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Roland's Treatise On Ecm And Sensors

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#81 Roland

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Posted 18 September 2014 - 08:54 AM

Quote

although we should do our due diligence by testing things on the test-server.


This kind of goes without saying... but maybe it does in fact need to be said.

ANY changes of the type described here would require some non-trivial testing by the user population as a whole, on the test server... Not just internal testing. Folks will need to play around with it and see how things work, because the changes would be significant.

I think the player base is more willing to accept significant change if it isn't just shoved down their throat, and they're able to see it and play with it before it "goes live".

#82 Prezimonto

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Posted 18 September 2014 - 09:06 AM

View PostRoland, on 17 September 2014 - 09:51 AM, said:

Ok folks, I think that's all I got. Do as you will with it.



This I love:
active/passive radar modes.

Things I think could be improved:
ECM/BAP functionality... I would like to see ECM and BAP each have a toggle mode, in addition to what you describe, with the caveate that they would also both become universally available.

ECM toggle: turns off solo stealth benefit, turns on an umbrella that negates NARC/TAG/ARTEMIS advantages and increases the time to lock (which I agree should be separate from targeting information gathering, but a few seconds (maybe 2). Enough to desynchronize missile fire from other weapons... slightly increasing the risk a missile needs to take to reliable fire missiles for effect.

BAP/CAP toggle: Pings out an additional 25% of range, allowing you to toggle a BAP and receive a very long range radar sweep... but it would reveal you for several seconds to any mech you detect.

BAP/CAP should also plot the radar detection radii of any mechs within it's range... giving you a composite view of who can see you vs. not see you. This feature should work even in passive mode(though I agree the rest of BAP/ECM should be disabled when passive).

LRMs: probably as fine a solution as any.

Things I dislike:
loss of synergy between sensors and weapon systems. I would much prefer a holistic solution that makes scouts more directly useful that just locating the enemy.

#83 Chronojam

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Posted 18 September 2014 - 09:18 AM

View PostRoland, on 18 September 2014 - 08:54 AM, said:



This kind of goes without saying... but maybe it does in fact need to be said.

ANY changes of the type described here would require some non-trivial testing by the user population as a whole, on the test server... Not just internal testing. Folks will need to play around with it and see how things work, because the changes would be significant.

I think the player base is more willing to accept significant change if it isn't just shoved down their throat, and they're able to see it and play with it before it "goes live".

Definitely. The ability to have some feedback before it's just sprung on people is probably really important to do this time around, and presumably these numbers will need some tweaking to get them to the point where players and groups agree that they work well.

#84 Chronojam

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Posted 18 September 2014 - 09:25 AM

View PostPrezimonto, on 18 September 2014 - 09:06 AM, said:

Things I think could be improved:
ECM/BAP functionality... I would like to see ECM and BAP each have a toggle mode, in addition to what you describe, with the caveate that they would also both become universally available.


Not all ECM gear is created equally, that's what's fun about what Battletech brings to the board. In addition to the basic level Guardian ECM, and the more powerful Angel ECM (close to what we have), and the Clan's ECM based on Guardian, basic improved sensors, etc.

One of the EWAR gear options is an older model that's both an ECM and a BAP, with the downside being that it's got worse range than either of those, and it's also bulky and heavy. I'm not of the opinion that tabletop weight/crits should be preserved always, but this EWAR gear was 7.5 tons(!) and 4 crits(!). Having a "poor man's" set of gear available that could toggle between BAP and ECM mode for any mech could be interesting, especially if it has no "off switch" option and HARM-style LRMS come into play.

#85 Reno Blade

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Posted 18 September 2014 - 09:38 AM

View PostRoland, on 18 September 2014 - 08:16 AM, said:


Well, recall here that the detection ranges we're talking about will generally be DRAMATICALLY reduced compared to your current visual detection range. For a passive locust, even if you're active you won't see him on your radar until he's within 360m.

I think this is the really key point that many are overlooking... as many folks are imagining it will just be like MW4, where generally you were detecting another active mech from 1000m out in any direction. (although even in that situation, most players were constantly going back and forth between active and passive to reduce their radar footprint down to 600m)

Under this system, those detection ranges are much smaller.. meaning that in many cases your best sensor is still going to be your eyes.

And this, in turn, means that using cover to go undetected is still of absolutely critical importance... because if you're sneaky, you'll be able to get quite close to the enemy without them knowing you are there.

And in this regard, the non-LOS based model actually facilitates such tactics.. because a light mech will potentially have contacts on the heavier enemy mechs, despite he himself being undetectable, because he's outside their detection range, and also under cover so they cannot spot him visually.


In terms of UAV's, I would imagine that a UAV would give you a much wider detection range than mechs are normally going to be picking up. For instance, you could pop a UAV, and it would spot the locust who is sneaking around 400m from you, despite the fact that your normal sensors can't detect him.

I don know...
I remember the OP-Seismic times with 200m or what it was.
It was the best module and it still is very usefull with the 120m or whatever we have now.

