Clan Beagle Active Probe No Effect
#21
Posted 13 October 2014 - 11:31 PM
#22
Posted 14 October 2014 - 03:12 AM
Already did a bug report on this but the thread has dissappeared and bug remains unsolved as of last i checked.
The "bug" is more likely a decimal error in the value.
as to what is actually wrong with the CAP, its 25% sensor range increase works fine for the standard 800m increase by 200.
however, the 200m detection range of ECM mechs are only increased by 0.25%, instead of either 0.25 or 25% increase. this results in the CAP not giving the increased detection range to your "passive" sensors that can normarlly pick up ECM mechs within 200-180m.
The ADV. sensor module however does give the 25% range on passive, which means we have a soft counter module that is 100 times as effective as the CAPs softcounter, quite an issue for streaks users that could benefit from the full 180 - 300m lockon range that should be possible with the combination of both module and CAP.
After all the Standard lock-on range becomes 1200 when the two are combined.
In short, CAP has an error on the short-range/passive sensor increase, everything else about it works fine.
#23
Posted 23 April 2015 - 03:58 PM
The CAP leaves out this part of the description leading me to believe that it doesn't.
#24
Posted 23 April 2015 - 04:38 PM
WyldWilk, on 23 April 2015 - 03:58 PM, said:
The CAP leaves out this part of the description leading me to believe that it doesn't.
It most certainly does.
They function identically.
#25
Posted 23 April 2015 - 04:41 PM
Besides the tonnage/crit requirements, the CAP has a greater shutdown detection range than IS BAP (for reasons beyond my comprehension). Everything else is the same.
Edited by Deathlike, 23 April 2015 - 04:41 PM.
#26
Posted 23 April 2015 - 04:45 PM
#28
Posted 23 April 2015 - 06:09 PM
Deathlike, on 23 April 2015 - 04:41 PM, said:
Besides the tonnage/crit requirements, the CAP has a greater shutdown detection range than IS BAP (for reasons beyond my comprehension). Everything else is the same.
They were normalized, were they not?
Used to be 120 and 150 counter ECM distance.
Was the detection not adjusted?
#29
Posted 23 April 2015 - 06:29 PM
Mcgral18, on 23 April 2015 - 06:09 PM, said:
They were normalized, were they not?
Used to be 120 and 150 counter ECM distance.
Was the detection not adjusted?
I am pretty sure the Counter Detection range is the same for both (240m or so IIRC).
It's the Shutdown detection range that was different (I don't believe smurfy's is out of date with that particular info though).
From gamedata.pak:
<Module id="9002" name="BeagleProbe" CType="CBAPStats" faction="InnerSphere">
<Loc nameTag="@BeagleProbe" descTag="@BeagleProbe_desc" iconTag="StoreIcons\BeagleProbe.dds" />
<ModuleStats slots="2" tons="1.5" health="10" amountAllowed="1"/>
<BAPStats rangeboost="0.25" gaintimeboost="0.25" mechdetectionrange="120.0" />
</Module>
<Module id="9020" name="ClanActiveProbe" CType="CClanBAPStats" faction="Clan">
<Loc nameTag="@ClanActiveProbe" descTag="@ClanActiveProbe_desc" iconTag="StoreIcons\ClanActiveProbe.png" />
<ModuleStats slots="1" tons="1" health="10" amountAllowed="1"/>
<BAPStats rangeboost="0.25" gaintimeboost="0.25" mechdetectionrange="150.0" />
</Module>
For the IS and Clan Active Probes, they do have different shutdown ranges of 120m and 150m respectively.
Edited by Deathlike, 23 April 2015 - 06:36 PM.
#30
Posted 24 April 2015 - 09:32 AM
Kilo 40, on 23 April 2015 - 05:53 PM, said:
You can target any enemy ECM at 200 meters or less. With advanced sensor module and other sensor range increases you can go longer than that (I think it tops out at 235 if I'm not mistaken). At that range you can lock, even without BAP or anything else.
At 180 meters or less, you are jammed.
With BAP, you counter at 150 meters where you can then lock.
#31
Posted 24 April 2015 - 09:44 AM
#32
Posted 24 April 2015 - 09:46 AM
Koniving, on 24 April 2015 - 09:32 AM, said:
Been buffed to 200M (for both factions)
Deathlike, on 23 April 2015 - 06:29 PM, said:
I am pretty sure the Counter Detection range is the same for both (240m or so IIRC).
It's the Shutdown detection range that was different (I don't believe smurfy's is out of date with that particular info though).
From gamedata.pak:
<Module id="9002" name="BeagleProbe" CType="CBAPStats" faction="InnerSphere"> <Loc nameTag="@BeagleProbe" descTag="@BeagleProbe_desc" iconTag="StoreIcons\BeagleProbe.dds" /> <ModuleStats slots="2" tons="1.5" health="10" amountAllowed="1"/> <BAPStats rangeboost="0.25" gaintimeboost="0.25" mechdetectionrange="120.0" /> </Module> <Module id="9020" name="ClanActiveProbe" CType="CClanBAPStats" faction="Clan"> <Loc nameTag="@ClanActiveProbe" descTag="@ClanActiveProbe_desc" iconTag="StoreIcons\ClanActiveProbe.png" /> <ModuleStats slots="1" tons="1" health="10" amountAllowed="1"/> <BAPStats rangeboost="0.25" gaintimeboost="0.25" mechdetectionrange="150.0" /> </Module>
For the IS and Clan Active Probes, they do have different shutdown ranges of 120m and 150m respectively.
Alright, so that one was never touched.
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