Sensors Differ From One Mech To Another?
#1
Posted 08 February 2016 - 04:14 PM
There are many times when I can see the enemy but the Mech's sensors do not pick it up (I'm tapping the "R" key and nothing)...and an even greater number of times when Mechs approach from my side/rear and never appear at all on my mini-map. As I'm being blown apart I realize they're there. Other times I see the enemy, and the Mech lock's on at about the same instant, without me having to press the "R" key.
Does my Mech's targeting sensor only see directly in front of the cab? Do all Mech's start out with a basic generic sensor array, that must be upgraded to be competitive, or do some have none at all out the gate? I am using Light Urban Mechs currently, if that makes a difference.
Thank you for your time and assistance.
#2
Posted 08 February 2016 - 04:20 PM
#3
Posted 08 February 2016 - 04:21 PM
However, if a friendly locks on to an enemy mech, it will show up on your radar, regardless of whether or not you have line of sight to it.
ECM prevents you from locking on to a mech, unless you can counter it with either your own ECM, Active Probe, TAG, NARC or shooting the mech with PPCs/ERPPCs (which disable ECM for 4 seconds).
#4
Posted 08 February 2016 - 04:39 PM
#5
Posted 08 February 2016 - 04:50 PM
And UAVs are stationary, temporary eyes in the sky that can be SUPER helpful.
Active probes extend sensor range 25% (796 m to 995 m, give or take a couple feet), and stacks with the aforementioned module.
ECM can prevent the enemy getting some of that info on you, sometimes, and/or it can counter HIS ECM.
NARC and TAG can counter enemy ECM, too.
There's a lot to know. Be glad you stopped by to ask! AND WELCOME!
#6
Posted 08 February 2016 - 04:56 PM
Celthon, on 08 February 2016 - 04:39 PM, said:
Very happy to help, it's what we do in these forums. Ask as many questions as you want.
#7
Posted 08 February 2016 - 05:55 PM
-- NEWS FLASH --
We've ALL asked these questions, it's just that for some of us it was a long, long time ago.
#8
Posted 08 February 2016 - 06:04 PM
#9
Posted 08 February 2016 - 07:17 PM
Celthon, on 08 February 2016 - 04:39 PM, said:
Sensors, not to be confused with radar.
Seismic Sensor is the closest thing to radar. 360 target retention requires you to have seen the target and selected it first, but can keep track of it even behind you.
#10
Posted 08 February 2016 - 11:00 PM
#11
Posted 08 February 2016 - 11:29 PM
Celthon, on 08 February 2016 - 04:14 PM, said:
Celthon, on 08 February 2016 - 04:39 PM, said:
Actually, the Urbie is actually the only mech which can actually have a 360 degrees sensor capability without needing any separate modules as Koniving had explained. This is because it is also the only mech currently ingame with a 360 degree torotwist (you still need to follow the target with your screen, but you dont actually have to turn the legs around to do that).
Wintersdark, on 08 February 2016 - 11:00 PM, said:
This is not true. You get the paperdoll even without needing line of sight, it just takes a few seconds longer to update after the mech targeting for you gets the paperdoll info.
#12
Posted 09 February 2016 - 01:24 AM
Rushin Roulette, on 08 February 2016 - 11:29 PM, said:
See, I thought this was the case, but over the last couple weeks as I've been playing with a lurmie mad dog, I've noticed that I can get targeting data, hold a lock, and never get paper doll readouts unless I get direct LOS to the target.
This is, of course, in no-ECM situations. It could be about ranges, though I'm usually very close.
I'm not arguing anything here, mind you, and not saying your wrong. Just that there's something not behaving as I expect it too, as I regularly have an issue getting paper doll info at all on targets I'm picking up from others. Not "It just takes a couple seconds longer"; simply not ever getting the paper doll.
As I always get it as expected when its a " first person" target lock, that was my assumption.
#13
Posted 09 February 2016 - 01:47 AM
#14
Posted 09 February 2016 - 04:48 AM
Equipment, such as Beagle Active Probe, Command Console, and certain modules so stated will reduce this time as well as increase your sensor range.
#15
Posted 09 February 2016 - 04:51 AM
When multiple allies have targeted the enemy, target information seems to require the closest ally to complete the task of "identifying" the target via staring with active targeting.
#16
Posted 09 February 2016 - 05:01 AM
Rushin Roulette, on 09 February 2016 - 01:47 AM, said:
Could you please post it in this thread as well?
Because I am pretty sure the only reason there's a delay in the paperdoll is the fact that the spotting mech hasn't gotten theirs yet.
#17
Posted 09 February 2016 - 06:40 AM
Koniving, on 09 February 2016 - 04:51 AM, said:
When multiple allies have targeted the enemy, target information seems to require the closest ally to complete the task of "identifying" the target via staring with active targeting.
My Mad Dog is typically LRM brawling. That is, I'm very close but often firi g indirectly, so depending on the layout of the local terrain I'm usually right on the other side of some cover. Thus, I have an indirect lock. (Multiple?) friendlies have direct locks, butbas we're brawling, they'll each frequently lose locks as they twist and such, but I generally wobt thanks to target decay.
It could be that the timer you mention above just keeps reseting as circumstances change, while it's invisible to me because Target Decay holds my targeting in the gaps. Hmm.
#18
Posted 09 February 2016 - 10:58 AM
As I said, that much needs to be tested and it could simply be untrue but it has been a voiced proposition of what may be going on in the case of several characters.
#19
Posted 09 February 2016 - 11:03 AM
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