Even if you have a locust with 144m range on each side of a ridge, they will see each other always?
No chance for a city fight for any surprise.
IF BAP would give you the chance to see behind buildings, ok.
But if you can always "wall-hack" see through... not gonna like that.
No Cave rush, no ridge movements, no city fights.

It improves long range LOS sniping (you don't really need lock for that).
sneaking around for medium ranges (if there is no scout) would be possible, but sneaking behind people and behind cover will give you NO cover from radar.
using cover is an important part of tactics and strategy.

BAP being able to detect shut down mechs is a great thing, but nobody uses this to "sneak" in an ambush, because nobody would fall for it before it gets discovered.

If we combine your sensor range + ECM with the curent LOS and front-only radar, it would be perfect.

#86 Chronojam

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Posted 18 September 2014 - 09:40 AM

Funny you talk about wall-hack city fights, when one of the missing view modes that was discussed is "magnetometric" vision to see through walls and spot mechs.

#87 Blakkstar

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Posted 18 September 2014 - 09:40 AM

Battletech: Total Warfare, page 134

ECM SUITE
An ECM suite has an effect radius of six hexes that creates a “bubble” around the carrying unit. The ECM’s disruptive abilities affect all enemy units inside this bubble, as well as any line of sight traced through the bubble. It has no effect on units friendly to the unit carrying the ECM. Within its effect radius, an ECM suite has the following effects on the following systems. The ECM suite does not affect other scanning and targeting devices, such as TAG and targeting computers. (emphasis mine)

Active Probe: Active probes cannot penetrate the ECM’s area of effect. The probing unit would notice that it is being jammed, however.
Artemis IV FCS: ECM blocks the effects of Artemis IV fire control systems. Artemis-equipped launchers may be fired as normal missiles through the ECM, but they lose the Cluster Hits Table bonus.
Narc Missile Beacon: Missiles equipped to home in on an attached Narc pod lose the Cluster Hits Table bonus for that system if the pods themselves lie within an ECM “bubble.” The Narc launcher itself (standard and iNarc) is not affected by ECM. ***
(Also affects C3 computers, which as of yet don't exist in game)

So, ECM is supposed to counter other electronic goodies, not alter core gameplay mechanics like spotting and targeting. But the reason ECM is overpowered is because indirect LRM fire is overpowered.

Battletech: Total Warfare, Page 111
LRM Indirect Fire

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. ***

We don't have to-hit rolls in MWO, but the takeaway is that LRM fire is supposed to be more difficult than direct fire, and considerably more difficult if the spotter is doing anything other than spotting. This can be easily approximated in game though by making an LRM spotter hold a reticule lock on the target, similar to how a Mech achieves direct LRM lock. The spotter could shoot, but doing any sort of maneuvering would be difficult. It would be a big improvement over tapping R then going about your business. Other balancing tweaks could include more missile spread for indirect fire, and flattening the LRM indirect arc.

Overall net effect: ECM becomes a counter-measure and not an invisibility cloak. LRM indirect fire is made more difficult, thus reducing the need for ECM to be an invisibility cloak. Skill and teamwork are rewarded, and the luck of how many LRM and ECM mechs MM puts on your team plays less of a factor in the outcome.

Edited by Blakkstar, 18 September 2014 - 09:41 AM.


#88 Roland

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Posted 18 September 2014 - 09:53 AM

View PostReno Blade, on 18 September 2014 - 09:38 AM, said:

I don know...
I remember the OP-Seismic times with 200m or what it was.
It was the best module and it still is very usefull with the 120m or whatever we have now.

Even if you have a locust with 144m range on each side of a ridge, they will see each other always?
No chance for a city fight for any surprise.
IF BAP would give you the chance to see behind buildings, ok.
But if you can always "wall-hack" see through... not gonna like that.
No Cave rush, no ridge movements, no city fights.

Bear in mind how short range 144m is. It's basically touching your mech.

Such a radar system most definitely does not preclude ambushes and infighting, mainly because most infighting actually is taking place around 200-300m. Mechs, especially those in passive mode, would definitely be able to sneak through caves and tunnels.

To give some historical context here... we used to consistently run infighting mechs back in MW4, and were able to consistently get within range. And we had tons of awesome city fights on maps like Big City, Inner City, etc. And in that game, the shortest radar detection footprint you could get on a non-ECM mech was 600m.

In game, the ranges we're talking about here are generally closer than they sound when you look at the raw numbers.

Generally, once you're inside 500m, it's on like Donkey Kong. If you're looking for an infight, you pretty much got it.

Quote

It improves long range LOS sniping (you don't really need lock for that).

sneaking around for medium ranges (if there is no scout) would be possible, but sneaking behind people and behind cover will give you NO cover from radar.
using cover is an important part of tactics and strategy.


Again, I absolutely agree that use of cover is an important part of strategy. I would absolutely not want to detract from that.

