2012 - 02:39 PM

View PostMajor Bill Curtis, on 21 June 2012 - 02:24 PM, said:

He's not talking about the Null-sig tech, he's talking about the pilot module, which they are currently testing. Read the dev blogs..


I have read the blogs but talk about confussing people. Tech vs skill tree module? 'kay. Whatever. I'll just go about my foolish ways now.

#23 Major Bill Curtis

    Member

  • PipPipPipPipPipPip
  • 334 posts
  • LocationDuchy of Andurien

Posted 21 June 2012 - 02:44 PM

View PostBlack Fool, on 21 June 2012 - 02:39 PM, said:


I have read the blogs but talk about confussing people. Tech vs skill tree module? 'kay. Whatever. I'll just go about my foolish ways now.

I agree that it's confusing, mate, and part of that is due to the info we have in the devblogs calling one skill in the scout tree "Null-sig," which is apparently a very limited thing somewhat similar to the 3062 tech, which can be turned on and off at will (in 3062: in 3049, the switch is stuck in the "off" position).

Thinking about ambushing and scouting with stealth is a good topic: I'd like to hear about how people might use some of the OP's points (terrain; null-sig module) with a slow medium, like a Centurion or a Hunchback, in order to get the drop on opponents.

Or is everyone just planning to stick a bigger motor in their slow medium?

Edited by Major Bill Curtis, 21 June 2012 - 02:45 PM.


#24 Major Bill Curtis

    Member

  • PipPipPipPipPipPip
  • 334 posts
  • LocationDuchy of Andurien

Posted 21 June 2012 - 02:52 PM

I'll give it a go to start:

With scouts being important, we're also going to see dedicated hunter-killer 'mechs, designed to chase down and kill the scouts, so . . .

I could see using stealth to set a trap for the hunter-killer who is after your scout: put a shutdown Hunchback behind a hill near your scout; scout gets in trouble (or just intentionally draws the attention of someone looking for a kill), then runs (and weaves, etc.) back to the Hunchback's position:

Power up!

Surprise!

Have an AC/20 in the back, hunter-killer.

Rinse and repeat.

I could even see the Hunchback pilot taking the Null-sig module, powering-up a few seconds early, but covering this fact with the 5 seconds of no signature, so he's ready to rumble as soon as the target hits the ambush. Communication will be key.

Here the scout is not only scouting, but helping a stealthy teammate set an ambush: that is a very good use of tonnage, and it's one fewer hunter-killer out there looking to knock off the scout.



Cheers

Edited by Major Bill Curtis, 21 June 2012 - 02:57 PM.


#25 Spleenslitta

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 2,617 posts
  • LocationNorway

Posted 21 June 2012 - 03:01 PM

The dev's also mentioned Thermal vision modules in Dev Blog 2.
So it would be sensible to make certain that your mech stays cool to avoid being spotted by thermal sensors. Stay frosty.

#26 Adrian Carino

    Member

  • PipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 133 posts
  • LocationEl Paso Texas

Posted 21 June 2012 - 03:02 PM

Stealth mechs are going to be a staple when it comes right down to it. Why? Because ambush tactics ROCK! Oh yeah it sends the enemy player into a fit, but that's usually how it rolls. I like games of bait and kill. Send one player out into the field, have him/her harass the enemy for a few moments then turn tail and run like Jeebus back to your allies who are in an area shut down but ready to start up the moment the enemy comes into the kill zone. After that it's all over.

#27 shroomprince

    Member

  • PipPip
  • Knight Errant
  • Knight Errant
  • 29 posts
  • LocationKentucky

Posted 21 June 2012 - 03:22 PM

Hmm, the SPR-5F Spector, a 35 ton light mech that carried the null signature system was employed by 2 merc units as early as 3048. The EXT-4D Exterminator was employed by the comgurd in the Battle of Tukayyid, thats a 65 ton heavy with the null signature equipment also. So 3 yrs maybe till we see the null system ??? Wishing the comguards were a playable faction.

#28 Saevus

    Member

  • PipPipPipPipPipPip
  • 280 posts
  • LocationRight side of Upside down

Posted 21 June 2012 - 03:26 PM

I think stealth (IE, shutting down and terrain), is going to be huge. I'll be interested though if the size of maps and pace of battle makes intentional shutdown viable. I've tried to be sneaky a few times in Living Legends, but it just doesn't work well for me. The terrain so far looks great, but I imagine there will have to be maps that don't favor sneaking so heavily, which might diminish lights in certain situations. I like the idea of a skill with a cooldown for null sig, if they ever put in a mech with full null sig capability, it would be a pretty bad choice, IMO.

#29 Major Bill Curtis

    Member

  • PipPipPipPipPipPip
  • 334 posts
  • LocationDuchy of Andurien

Posted 21 June 2012 - 03:28 PM

View Postshroomprince, on 21 June 2012 - 03:22 PM, said:

Hmm, the SPR-5F Spector, a 35 ton light mech that carried the null signature system was employed by 2 merc units as early as 3048. The EXT-4D Exterminator was employed by the comgurd in the Battle of Tukayyid, thats a 65 ton heavy with the null signature equipment also. So 3 yrs maybe till we see the null system ??? Wishing the comguards were a playable faction.

