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Clan Beagle Active Probe No Effect


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#1 MAFH

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Posted 10 October 2014 - 11:13 AM

Equiped Clan Beagle Active Probe does not counter ECM, LRMs can not be locked.

#2 Bilbo

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Posted 10 October 2014 - 11:17 AM

You have to be within a certain range to cancel the ecm. I can't recall what it is, but it is fairly close.

#3 Summon3r

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Posted 10 October 2014 - 11:25 AM

180ish comes to mind

#4 Lt Badger

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Posted 10 October 2014 - 11:30 AM

its about 150 meters i quess, some range like targeting shut down mechs

#5 DEMAX51

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Posted 10 October 2014 - 11:37 AM

Pretty sure it's 150m or within to cancel an ECM.

#6 Grendel408

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Posted 10 October 2014 - 12:20 PM

150 meters... I run most of my Lights and Mediums with BAP to counter those lone pesky scouts :P

#7 Thorqemada

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Posted 10 October 2014 - 12:36 PM

And BAP only works if there is 1 or more BAP for each ECM in that Area bcs BAP < ECM+1

#8 MAFH

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Posted 10 October 2014 - 01:45 PM

i know all this!!!

#9 DEMAX51

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Posted 10 October 2014 - 04:09 PM

View PostMAFH, on 10 October 2014 - 01:45 PM, said:

i know all this!!!

Well, to be perfectly frank man, I haven't heard (nor have I experienced) any bugs regarding CAP and ECM. Which pretty much means your issue can be little other than a lack of understanding of some of the game's mechanics, or a lack of understanding what is actually happening in-game when you have this issue (i.e. situational awareness).

Edited by DEMAX51, 10 October 2014 - 04:12 PM.


#10 RighteousDude

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Posted 11 October 2014 - 12:05 AM

OYG.... please. PLEASE SOMEBODY PUT A DETAILED DESCRIPTION OF BAP IN GAME SO THAT MORE PEOPLE WILL USE IT. B.A.P. (Beagle Active Probe 1.5 tons) and "C.A.P." (Clan Active Probe 1.0 tons) are the single most useful item to have in your 'Mech, and NOBODY USES IT. There are multiple forum posts stating exactly what each of them do. I'll repeat them here with added situational explanations. BAP and CAP counters 1 enemy ECM inside a 150m radius of you, (if you're the only one with beagle, and 2 ravens run into the group, nobody will ever see the 3 direwolfs, 3 timberwolfs, and 3 stormcrows coming up your six. Ever see the little "cell phone low signal" bars next to blue guys triangles? that means they don't have beagle, and cannot broadcast anything to the team when they hit "R"). Increases sensor range by 25% (this means that you can target ECM outside its 180 meter range, you cancel them 150 and closer, and can target them from 180 to 220m. really messes up those kiting lights when you can light' em up for your team) Decreases target information gather by 2.5 seconds (this means that when you hit "R" to target an enemy, which nobody EVER DOES. there's a readout of their current weapons loadout, and overall condition in the top right of your screen. normally takes 4.5 seconds to ascertain where they're missing armor to take an easy kill. With BAP this is reduced to 2 seconds. couple this with target info gathering module and you get a .5 second time delay before all information is available.) Also allows you to maintain targeting information (or detect) shut down mechs within 50 m. (basically if you're being hounded by some tird in a gimpwolf running 2 LPL, and 4 MPL, and he overheats, you can still receive support rain from friendlys.)

To play as a team you have to recognize that INFORMATION IS KEY. This is NOT Call of Duty, YOU ARE NOT AN ARMY OF ONE, (I don't care how many UAC/5's you have on your direwolf, it's cheese and you're useless in all but 1 out of 1,000,000 circumstances) Using information you can diversify your loadout. have a couple LRM's on your 52 K/h Atlas, so that your fast buddies hold a lock while you fire LRM's till you come around the corner and bring dual UAC'5's to the fray. But don't listen to me, "Right" is in my name so I must be wrong. Not that my timberwolf, with 2 LRM 10's, 1 UAC/5, 4 ML's CAP, T-COM mk1, AMS, does at the very least 400 damage, win or lose. versatile team play is what this game is about, and since the devs don't want anyone knowing the true capabilities of BAP/CAP on shorthand, i get stuck with colossal idiots that don't even know how to turn around.....