But the system described here doesn't.. because the ranges for detection can be controlled and made to be quite small when you want to be stealthy.

And remember, the whole reason for this is so that a scout mech is able to sneak up within close range to an enemy force, get their location, while not exposing him to return fire and detection. Under the current system, you can't actually know the enemy is there unless you're NOT under cover.

#89 Prezimonto

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Posted 18 September 2014 - 09:54 AM

View PostChronojam, on 18 September 2014 - 09:25 AM, said:

Not all ECM gear is created equally, that's what's fun about what Battletech brings to the board. In addition to the basic level Guardian ECM, and the more powerful Angel ECM (close to what we have), and the Clan's ECM based on Guardian, basic improved sensors, etc.

One of the EWAR gear options is an older model that's both an ECM and a BAP, with the downside being that it's got worse range than either of those, and it's also bulky and heavy. I'm not of the opinion that tabletop weight/crits should be preserved always, but this EWAR gear was 7.5 tons(!) and 4 crits(!). Having a "poor man's" set of gear available that could toggle between BAP and ECM mode for any mech could be interesting, especially if it has no "off switch" option and HARM-style LRMS come into play.

I'm not against that either, though I strongly believe if ECM is balanced there's not a great reason to keep it defined for only handful of mechs. It's a good thing right now because ECM is so unbalanced to limit it's availability.

I'd like to point out mechs like the Spider 5V that would greatly benefit from being able to play an EWAR role/stealth gear, but if we limit the hardpoints to variants that have it in TT, there's going to be a missed opportunity to give them a place to exist.

The alternative it to just go through and add the optional hardpoints onto those mechs.. which is also doable. I honestly don't care if they're universally available or limited but with some wider availability to suck tier variants and give a super heavy and less streamlined version (with some likely balancing as that thing is silly for the cost) to the rest of the mech population.

#90 DocBach

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Posted 18 September 2014 - 09:55 AM

View PostBlakkstar, on 18 September 2014 - 09:40 AM, said:

Battletech: Total Warfare, page 134

ECM SUITE
An ECM suite has an effect radius of six hexes that creates a “bubble” around the carrying unit. The ECM’s disruptive abilities affect all enemy units inside this bubble, as well as any line of sight traced through the bubble. It has no effect on units friendly to the unit carrying the ECM. Within its effect radius, an ECM suite has the following effects on the following systems. The ECM suite does not affect other scanning and targeting devices, such as TAG and targeting computers. (emphasis mine)

Active Probe: Active probes cannot penetrate the ECM’s area of effect. The probing unit would notice that it is being jammed, however.
Artemis IV FCS: ECM blocks the effects of Artemis IV fire control systems. Artemis-equipped launchers may be fired as normal missiles through the ECM, but they lose the Cluster Hits Table bonus.
Narc Missile Beacon: Missiles equipped to home in on an attached Narc pod lose the Cluster Hits Table bonus for that system if the pods themselves lie within an ECM “bubble.” The Narc launcher itself (standard and iNarc) is not affected by ECM. ***
(Also affects C3 computers, which as of yet don't exist in game)

So, ECM is supposed to counter other electronic goodies, not alter core gameplay mechanics like spotting and targeting. But the reason ECM is overpowered is because indirect LRM fire is overpowered.

Battletech: Total Warfare, Page 111
LRM Indirect Fire

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. ***

We don't have to-hit rolls in MWO, but the takeaway is that LRM fire is supposed to be more difficult than direct fire, and considerably more difficult if the spotter is doing anything other than spotting. This can be easily approximated in game though by making an LRM spotter hold a reticule lock on the target, similar to how a Mech achieves direct LRM lock. The spotter could shoot, but doing any sort of maneuvering would be difficult. It would be a big improvement over tapping R then going about your business. Other balancing tweaks could include more missile spread for indirect fire, and flattening the LRM indirect arc.

Overall net effect: ECM becomes a counter-measure and not an invisibility cloak. LRM indirect fire is made more difficult, thus reducing the need for ECM to be an invisibility cloak. Skill and teamwork are rewarded, and the luck of how many LRM and ECM mechs MM puts on your team plays less of a factor in the outcome.


This assessment is true for ECM only if you don't take in effect the extended rule sets like Tactical Operations. Pretty much, ECM makes spotting an enemy via standard sensors impossible until you get into 240 meters, and then you have roughly an 8% chance of detecting them.

The biggest difference is the fact that units in Battletech that are spotted visually without sensors (in line of sight) can be attacked with any weapon without penalty, including LRM's, unless the ECM unit is running in a third mode called Ghost Target mode (which isn't in MWO) -- Ghost mode incurs a +1 penalty to hit against. The biggest difference in ECM from MWO and Battletech is the inability to lock on targets that are visible to gain locks as MWO requires LRM's to have to be fully effective.

