#1
Posted 13 January 2021 - 07:21 PM
The main things I am wondering is how things like TAG artemis and narc interact and most importantly what "tracking strength" is. I understand that ATMs have artemis built in but are there any cavoites to that?
I know streaks cant use artemis but do they get bonuses from narc and tag?
#2
Posted 14 January 2021 - 12:15 AM
- There are two lock on states - Direct lock on and indirect lock on. Direct lock on makes missiles fire in a straighter light at higher velocities with less spread while indirect lock on makes missiles fly slower at a higher arc and more spread. Direct locks also lock on much faster than indirect.
- TAG'd mech locks are treated as direct lock for allies. NARC'd mech locks have the smaller spread, but the lock on time is treated as indirect to give mechs time to find cover.
- You cannot lock on a mech with Stealth armor unless you use TAG or NARC.
- TAG removes ECM and allows you to lock on faster.
- From what I understand, Artemis does not affect ATMS/Streaks at all.
- Your lock on time is dependent on your sensor range. The more sensor range you have, the faster your missiles lock on.
#3
Posted 14 January 2021 - 01:18 AM
#4
Posted 14 January 2021 - 04:43 AM
Cichol Balor, on 14 January 2021 - 01:18 AM, said:
It used to, but they made it so spread is now affected by whether it's direct or indirect line of sight. Tag just allows allies to target a mech as if it was in direct line of sight, but if you are staring at it already, it makes zero difference unless it's being used to uncloak an ECM or Stealth armor mech.
You'd only bring TAG as a missile mech if you want to target ECM/Stealth targets in your own line of sight.
Edited by Elizander, 14 January 2021 - 04:44 AM.
#5
Posted 15 January 2021 - 03:08 AM
Elizander, on 14 January 2021 - 12:15 AM, said:
- There are two lock on states - Direct lock on and indirect lock on. Direct lock on makes missiles fire in a straighter light at higher velocities with less spread while indirect lock on makes missiles fly slower at a higher arc and more spread. Direct locks also lock on much faster than indirect.
- TAG'd mech locks are treated as direct lock for allies. NARC'd mech locks have the smaller spread, but the lock on time is treated as indirect to give mechs time to find cover.
- You cannot lock on a mech with Stealth armor unless you use TAG or NARC.
- TAG removes ECM and allows you to lock on faster.
- From what I understand, Artemis does not affect ATMS/Streaks at all.
- Your lock on time is dependent on your sensor range. The more sensor range you have, the faster your missiles lock on.
Elizander is mostly correct here. Only one thing, only the indirect lock-on time is affected by sensor range. Direct fire lock-on is not further modified at all.
#8
Posted 22 January 2021 - 03:03 AM
Cichol Balor, on 21 January 2021 - 11:28 PM, said:
Its how often they change their direction.
You can see it with missiles that lost their lock, they go straight on the last path they took (Lock missiles target centermass, thats why you often hit the enemys legs of players that just go back to break a lock.)
but if you relook in time, they will change to the new position of the target
You are right, its more important for hitting fast things, but its limited to the turning factor of the missiles, they cant do 180 degree turns at one step anymore.
There was a time, where you could use this to get enemys behind cover with some bending
and there was a time, long ago, where you could use this to hit the enemy in front of you in the back with your missiles. Now you can use it seldom to do some tricks, they removed lots of skill but gave much more ammo for simple spamming.
Edited by Kroete, 22 January 2021 - 03:08 AM.
#9
Posted 25 January 2021 - 03:02 AM
#10
Posted 26 January 2021 - 01:20 AM
How should I best utilise the ATMs? Fire enemies at middle range (320m ~ 500m) and also use it to do brawling within the 270m range (>120m) as a direct fire? Or should I just swap out the ATM and replace them with SRM for knife brawling?
Thank you
Have Fun
Stay Safe
#11
Posted 26 January 2021 - 01:39 AM
#12
Posted 26 January 2021 - 02:00 AM
When I configure my mech, what is the minimum height that my mech should be able to jump so that it can do the poptarts effectively? Because I afraid that if I equip too many jumpjets, then I will scarifice my armour/weapons/ammo/speed.
Thank You
Have Fun
Stay Safe
#13
Posted 26 January 2021 - 03:57 AM
NiceDad, on 26 January 2021 - 02:00 AM, said:
There is absolutely no need to apologize for being new and unfamiliar with the lingo everyone throws around. And yes, that's poptarting.
I am no expert, but on my poptarts, I usually aim for about 30m jump height, which usually translates to 3 jets, depending on the mech tonnage. I think 20m is the bare minimum.
#14
Posted 26 January 2021 - 05:42 AM
Also TY to everyone who has helped me in this thread.
Edited by Cichol Balor, 26 January 2021 - 05:43 AM.
#15
Posted 28 January 2021 - 03:51 PM
#16
Posted 28 January 2021 - 11:09 PM
TheCaptainJZ, on 28 January 2021 - 03:51 PM, said:
Not entirely correct.
ECM has always (at least in the time I'm playing) completely prevented locks in two ways:
1. by not being able to lock onto an ECM-shielded target because nobody is in range yet. (Reduced sensor range against ECM-shielded units)
2. by disrupting your sensors while you are in their ECM bubble (120m radius)
Both are still effective as of today.
What ECM also did was to increase the missile-lock times in all cases, which was altered in the missile rework patch some time ago so that this now affects indirect-fire locks only. (Indirect-fire locks are further affected by the distance to the target and your own sensor range)
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