Both are Star League 'mechs: I could quote the TRO, but I'll spare you (page 146 of TRO3050U, if you're interested): basically, the few that were running around the Inner Sphere had been stripped of their fancy equipment centuries before. Comstar has some with original goodies, but they're not sharing (yet)

Sounds like you know most of this anyway, but I'm just throwing it out there for those who don't. I'm a geek, I know.

The devs have confirmed no Star League tech or 'mechs so far.

Cheers.

Edited by Major Bill Curtis, 21 June 2012 - 03:33 PM.


#30 Major Bill Curtis

    Member

  • PipPipPipPipPipPip
  • 334 posts
  • LocationDuchy of Andurien

Posted 21 June 2012 - 03:31 PM

View PostSaevus, on 21 June 2012 - 03:26 PM, said:

if they ever put in a mech with full null sig capability, it would be a pretty bad choice, IMO.


Fortunately, the production (despite the existence of a few Star League 'mechs) of Null-sig systems (tech) comes 4 years after the Bloodhound Probe, which sees right through the Null-sig (we're 9 years from the probe anyway).

#31 rekohunter

    Member

  • PipPip
  • Legendary Founder
  • Legendary Founder
  • 20 posts

Posted 21 June 2012 - 04:43 PM

Can we fully power down our mechs on command? Forgive my ignorance I haven't been following this game nearly as much as I should.

#32 MrM1971

    Member

  • PipPipPipPipPip
  • 111 posts
  • LocationToronto Canada

Posted 21 June 2012 - 04:54 PM

yes you can powerdown yer mech at any time though it takes time to shut down and restart it ( theres pilot talents that can speed this up )

#33 Torcip

    Member

  • PipPipPipPipPip
  • 128 posts
  • LocationAnn Arbor, Michigan

Posted 21 June 2012 - 04:55 PM

View Postrekohunter, on 21 June 2012 - 04:43 PM, said:

Can we fully power down our mechs on command? Forgive my ignorance I haven't been following this game nearly as much as I should.


In previous mechwarrior games you could, so you would most likely be able to here. Good way to stay off radar until you have the perfect shot.

#34 rekohunter

    Member

  • PipPip
  • Legendary Founder
  • Legendary Founder
  • 20 posts

Posted 21 June 2012 - 04:58 PM

My catapult and I will be using this tactic then. Can't wait to actually play the game.

#35 Torcip

    Member

  • PipPipPipPipPip
  • 128 posts
  • LocationAnn Arbor, Michigan

Posted 21 June 2012 - 05:00 PM

View PostMajor Bill Curtis, on 21 June 2012 - 03:31 PM, said:


Fortunately, the production (despite the existence of a few Star League 'mechs) of Null-sig systems (tech) comes 4 years after the Bloodhound Probe, which sees right through the Null-sig (we're 9 years from the probe anyway).

Of course you could always just look out a window.

#36 Dimestore

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 302 posts
  • LocationVancouver (Pacific Standard Time Zone)

Posted 07 July 2012 - 12:37 AM

I'm especially fond of careful use of terrain combined with passive sensors. I can manually spot most mechs with minimal chance of them detecting me. If I have the Beagle Active Probe I'll take advantage of the extra sensor range to spot them first then switch to passive when I choose to close in and cause trouble (rain dance, hit & run, whatever works)
The key to stealth is: first, do not be spotted; second, spot them; third, take advantage of your information asymmetry, usually with some form of ambush (rain dance, hit & run, and/or literal ambush). If you're feeling particularly adventurous you can let them 'accidentally' spot you and lead them where you want them but that's riskier.

#37 Gishank

    Member

  • PipPipPip
  • 61 posts
  • LocationLondon, UK

Posted 07 July 2012 - 12:43 AM

Although this thread is rather old;

Couldn't one simply be stealthy by hiding and powering down till someone walks past before ambushing them?

#38 Moriarte

    Member

  • PipPipPip
  • 64 posts

Posted 07 July 2012 - 12:45 AM

Have a very good look at screenshot 10.

Thats stealth.

#39 Damion Sparhawk

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 799 posts
  • LocationUS

Posted 07 July 2012 - 12:48 AM

View PostOdweaver, on 21 June 2012 - 01:32 PM, said:

I am now picturing an atlas holding a tree in front of it's face while being in a semi crouched position.

don't forget the toilet paper roll

#40 Buck Rogers

    Member

  • PipPipPipPipPipPip
  • 230 posts
  • LocationMica Majority

Posted 07 July 2012 - 12:51 AM

I believe there are quite a few ways to implement limited stealth... Dense foliage cover, hidden positions, etc etc... Plus the Ravens electronics suite and whatnot.

One thing, that I absolutely will not stand for, is the World Of Tanks "if your camo rating is high enough you will be literally invisible to the enemy even if you are in close line of sight" crud.

I'm fine if my sensors don't see you - so long as my eyes can, if I'm a sharp lookout.

If there are Invisimechs, ala the much maligned Invisitanks from WoT, I will be beyond let down.

I've said WoT has some really good ideas. The invisitanks are not one of them.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users