ECM is actually working pretty close to how it is suppose to be working in some ways -- in Battletech, sensors can see beyond LOS, and ECM shields units from that detection. The difference is, we don't have that ability in MWO, we have to see targets in LOS to target it, and as ECM shields from sensors in LOS, it creates an inability to use guided weapons, which was not an issue in lore.

Easiest way I figure to recreate that is keep ECM more or less intact as it is currently, but allow players to manually target visible enemies with ECM within sensor range. Or, like Roland suggested, have LRM's adopt a locking mechanic similar to MW4 where they didn't need to actually have an enemy targeted before getting a lock.

Edited by DocBach, 18 September 2014 - 10:05 AM.


#91 Prezimonto

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Posted 18 September 2014 - 09:57 AM

View PostReno Blade, on 18 September 2014 - 09:38 AM, said:

I don know...
I remember the OP-Seismic times with 200m or what it was.
It was the best module and it still is very usefull with the 120m or whatever we have now.

Even if you have a locust with 144m range on each side of a ridge, they will see each other always?
No chance for a city fight for any surprise.
IF BAP would give you the chance to see behind buildings, ok.
But if you can always "wall-hack" see through... not gonna like that.
No Cave rush, no ridge movements, no city fights.


I would be more work, but I wouldn't be adverse to buildings and tunnels that have significant metal deposits eliminating any but passive radar signatures. Basically, areas where active radar doesn't function on the maps... not all hills and ridges, but some places. That would also put some meaning and utility back into UAV's.

#92 Reno Blade

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Posted 18 September 2014 - 10:05 AM

It's been a long time, but do you remember cave rushes on Frozen City when Seismic got into the game?
Even now with its lower range, you can station someone near C3 to watch both the cave AND the sattle around the dropship ridge covering 2 of 3 paths with one mech that uses this seismic sensor.

If I understand you right, most mechs can stand around CR and see everything in the cave, at the sattle AND around the dropship with a x-ray radar up to the lower part of the dropship without any way to get close if you don't take light mechs with ecm/passive or go around the highway to the back of the spawn zone.
And even then, you can't get close enough for most mechs to stay undetected.

#93 StalaggtIKE

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Posted 18 September 2014 - 10:08 AM

View PostRoland, on 17 September 2014 - 09:51 AM, said:

(There are some tables in this post... if they get screwed up by the forum software, I'll fix them in a little while)

As there is an ongoing discussion regarding some notion of a player council, I've decided that I'm not really that into the drama surrounding such a thing. If put on it, so be it, but I'm kind of beyond caring about a "pre-meeting meeting" to vote about who goes on a ballot to be voted on.

That being said, I've been considering a rework of the sensor system for quite a while, and as such I've put together the following proposal for consideration. Folks can do with it as they see fit. Feel free to offer suggestions for improvement, etc.

The ultimate goal of this proposal is, above all else, to increase the fun level of the game for all involved. If we lose sight of that goal, then we miss our mark, because we are designing a game here. The point of games is to have fun.

In order to try and make things more fun, I'm presenting some systems which focus on two areas They attempt to add depth by making things like sensor detection a more nuanced process, while still being reasonably easy to understand for players. They also attempt to create a more consistent gameplay experience, with less volatile fluctuations from match to match in terms of certain weapons or mechs shifting wildly from underpowered to overpowered based on factors outside the shooter's control.

Further, on top of all of that, I've attempted to constrain my ideas based on technical feasibility. I believe that everything I'm suggesting can be implemented without significant issues, as they all are essentially repackaging of features which we have already seen in MWO throughout its development timeline. This is important, because no matter how great an idea is, it's pointless if it requires 80 thousand man-hours to implement.

Finally, I believe that the type of system proposed here is extensible, potentially facilitating development of a number of additional systems to add complexity and depth at a future date (although these future systems are not discussed here).

This proposal consists of the following major sections:
  • Weight based detection range for mechs (Larger mechs are easier to detect than smaller ones)
  • Non Line-of-Sight radar
  • Introduction of active and passive detection modes
  • Changes to ECM and BAP to focus primarily on detection range modification
  • Changes to LRM's to be more easily balanced with other weapon types, more consistently performing in all situations, and thus less frustrating for both shooters and targets
With all of that laid out, let's get to it.




Weight Based Detection Range

The first major change I would make to the sensor system is to modify the detection range of mechs based upon their weight. Put simply, the heavier a mech is, the easier it is to detect it on radar.

Others have previously suggested that weight class have an impact on detection range, but I'm going a bit further here and suggesting that it be related to the actual weight of the mech itself, as this helps address a common issue that we see, where lighter mechs in a class (like the locust) lack purpose.

This provides a significant benefit, in that lighter mechs suddenly have a reason to exist, which is sorely missing from the current game. Again, what I'm saying here is not simply that LIGHT mechs will have a reason to exist (although they are sorely under-represented in the overall player population, as evident by their consistently low drop counts, often dropping into single digit percentages). But rather LIGHTER mechs will have a benefit. So in any given weight class, the lighter mechs will have some stealth benefit that will help to counter their relative lack of tonnage compared to the heavier mechs in their weight class.

