Sidenote: How targeting works
Before talking about ECM, I need to explain a little about how targeting works in MWO. While enemy mechs are visible to the player at long ranges, especially with zoom, the mechs’ simulated electronics only pick up enemy mechs in a limited range. Without enhancement, this range is 800 meters. If a potential target is within this 800m targeting range, and if the target is located in a cone representing the area visible outside the mech, then the mech’s HUD will display a red location indicator (Dorito) above the enemy mech, and the mech may be locked on to by the player.
If that enemy mech is locked onto by the player, the location information for that enemy is shared with all mechs on the player’s team (they all get the red location indicator). As such, mechs can lock on to targets outside their own line of sight but targeted by a teammate (indirect targeting).
If an enemy mech breaks line of sight with all mechs on the opposing team, or exceeds the targeting range, or is no longer locked by any team member, and isn’t under a UAV, the mech is no longer marked with a location indicator and may not be locked on to.
Electronic Counter Measures (ECM)
ECM provides effects that degrade the enemy’s ability to target the equipped mech and other friendly mechs nearby. This is very powerful as it prevents lock-on (and thus LRMs and SSRMS) and helps mask the location of protected mechs.
ECM is different than most Equipment in that there is a specific hardpoint required to install ECM. This limits the use of ECM to certain chassis. On mechs with the required hardpoint, ECM requires two critical slots to install. Inner Sphere ECM weighs 1.5 tons, Clan ECM weighs 1 ton.
ECM operates in two modes: disrupt and counter. In disrupt mode, the mech with ECM provides the beneficial ECM effects to itself and other friendly mechs in range. All mechs covered by the ECM effect (including the mech generating ECM) have an ECM icon displayed on their HUD at the right hand side of the screen. Friendly mechs will also see the ECM icon displayed next to the location indicator (Dorito) of other mechs covered by friendly ECM.
By default, ECM is in disrupt mode. There is a keybinding (default ‘J’) to switch to counter mode. In counter mode, the mech equipped with ECM begins jamming enemy disrupt mode ECM within the effective ECM range. An ECM mech in counter mode can jam one enemy unit in disrupt mode. If there is a second enemy mech in range operating disrupt mode ECM, the second mech’s ECM is unaffected by the jamming. The closest enemy mech is jammed.
ECM cannot be turned off--it will always operate in either disrupt or counter mode.
ECM is effective within a 180 meter radius of the equipped mech. Within this sphere, friendly mechs will gain the benefit of disrupt mode ECM (see below). Enemy mechs will experience a flicker to their HUD and an indicator on the right side of their screen showing they are within range of a hostile source of ECM. When a ECM is used in counter mode, enemy mechs do not receive these visual indicators--only an enemy unit whose own disrupt mode ECM is being jammed will be shown an indicator in their HUD.
The benefits of friendly disrupt mode ECM are as follows (for the purposes of this list “protected mechs” means the mech carrying ECM and any mechs on the same team as the ECM mech that are within 180m of the ECM mech):
- Protected mechs are ‘cloaked’--the targeting range for a cloaked mech is 25% of normal. So, for a mech with an unmodified targeting range of 800m, that mech must be inside 200m of a projected mech to gain a location indicator and potentially target the protected mech.
- Because cloaked mechs do not get a location indicator, their location is not shared with teammates.
- If a hostile mech moves inside the range of the cloaking effect (180m) for a protected mech the protected mech’s location indicator becomes active and the protected mech may be targeted. However, the targeting time is increased by 50%. This delay is also applied to teammates using the targeting information supplied by another mech (indirect targeting). There is also a 25% delay added to target information gathering.
- Narc beacons on protected mechs do not function, except if the mech providing ECM is Narc’d (see below).
- TAG used against a protect mech from outside the range of ECM functions normally and will overcome the cloaking effect on the tagged target. However, TAG from a source within an ECM field at a target within the same field does not work.
- As described above, an opposing mech equipped with ECM can move to within 180m and engage counter mode.
- A mech equipped with BAP can counter ECM (see below).
- UAV consumables show ECM protected mechs while the UAV is active.
