Jump to content

Ewar: Target Information Gathering

Balance Loadout

7 replies to this topic

#1 Artgathan

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 1,764 posts

Posted 02 December 2014 - 10:28 AM

I was messing around in the mechlab / training grounds today (checking out how BAP / Command Console / Target Information Gathering Module speed up Target Information Gathering) and I made some interesting discoveries.

Firstly, the speed at which you gain information about a target is dictated by the range from the target. However this relationship is not linear: it's a set of three hard range bands (the times given here are for unmodified sensors):
  • > 500 m takes 5 seconds to gather info
  • 500 - 100 m takes 3.5 seconds to gather info
  • < 100 m takes ~1 - 1.5 second to gather info (I couldn't dial this value in using my stopwatch)
This means that if I'm standing 500m or more from a mech, it will take 5 seconds from the instant I push the 'R' key until I get to see the paperdoll with the mech's loadout in the upper-right corner of the screen. If I'm between 500 and 100 meters, this takes 3.5 seconds. Less than 100 meters and it takes ~1.5 seconds.


These times are then modified by the various pieces of EWAR Equipment (IE: BAP will decrease these times, while ECM increases them).

What I noticed was that the Range Bands never changed. For instance, I expected that when I mounted a BAP, I would get the 3.5 second gathering (which would be ~2.63 seconds with BAP), from a distance of ~625m (since BAP extends sensor range by 25%). However this was not the case - BAP still used the same range bands (>500, 500 - 100, <100) as the basic sensors.

I think it would be interesting for equipment (and modules) that affect Sensor Range to also affect the ranges involved in Target Information Gathering. This would make the battlefield a little bit more dynamic, and allow for increased scouting roles since scouts (that mounted BAP, CC or the Adv. Sensor Module) would gather information faster from longer ranges.

For instance, a mech carrying the Adv. Sensor Module (and nothing else) would gather information in 3.5 seconds @ 625 meters, whereas a mech with nothing would gather information in 3.5 seconds @ 500 meters.

Edited by Artgathan, 02 December 2014 - 06:10 PM.


#2 Artgathan

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 1,764 posts

Posted 02 December 2014 - 06:13 PM

To build on the OP: this makes for another way to diversify mechs in role warfare, as well as beef up the "Information Warfare" aspect of the game a bit too (since different mechs will have different Information Gathering Speeds at different ranges). I can't imagine that this change would be too difficult to implement (the code governing current sensor ranges would just need to be reapplied here), and it would help bolster some lagging areas in the game.

The fact that this exists also shows that there's code in the game that allows our sensors to behave differently based on our distance to the target, which makes for interesting opportunities.

#3 Tekadept

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,290 posts
  • LocationPerth, Australia

Posted 02 December 2014 - 06:22 PM

I reckon this functionality is purely by accident and not working as intended.

#4 Sandpit

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 17,419 posts
  • Facebook: Link
  • Twitter: Link
  • LocationArkansas

Posted 02 December 2014 - 06:53 PM

That's an interesting idea. Anything to help diversity in the mechs

#5 Nightmare1

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,636 posts
  • Twitch: Link
  • LocationPeeking over your shoulder while eating your cookies.

Posted 02 December 2014 - 07:14 PM

My first reaction to this was, "Wow, someone was bored enough that they sat there with a stopwatch and timed this stuff?"

:lol:

Overall, I do appreciate the data though and think it's admirable that you chose to share it with us! Thanks a lot! :)

#6 Artgathan

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 1,764 posts

Posted 02 December 2014 - 07:21 PM

View PostNightmare1, on 02 December 2014 - 07:14 PM, said:

My first reaction to this was, "Wow, someone was bored enough that they sat there with a stopwatch and timed this stuff?"

:lol:

Overall, I do appreciate the data though and think it's admirable that you chose to share it with us! Thanks a lot! :)


Well initially I wanted to figure out how long it takes to get the locks. I've never actually seen the numbers for it (despite checking in a few places). Then I noticed that when I got close to the target the time changed, so I checked to see if it was linear. All in all, about 30 minutes of testing, running back and forth on River City with a Locust and Highlander in the Training Grounds.

And it's my pleasure to share the data :)

Now I just want to see PGI do something with it! Information Warfare has so much potential to be more interesting and interactive.

Edited by Artgathan, 02 December 2014 - 07:21 PM.


#7 Barantor

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 2,592 posts
  • LocationLexington, KY USA

Posted 02 December 2014 - 07:21 PM

I definitely think that it would make bap/commandconsole/modules more worth it to take if these types of things were implemented.

Stacking things should always give a better payout, especially when those things cost weight that could go to weapons instead.

#8 Commander Harrison

    Member

  • PipPip
  • The Undertaker
  • The Undertaker
  • 36 posts

Posted 16 November 2015 - 07:24 PM

Love these numbers. I often run both CAP and Targeting Computer 1, but always did wonder how much those two items improved target info times, and in fact I was contemplating removing either one of them to free up a ton. But now that I see the difference can be somewhat significant... I'll be leaving both of them in :)





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users