I'm thinking that the base range at which a mech could be detected by a mech with it's active radar on would be 1000m - (5 x (100-MechTonnage))

Note, that modifier of 5 could be tweaked down, in order to reduce the amount that weight affects detection range if we wanted for balance reasons. However, I think that number seems to result in a pretty good detection gradient across mechs.

So you'd have the following example detection ranges:
Atlas 1000m
Awesome/Victor 900m
MadCat 875m
Hunchback 750m
Jenner 675m
Locust 600m

So we see a number of advantages with this system. First, the medium weight class suddenly has some significant utility. The hunchback's sensor advantage over a 75 ton heavy chassis is non-trivial, at 125m. That's enough time for a pilot to say, "Whoa, I don't think I want to walk right in front of that guy," and plan a more prudent avenue of attack. Yet at the same time, he's not magically invisible to sensors. Indeed, it's possible that another, lighter mech actually already has HIM on sensors.

Likewise, even the lowly locust has utility suddenly.... It still can't really carry weapons or armor, but it can out-scout anything at this point. Even against another light mech like a Jenner, the Locust has a narrow buffer zone of 75m that he could potentially work to hold contact without being detected.

Now, in discussions with others about this idea, it was suggested that this gradient of sensor detection ranges may be too complex to keep in mind, compared to more static detection ranges in a game like Mechwarrior 4. However, I think that the system is actually pretty easy to grasp once you realize that it boils down to one fairly simple rule:
All else being equal, you will see a heavier mech before it sees you.

Non Line-of-Sight Based Radar

To further support this notion of scouts, I'm proposing a return to a more omni-directional, non-LOS based radar system as seen in prior Mechwarrior titles.

The reason for this is that the requirement of a direct LOS on a target in order to see it means that it's very difficult, if not impossible, for a mech to truly just scout an enemy force. In order to perceive them on sensors now, he must have a direct line of sight to them. This means that he's exposed to direct fire, and is thus directly engaged in combat in order to gather any intelligence on the enemy forces. This kind of reduces the ability to be stealthy, since for many light scouts, if they stop they are going to get one-shotted. So they need to be moving around constantly, explicitly without cover between them at the mechs they are scouting.

Back in MW4, I routinely ran as a scout for my lance. Scouting in that game was in many ways much more complex and more rewarding than in MWO, because it was all about using sensor ranges in addition to your eyes to locate the enemy without them seeing you.

A large part of this centered around staying under cover and not exposing yourself, while still achieving sensor coverage over areas. You could scout a valley on the other side of a mountain ridge by running along the ridgeline but not popping up over the top... unless you wanted to check briefly to see visually whether there were mechs that were undetectable based on range.

MWO's vision based radar system kind of negates a lot of this, as detection is based specifically upon not having anything between you and your target. This means that in MWO, regardless of your sensor suite or mech, if you can detect a mech, then he can see you. The only thing that actual detection ranges do in MWO is effectively determine missile lock capabilities by providing the magic taco chip, and this is a big problem. Sensors need to be providing situational awareness, not merely a mechanism for locking missiles.

As such, I'd propose going back to an omni-directional radar system which ignores terrain and provides a sensor sweep around a given mech. This is certainly achievable from a technical perspective, as they effectively had it with the Seismic sensor.

The result of this change is that, coupled with the weight based detection ranges noted above, mechs are able to really use their sensors in a tactical manner. The player will know with some degree of certainty (again, fostering the notion of consistence between player expectations and what he experiences) what his exposure level is and what is around him. It'll help facilitate the type of scouting I described above, where a scout can use his sensors to observe regions without necessarily exposing himself to direct fire.

This in turn enables a significant amount of tactical movement, as both sides end up having potentially improved situational awareness which they can use to base their maneuvering on. I say potentially, because combined with the variations in detection range based on weight class, the overall picture of the battlefield will vary significantly based upon how mechs are utilized and positioned. Scouts become extremely important.

(Note, the more observant of you may be noting that with such a system, if we were to leave LRM's as they are, this would be devastating as folks could hold locks and pound you with missiles, without you even being able to shoot the spotter... don't worry, that's addressed later with the LRM changes)

Active and Passive Sensor Modes

In addition to the weight based detection ranges mentioned above, I propose adding in an ability for all mechs to toggle their radar between active and passive modes. As an actual mechanism in game, I'd suggest a simple keybind, such as currently used for toggling the ECM mode. Indeed, you could probably just use that keybind itself, as my suggestion for ECM implementation does not require ECM toggling.

The idea of this will be familiar to anyone who played prior mechwarrior titles. You can run active radar and extend the range at which you can detect enemy mechs, but in doing so you also extend the range at which you can be detected by enemy mechs. Or, you can go into passive mode and be "flying blind", but greatly reduce the range at which you can be detected by other mechs.

Let's assume that the ranges given previously are the "base" ranges for mechs being detectable, while they themselves are in active radar mode, by another active mech.

