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What would rock is having Active and Passive Radar togglable
Yes. ECM should be nerfed so it only stealths the mech its equipped on. But passive radar should also be added so mechs without ECM still have the option to use passive radar to obtain a lesser degree of stealth.
ECM should work as follows:
-Disrupt mode should
not have an AOE stealth bubble and ECM should only provide stealth to the mech its directly equipped on.
-Disrupt mode should
not prevent missiles from locking on. However ECM should still increase missile lockon time for both the equipped mech AND nearby friendly mechs just like it does now.
-Disrupt mode should counter BAP, TAG, NARC, and Artemis when theyre inside the ECM bubble just like it does now.
-Counter mode should counter enemy ECM just like it does now.
Active/Passive sensors should work as follows:
-You should be able to freely toggle between active/passive sensor modes whenever you want.
-Active sensor mode should work exactly the same as sensors currently do. BAP should only function while in active sensor mode.
-Passive sensor mode should give you similar stealth benefits as ECM except it should also turn off your ability to target enemy mechs, your ability to see detailed info, and your ability to share sensor information with teammates. BAP should also be disabled in passive sensor mode (since BAP is an "active" probe).
LRMs should undergo the following changes:
-Nerf the accuracy/spread/tracking of indirect LRMs. This is required due to the weaker ECM.
-Buff direct fire LRMs, specifically artemis because its currently not worth the tonnage.
-Discourage LRM spamming by decreasing their rate of fire and increasing their damage per missile. This would make LRMs less of a noob weapon because you would have to time your volleys better instead of just holding down the fire button and spamming missiles.
-Implement code that makes ammo switching possible. add thunder LRMs as an alternate ammo type (LRMs that drop mines at their point of impact) so LRMs still have some utility even when the enemy team has heavy stealth coverage. That way LRMs would always be able to do something useful even if they cant lock-on to enemy mechs.
Thunder LRMs
The main purpose of Thunder LRMs would be to discourage the enemy from advancing through mined areas. It would add a much needed element of zone control to the game.
Each thunder LRM would drop 1 mine at its point of impact with the ground. The mines would do X damage to the legs of enemy mechs that walk over them. Mines would be visible and have a duration of about 20-30 seconds before disappearing. The limited duration would prevent mines from being spammed everywhere.
Edited by Khobai, 20 April 2015 - 03:12 AM.