Clan Beagle Active Probe No Effect
#1
Posted 10 October 2014 - 11:13 AM
#2
Posted 10 October 2014 - 11:17 AM
#3
Posted 10 October 2014 - 11:25 AM
#4
Posted 10 October 2014 - 11:30 AM
#5
Posted 10 October 2014 - 11:37 AM
#6
Posted 10 October 2014 - 12:20 PM
#7
Posted 10 October 2014 - 12:36 PM
#8
Posted 10 October 2014 - 01:45 PM
#9
Posted 10 October 2014 - 04:09 PM
MAFH, on 10 October 2014 - 01:45 PM, said:
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
Posted 11 October 2014 - 12:05 AM
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
Posted 11 October 2014 - 02:13 AM
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
Posted 11 October 2014 - 08:56 PM
Every other weightclass usually has enough free tonnage to carry a BAP and should do so.
#13
Posted 12 October 2014 - 12:02 PM
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
Posted 12 October 2014 - 04:12 PM
MAFH, on 12 October 2014 - 12:02 PM, said:
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
Posted 12 October 2014 - 04:47 PM
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
Posted 13 October 2014 - 01:31 PM
MAFH, on 12 October 2014 - 12:02 PM, said:
one mech left on the enemy team (AS7-D-DC)
Range to the AS7 90m no lock ... explain away....
Peachybelle, on 12 October 2014 - 04:47 PM, said:
Could be a bug.
#17
Posted 13 October 2014 - 02:10 PM
MAFH, on 10 October 2014 - 11:13 AM, 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.
#18
Posted 13 October 2014 - 02:36 PM
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
Posted 13 October 2014 - 05:05 PM
Koniving, 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
Posted 13 October 2014 - 05:13 PM
Chaosity, on 13 October 2014 - 05:05 PM, said:
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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