Flipping into passive radar mode will cause the following to happen:
The range at which you can detect enemy mechs is reduced by 60%
The range at which you can be detected by enemy mechs is reduced by 40%

To give some example numbers, We can take the previously listed example mechs and put together the ranges that they will be detectable in various combinations of sensors.

Posted Image






So this, combined with the previously described changes, create a fairly wide variety of sensor options for a given player, which in turn enables a variety of tactics and playstyles.

This helps temper the changes of the radar model to an omnidirectional, non-LOS model, by enabling mechs to choose to be stealthy by running in passive mode, and thus greatly reducing their detection by enemy mechs who may be fairly close.

As we see, a tiny locust running in passive mode reduces his radar footprint down to a fairly tiny 360m, so that he could get almost on top of enemy mechs and not be noticed. Of course, at the same time, he won't actually see anything lighter than an 80 ton assault mech on his radar, even if they're running in active mode at that range. So he could theoretically sneak up on an active atlas while running in passive mode and detect him unnoticed, but if there happens to be a hunchback standing there too, he won't see him until he's within 300m, which is inside the hunchback's range of detection on the locust.

What this will enable is that mechs will be able to go passive and choose to rely much more directly upon their line of sight, so the type of gameplay we have currently is still possible. That is, you will still be able to sneak around under cover as we do today. You can go through a tunnel on forest colony or frozen city, and still be relatively undetectable unless someone is sitting right there next to the tunnel.

What's nice about this as well, is that it tends to enable a more interactive sensor experience for the player. Under such a system, a scouting mech tends to constantly be flipping back and forth between active and passive mode... running passive most of the time to minimize the liklihood of his detection, while periodically flashing active to get a quick snapshot of what is around him, and then going passive again.

Likewise, on the receiving end of this, enemy mechs will end up getting a quick flash on their radar, but often not know exactly WHERE it was unless they just happened to be looking at their own radar at that exact moment. Since the radar is omnidirectional and not just LOS, the detection is not going to be guaranteed to pop up right in front of them... This creates a situation where players report things like, "I had a flash contact, but I didn't get a bearing on it." This in itself heightens the level of suspense in the game, improving the overall experience.


Changes to BAP and ECM

Now we get to the original issue, which is ECM. Hopefully folks understand at this point how these two systems don't really exist in a vacuum. They are components of the overall sensor system in game, and this whole package needs to be considered holistically, to deliver on the notion of "information warfare".

In this system, most of the depth of the sensor system is derived from the previously described changes. As a result, both ECM and BAP can largely be simplified.

The way I'm considering it is a fairly straightforward modification of detection range with these pieces of equipment.

BAP increases a mech's ability to detect other mechs by 25%.
ECM reduces a mech's detection range by other mechs by 25%.

Effectively, the two systems cancel each other out.

I remove all impact of these systems on missiles. ECM is no longer a shield that protects you against missiles, or disrupts other mechs' abilities to lock missiles. It still offers some protection, in that it makes you harder to detect, but the effect is much less overt. It's merely a subtle reduction in the range at which someone can lock you up and fire on you.

Also, I would remove the ability for these systems to affect other mechs. They will only impact the carrier directly. Thus, ECM is useful for scouts, primarilly operating away from their main lance.

This brings up another interesting implication of all of these changes.

In the system proposed here, since different mechs have different detection ranges, based on their size and their equipment, this provides some incentive to spread forces out a bit more to gather information on the enemy forces. That is, it's not necessarily a great idea to have everyone clustered together in a giant blob, because doing so effectively makes the whole body as detectable as the biggest mech.

But at the same time, the same strengths that come with consolidated forces continue to exist. So you end up with a tradeoff of different strengths. You can spread out your forces and be more likely to get detections on enemy forces early enough to re-deploy your own, but risk getting isolated sections of your team caught by enemy forces while too far away from friendlies to get support.

Additionally, these systems ONLY work when a mech is in Active Radar Mode. That is, passive detection ranges for passive mechs are always the same as those described previously. ECM will make an active mech less detectable, while BAP will make an active mech more capable of detecting other mechs.

This then puts BAP on par with ECM in terms of utility in many ways. As a result of this, I would suggest making similar restrictions to BAP, enabling only certain mechs to carry it (generally mechs which carried in in their stock configurations, similar to how we deal with ECM mechs now).

What you'll see is that certain mechs, like the Raven, will become exceptionally good at scouting, as they will be able to run both BAP and ECM, allowing them to run active all the time and only really be matched in terms of detection by other mechs carrying the same combination.

And yet, at the same time, these mechs are not the uber-powerhouses that they were back when ECM was originally introduced, because the systems don't really play a direct role in terms of combat.

To grasp the difference here, we need to consider the primary reason why ECM was so powerful on a mech like the Raven is that it enabled the raven to carry SSRM's (which were extremely powerful then), while countering the ability for OTHER mechs to use SSRM's on the raven.