- TAG, when used from outside the range of the ECM source, will eliminate ECM benefits from the TAG’d target (and provide the normal TAG bonuses).
- If a mech with ECM is hit with a Narc beacon its ECM is disabled for the duration of the Narc effect. (ECM blocks the Narc effect on other protected mechs.)
- When ECM equipped mechs are hit by a PPC or ERPPC, that mech’s ECM is disabled for a short period.
- Like other items fitted to mech critical slots, ECM can be destroyed by critical hits, or if the section of the mech containing the ECM is destroyed.
BAP (or Clan Active Probe, the Clan version) is an item that may be installed in any open critical slots on a mech to provide a boost to that mech’s targeting capabilities.
BAP weighs 1.5 tons and requires 2 critical slots to install. The Clan version requires one slot and weighs one ton.
When installed, BAP increases the targeting range of the mech by 25% and the speed at which detailed target information is gathered by 25%. It also allows the mech to target shutdown mechs with 120m (150m for Clan).
BAP provides an effect similar to ECM counter mode--when a mech with BAP is within 360m [ref] of an enemy mech equipped with ECM, that enemy ECM is effected as if the BAP-carrying mech had ECM operating in counter mode. One BAP module will have a counter effect on one enemy ECM and it will affect the closest.
If a mech has both ECM and BAP equipped, BAP does not provide this counter effect. The other bonuses apply.
Anti-Missile System (AMS)
AMS provides limited protection against Missile weapons. Like ECM, AMS requires a specific hardpoint type, thus limiting the number and location where AMS can be installed. Unlike ECM almost all mechs can equip AMS. AMS takes up 1 critical slot and weighs .5 tons. Clan AMS has the same fitting requirements but carries more ammo per ton (2000/ton, vs. 1000/ton IS). AMS requires ammo, which is purchased in 1 or .5 ton lots. Like other types of ammo, AMS ammo can explode.
AMS fires at enemy Missile projectiles within range (currently 120m optimal, 240 max. I do not know how damage drop-off effects AMS). To my knowledge, PGI has not shared the exact mechanics of how AMS shoots down Missile projectiles. As a rule of thumb, I believe AMS can shoot down about 2 Missile projectiles per second. The firing range and speed of the enemy projectiles will impact the effectiveness of AMS.
AMS targets all hostile Missile projectile types: LRM, SRM, SSRM, and Narc. AMS will not target anything except enemy Missile Projectiles. AMS will fire at any eligible projectiles in range, but prioritizes those targeted at the mech carrying the AMS system.
AMS is automated, in that by default it will target and fire at any eligible target in range. However, AMS is not very discriminating and will fire through terrain and at Missile projectiles which are not going to hit anything. AMS fire also gives a clear indication of the firing mech’s location while the mech is in cover. AMS can be disabled and should be until needed (the default keybinding is ‘~’, tilde).
It is important to note that while one AMS system will not stop a Missile barrage, several mechs in proximity with AMS will significantly reduce incoming volleys. I recommend all Heavy and Assault mechs install AMS as the fitting requirements are insignificant at those weights.
Jump Jets
Jump jets (JJ) are classified as Equipment in MWO. Only certain mechs can carry jump jets, but this limitation is not hardpoint-based. Instead, each mech has a jump jet capacity which determines the number of jump jets that chassis can install (and for most mechs this number is zero). Jump jets each take one critical slot and can only be installed in a mech’s legs, right and left torsos, or center torso. While each JJ takes one critical slot, jump jet weight varies based on the weight of the chassis they are limited to. Assault jump jets (Class 1) weigh 2 tons. The lightest jump jets (Class 5) weigh .5 tons. The mechlab will only show the type of jump jets appropriate for that mech. Jump jet classes cannot be mixed on the same mech. (Jump jets on Clan mechs are fitted differently--I’ll cover that in the mech customization article).
A mech with jump jets has a new movement option during matches. When the JJ keybinding (default is spacebar) is held down, the jump jets activate and the mech lifts into the air. If the mech is in forward motion most of that inertia is maintained. If the mech is stationary, the jump jets will impart a slight forward motion.