[redacted]

Edited by Egomane, 16 October 2014 - 12:58 PM.
insults


#11 Lt Badger

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Posted 11 October 2014 - 02:13 AM

nice lecture RightecusDude ;)

it is an old question: whitch loadout is good for me AND my team, many people forget this AND
it is also that way some people´re playing: ECM- spider with er-ppc ECM- ravens with dual erll, or LRM- equipped ECM- commandos running their own ways and let the team unprotected, dual ac-20 jagers waiting to get their chance to fight in close range, sure, they do terrible damage in close range, but on maps like alpine peaks, or caustic walley they´re useless most of the time

i prefer also versalite equipment, if possible, running direwolf with four cuac10 is funny but three of them + 2 lrm10 + CAP is better, btw my current equipment is 2*clrm15- art, 2*cuac5, 2*erll and 2*erml + CAP that alows me to fight targeted, or non,-targeted enemies in all ranges on all maps, 90 dmg alpha by 70% heat

back to topic and ancillary to RightecusDude, using BAP or CAP helps your team to target an ECM- spider running around you, if you´re skilled light pilot, you can counter enemy DDC, or pursue and counter enemy ECM- light and allow your team to target and eliminate them (for example, i do both using my 4*SRM4 oxide, if possible), LRM- boat without BAP, or CAP is not an LRM- boat - you don´t have 25% more sensor range and you don´t see enemy ECM- light standing behind you and ripping your back

BAP and CAP´re very usefull and to find 1,5t/1t free weight in a med, heavy or even assault is almost no problem at all

Edited by Lt Badger, 11 October 2014 - 02:15 AM.


#12 Thorqemada

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Posted 11 October 2014 - 08:56 PM

Medium Mechs have a too restricted payload so only a few exceptions like Streak SRM Anti-Light Mediums have enough tons free to carry a BAP.

Every other weightclass usually has enough free tonnage to carry a BAP and should do so.

#13 MAFH

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Posted 12 October 2014 - 12:02 PM

Situation (my mech WHK-Prime with C-BAP):
one mech left on the enemy team (AS7-D-DC)
Range to the AS7 90m no lock ... explain away....

Edited by MAFH, 12 October 2014 - 12:03 PM.


#14 Endriago Hunter

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Posted 12 October 2014 - 04:12 PM

View PostMAFH, on 12 October 2014 - 12:02 PM, said:

Situation (my mech WHK-Prime with C-BAP):
one mech left on the enemy team (AS7-D-DC)
Range to the AS7 90m no lock ... explain away....


Your CAP may have been destroyed. ATM from what I recall there is no way to tell in-game that equipment that doesn't show up on your weapons loadout has been destroyed unless you hear Bitchin' Betty sound off. Someone may have gotten a lucky crit and took it out, or ammo explosion did. This would be an unlikely scenario though if it was in your head-slot but still possible.

#15 Peachybelle

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Posted 12 October 2014 - 04:47 PM

A more possible situation would be that the DDC is still under an ECM bubble. you might be able to disable the DDC atlas ECM, but if another ecm capable mech is within the vicinity near the DDC but out of your CAP's range, you might not even notice that he's still being covered.

also, server lags occasionally causes locking jams. It happens on my side; and too rare and sporadic for me to report it as a bug.

#16 Postumus

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Posted 13 October 2014 - 01:31 PM

View PostMAFH, on 12 October 2014 - 12:02 PM, said:

Situation (my mech WHK-Prime with C-BAP):
one mech left on the enemy team (AS7-D-DC)
Range to the AS7 90m no lock ... explain away....


View PostPeachybelle, on 12 October 2014 - 04:47 PM, said:

A more possible situation would be that the DDC is still under an ECM bubble.


Could be a bug.

#17 Koniving

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Posted 13 October 2014 - 02:10 PM

View PostMAFH, on 10 October 2014 - 11:13 AM, said:

Equiped Clan Beagle Active Probe does not counter ECM, LRMs can not be locked.


You must 1) be within 150 meters to counter enemy ECM.
And you must for Clan BAP only, 2) TARGET the ECM USER to counter it!

The enemy ECM will remain countered only as long as you are actively targeting the ECM user.

#18 NeonKnight

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Posted 13 October 2014 - 02:36 PM

Works fine for me.

To add to the above

1. Must be withing 150 meters
2. Must not be destroyed....yes it can be critted.
3. There must be one and ONLY one in your range, i.e. BAP counters 1 ECM, 2 BAP counter 2 ECM, 3 BAP counter 3 ECM

As far as I know BAP has (clan or IS) does not have to 'targeted' to work.

#19 Chaosity

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Posted 13 October 2014 - 05:05 PM

View PostKoniving, on 13 October 2014 - 02:10 PM, said:



You must 1) be within 150 meters to counter enemy ECM.
And you must for Clan BAP only, 2) TARGET the ECM USER to counter it!

The enemy ECM will remain countered only as long as you are actively targeting the ECM user.

That makes no sense. If you are not countering the ECM you cannot target it to counter it. Catch-22 situation, chicken and egg (which came first), etc.


#20 Koniving

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Posted 13 October 2014 - 05:13 PM

View PostChaosity, on 13 October 2014 - 05:05 PM, said:

That makes no sense. If you are not countering the ECM you cannot target it to counter it. Catch-22 situation, chicken and egg (which came first), etc.


Within 200 meters you can target any enemy ECM.
Within 150 meters you can target said ECM.

There's no catch-22 situation here.

You can't lock it. But you can target it ®.





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