Given that we've removed ECM's ability to disrupt missile locking, this issue tends to go away. The ability to carry ECM and BAP is still advantageous, to be sure, but that advantage is largely confined to scouting and information gathering, and thus only indirectly impacting combat. Neither of these systems will directly prevent the usage of any other system or weapon any longer.

With these change to BAP and ECM, we get the following changes to the table presented previously.

Note, I've added some rows with ECM enabled mechs, namely the Atlas and the Raven. I've added the DWolf in as an example of a non ECM equipped 100 ton mech to compare to the atlas.

Posted Image




Another point to note here, is that the way effects are applied goes as such:
Target State (Active or passive) > ECM > BAP
The result of this is that BAP doesn't exactly cancel out ECM, since it's increase of range is applied afterwards. So, the 25% increase you're getting isn't quite as large as the 25% reduction the ECM originally applied. So, even against BAP mechs, ECM still has some utility (although lessened).

Some other implications here. ECM is, essentially, reducing the radar footprint of the mech to that of a mech half its size. An ECM equipped atlas, for instance, is equivalent to a hunchback in terms of detectability.

Changes to Long Range Missiles

The final section of this proposal includes an overhaul of the LRM weapons systems. I think many folks agree that LRM's have been a consistent source of balance issues. This isn't because they are necessarily under or over-powered, but rather because they function in such a way as to make their performance extremely inconsistent across different matches. Against some opponents they are like the hand of God, crushing targets who have virtually no way to counter attack. Against others, they are a complete waste of weapons tonnage. Very rarely do LRM's ever seem balanced to all parties involved. The result of this is a weapon system which will often be a source of frustration for either the shooter or the target.

A big part of this has already been addressed above, by the removal of ECM's ability to affect missiles. With that change, LRM's can no longer be automatically negated by a 1.5 ton piece of equipment.

However, the overall impact of allowing LRM's to target mechs without LOS results in some major balance problems. Getting pummeled by LRM's from a mech behind cover is really quite un-fun.. And with sensors able to gain detections through terrain, this would be greatly magnified, as you could potentially be spotted by someone who is under cover.

In order to address this, I would make LRM's require a direct LOS in order to fire on a target. That is, you would be required to not only hold the target yourself to lock missiles on it, but you would actually have to expose your mech to return fire to get the lock.

The exception to this rule will be TAG and NARC. If a mech is tagged or Narc'ed, then that mech will then be able to be targeted indirectly, as is the case today. Effectively, if a mech is tagged or narced, it's as though every mech has a direct LOS to that target.

Now, the requirement for direct LOS (excepting Narc and Tag) itself would be crippling to LRM's as they exist today, because in a direct firefight LRM"s have many disadvantages. To counterbalance this, the second change I would make to missiles would be that I would revert them to their original mechanic they had in closed beta, where missiles continue to track a target once fired, without the shooter needing to hold lock. This has an important impact, in that it makes LRM's much more useful in terms of direct combat, in that a shooter does not need to just continue staring at a target to hold a lock. LRM carriers can engage in normal combat, spreading and soaking damage just like everyone else. This has the effect of making it so that LRM's will become more compatible with other direct fire weaponry, enabling mechs which are effective with a mix of LRM's and other weaponry.

Further, I suggest making it such that LRM's do not actually need a radar lock to fire on a target. That is, if you can directly see an enemy mech, you can lock LRM's onto it regardless of whether it's within radar detection range. So at no point are you stuck in a situation where those LRM's are useless. If you can see a mech, and it's within range of your missiles, you can hit it.

Thus, under such a system, a shooter could have targets on radar, either through his teammates relayed contacts or his own radar system. However, he would need to position himself in such a fashion as to get direct LOS on those targets to start raining down LRM's onto them. But once in position, he would only need to expose himself for as long as it took to get a missile lock (a second or so), unleash his missiles, and then he would be free to duck down behind cover.

The target gets an opportunity to fire on the LRM shooter, while the LRM shooter is guaranteed to be able to use his missiles. What's more, he knows that if he fires those missiles, there's a quite good chance of them actually hitting the target. Overall, neither player is put in a position where he feels powerless, or his weapons feel useless.

Also, given that LRM's are then used in a situation which is a bit more similar to other weaponry, this should make them easier to balance.



Ok folks, I think that's all I got. Do as you will with it.


Posted Image

#94 DocBach

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Posted 18 September 2014 - 10:11 AM

View PostReno Blade, on 18 September 2014 - 10:05 AM, said:

It's been a long time, but do you remember cave rushes on Frozen City when Seismic got into the game?
Even now with its lower range, you can station someone near C3 to watch both the cave AND the sattle around the dropship ridge covering 2 of 3 paths with one mech that uses this seismic sensor.

If I understand you right, most mechs can stand around CR and see everything in the cave, at the sattle AND around the dropship with a x-ray radar up to the lower part of the dropship without any way to get close if you don't take light mechs with ecm/passive or go around the highway to the back of the spawn zone.
And even then, you can't get close enough for most mechs to stay undetected.