Jump jets have limited reaction mass, which is displayed on the HUD to the right of the minimap. While the jump jets are idle, this ‘fuel’ regenerates quickly. When the available reaction mass is exhausted, the jump jets cut out.
The number of jump jets on a mech determine how effective the jump jets are. More jump jets will increase the available reaction mass/fuel, allowing the jump jets to be used longer. More jump jets will also increase the thrust available, letting the mech jump higher and more quickly.
MASC
MASC (Myomer Accelerator Signal Circuitry) is a somewhat rare type of equipment that temporarily increases the ambulatory speed and maneuverability of a mech. Specifically, when MASC is activated it significantly increases the mech’s top speed, acceleration, and deceleration as well as reducing the turn radius.
To equip MASC, a mech must be MASC-capable (there are currently only two such chassis in the game). MASC does not require a specific hardpoint (e.g., ECM) but it does consume critical slots and tonnage. Like Jump Jets, there are different size categories of MASC (Mk I -- Mk V) and a mech must use the size category appropriate to the mech’s tonnage. Only one MASC unit is allowed per chassis. MASC can be the recipient of critical hit damage--a destroyed MASC unit disables the MASC capability for that mech but has no other effect.
There are penalties to using MASC to offset some of the benefits. First, over-use use of MASC will damage and eventually destroy the internal structure of the mech’s legs. Second, the targeting reticle will shake while MASC is active.
When MASC is activated a MASC gauge will appear to the left of the targeting reticle and a rising audio cue will play. These two indicators let the player know how close they are to incurring MASC damage. If the MASC gauge goes over 75% then the internal structure of both legs are damaged every half-second for as long as the gauge remains over 75%. The amount of damage is random within a narrow range and is scaled to the size category of the mech.
When MASC is not engaged, the level of the MASC gauge will slowly decay over time--at a zero level the gauge disappears until MASC is re-engaged.
[MASC patch notes]
Command Console and Targeting Computer
Command Consoles and Targeting Computers are similar in effect--both provide targeting bonuses and other boons to the equipping mech.
Command Consoles are used by the Inner Sphere. A Command Console takes one critical slot and weighs 3 tons. Command Consoles must be installed in the head of the mech--this uses the single open critical slot in the head. Only Heavy and Assault class mechs can equip Command Consoles.
Command Consoles provide the following bonuses:
- Zoom distance +12%
- Targeting range +6%
- Detailed target info gathering -42.5%
Targeting Computers convey the following bonuses (values given are for Mk1 and Mk7. See Smurfys for more detail):
- Zoom distance [+4.5% to +15.0%]
- Sensor range [+2.25% to +7.5%]
- Detailed target info gathering [-22.5% to -75.0%]
- Projectile weapon projectile speed [+4.5% to +15.0]
- Beam weapon long range [+2.25% to +7.5%]
- Beam weapon max range [+2.25% to +7.5%]
- Critical chance for projectile and beam weapons [+7.25% to +12.50%]
Sidenote: Targeting time reduction vs. target info gathering reduction (or, “How do I lock-on faster?”)
Being able to lock a target more quickly is a great benefit. But I’ve seen some confusion over what modules and equipment affect lock-on time so I wanted to clarify the issue, if I can.
First, there are two time-reduction effects related to targeting:
- Targeting time -- this is the time to initially gain a lock on an enemy (the spinning white lock-on indicator turns red and you can launch LRMs/SSRMs.)
- Target info gathering time -- after gaining the lock, this is how long it takes detailed targeting information to appear (the type of mech you have locked and the damage paper doll in the top right of your screen appear.)
Unlike lock-on time, there are a number of ways to increase target info gathering time (such as BAP, Target Info Gathering module, Command Console, etc.) If the tool-tip refers to “detailed targeting info” or something similar the item doesn’t change lock-on time, just the time required to see the additional target information.
This is one of a series of articles on concepts in MWO. If you found this article helpful, you may wish to read the other articles listed in this post.
Edited by Gauvan, 01 September 2015 - 05:03 PM.