POWERING DOWN
#1
Posted 06 July 2012 - 08:32 PM
#2
Posted 06 July 2012 - 08:38 PM
#3
Posted 06 July 2012 - 08:42 PM
#4
Posted 06 July 2012 - 08:43 PM
Edited by BellatorMonk, 06 July 2012 - 08:43 PM.
#5
Posted 06 July 2012 - 08:43 PM
#6
Posted 06 July 2012 - 08:52 PM
#7
Posted 06 July 2012 - 09:01 PM
DaUgh1701, on 06 July 2012 - 08:52 PM, said:
he'd spot you with his radar as soon as you came within line of sight though no? i never quite understood the electronic warfare aspect of mechwarrior even though i played several of the games. i tried running around with radar off in Mercs but i still get spotted and lit up... and then lit up with lasers. also, if you power off, do you become invisible to radar?
#8
Posted 07 July 2012 - 12:00 PM
#9
Posted 07 July 2012 - 12:04 PM
#12
Posted 07 July 2012 - 12:44 PM
The only form of detection that is known to be auto-relayed to team mates is electronic detection. Active sensors have long ranges for both detecting and being detected. Passive sensors have short ranges for detecting and being detected but there is a "sweet spot" where someone using passive sensors can detect an opponent using active sensors but not the other way around. A shutdown mech has no electonics active so it can neither detect nor be detected electronically (leaving the special case of the Beagle Active Probe aside)
Simple visual detection is pretty straight-forward and is the most commonway you will see a shutdown mech.
Thermal detection does not appear to be auto-relayed, operating as a slight variation on simple visual detection. It would be especially weak vs a shutdown mech due to the loss of normal visual detail but it could be more effective against passive sensors in an area with bad simple visual visibility (ie fog/storms, camo).
Magnetosense is an explicitly short range sense whose main purpose is to give a couple seconds of early warning that you're about to be ambushed by a shutdown mech. It is unclear whether this detection will be relayed to team mates but it seems likely.
There are two things that mess with these clean explainations: beagle active probe (BAP); and electronic countermeasures (ECM)
BAP is a component that provides enhanced active sensors. Range is enhanced and the ability to detect shutdown mechs at close range is added.
ECM mess with your enemies sensors (especially active sensors) their detection range is reduced and mssile locks are less reliable.
As a scout I will be using all of these details to give my team advantage; whether it's simple location info; rain dancing; or baiting a trap.
#13
Posted 07 July 2012 - 12:48 PM
#14
Posted 07 July 2012 - 12:50 PM
AntharPrime, on 07 July 2012 - 12:19 PM, said:
How do you know this? As far as I know, noone outside of beta has that type of info.
They gave an overview of the current state of skills & modules in one of the official posts (with provisos that the details might change as it's still a beta). I think it was the Dev Blog about role warfare? You'll have to dig it up yourself if you want the details; I'm posting from my phone and I only bookmarkked that page on my PC (yes, I should lync & sync them but I haven't cared enough to go through the hassle yet).
#15
Posted 07 July 2012 - 12:55 PM
#16
Posted 07 July 2012 - 01:00 PM
#17
Posted 07 July 2012 - 01:14 PM
Plus, I never did like using the powered down ambush strat. Too many ways for it to go wrong and get caught flat footed as they hammer you while you power back up.
#18
Posted 07 July 2012 - 01:50 PM
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