One of the biggest reasons I believe any active radar should be tied in with the Beagle Active Probe -- with ECM blocking that ability.

#95 KingCobra

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Posted 18 September 2014 - 10:15 AM

Carrie harder said (MekTek tried to very late in the mod's lifetime, but the "Old Guard" didn't really like it... )

Let me say this is total Bullshitt I was there im old guard and I worked with MekTek staff on the Mektek mod. And we were not against LOS it was the younger NHUA pop sniper tard crowd clowns that could not do without there 100 % radar detection to get 1 shot kills every battle.
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I think 90 % of what roland has posted is a very good idea but it would need a lot of beta testing and in fact the game on the test server would have to be stat rewound back to Closed beta days to see what the real effects on the game and systems would be.


P.S I guess Im pissed at this stupid comment I had to come back and say the old guard tried to help mektek resurrect MechWarrir4 and keep it alive for as long as possible and what remains of most of the old guard play now on GameRanger a few play MWO most are long gone.

These younger NHUA pop sniper tard crowd clowns still harass old players still on GameRanger even today they were the ones that continually crashed the MekTek servers and disrupted any chance of making Mecharrior4 a viable and free to play game for the masses on a internet download.

Some of these same disruptive clowns are playing MWO and are behind many or the disruptive goon #saveMWO tactics they have employed for many years.

Edited by KingCobra, 18 September 2014 - 10:33 AM.


#96 VanillaG

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Posted 18 September 2014 - 10:21 AM

View PostReno Blade, on 18 September 2014 - 10:05 AM, said:

It's been a long time, but do you remember cave rushes on Frozen City when Seismic got into the game?
Even now with its lower range, you can station someone near C3 to watch both the cave AND the sattle around the dropship ridge covering 2 of 3 paths with one mech that uses this seismic sensor.

If I understand you right, most mechs can stand around CR and see everything in the cave, at the sattle AND around the dropship with a x-ray radar up to the lower part of the dropship without any way to get close if you don't take light mechs with ecm/passive or go around the highway to the back of the spawn zone.
And even then, you can't get close enough for most mechs to stay undetected.

Possible solution would be to have maps modified with a "radar detection mesh" so that in some parts of the maps ranges are modified. So in the case of a cave, you get no detection and in city maps ranges are reduced.

#97 EvilCow

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Posted 18 September 2014 - 10:27 AM

View PostVanillaG, on 18 September 2014 - 10:21 AM, said:

Possible solution would be to have maps modified with a "radar detection mesh" so that in some parts of the maps ranges are modified. So in the case of a cave, you get no detection and in city maps ranges are reduced.


For sake of simplicity probably the current line-of-sight sensors model should be maintained, everything else Roland proposed is fine IMHO.

#98 Reno Blade

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Posted 18 September 2014 - 10:30 AM

View PostVanillaG, on 18 September 2014 - 10:21 AM, said:

Possible solution would be to have maps modified with a "radar detection mesh" so that in some parts of the maps ranges are modified. So in the case of a cave, you get no detection and in city maps ranges are reduced.

Well,
if we had different terrains blocking different sensors, it would be great, but a radar should never penetrate everything :)=
Buildings/dropship blocking all magnetic sensors.
Some (not too thick) obstacles allowing thermal radiation through, like the floor/wall of a factory building where you can hide in. etc.

#99 Roland

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Posted 18 September 2014 - 10:33 AM

View PostReno Blade, on 18 September 2014 - 10:05 AM, said:

It's been a long time, but do you remember cave rushes on Frozen City when Seismic got into the game?
Even now with its lower range, you can station someone near C3 to watch both the cave AND the sattle around the dropship ridge covering 2 of 3 paths with one mech that uses this seismic sensor.

If I understand you right, most mechs can stand around CR and see everything in the cave, at the sattle AND around the dropship with a x-ray radar up to the lower part of the dropship without any way to get close if you don't take light mechs with ecm/passive or go around the highway to the back of the spawn zone.
And even then, you can't get close enough for most mechs to stay undetected.


Ah, but that's all part of the game... Because the trick becomes how do you detect those mechs without them knowing that you've detected them? It's the interplay of being able to flip radars on and off, and work on the edge of detection, that makes the interplay interesting.

Regardless, I expected this to be a contentious issue. Hopefully Amaris will decide to post up some of his thoughts regarding this.

#100 Firemage

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Posted 18 September 2014 - 10:35 AM

I may not fully agree with everything you have here but i feel it is a well written and thoughtful approach to some long term issues.

As for the think i disagree with, I feel that BAP should still offer it's ability to detect powered down mechs, and ECM the ability to disrupt sensors when right on top of someone, maybe only disrupt the active sensors of mechs within the 180 bubble and force them to go passive to find and deal with the bugger.

I would also suggest UAVs offer LOS like narc and tag.

Otherwise again i say nice work.





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