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The Target Decay Module


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#1 TooDumbToQuit

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Posted 20 June 2016 - 01:16 PM

This is one I really want to try out. I do not need it but I'd like one.

Which was one reason I was asking about the transaction fee.

It seems to me that this is/could/should be used for LRMs. For instance, if you spot your own targets like I do. I have not used them often and often with is with a 5 LRM connected to my main long range weapon like the Clan ER-LL which I have the plus 10% range for.

What I've noticed is that often, the Mech I'm shooting at will move behind a low hill and I lose track/target and my missiles are wasted.

The Target Decay Module gives me 2.5 seconds and it seems to me that that is just enough time for my missiles to stay on target.

A day is coming when I will want this. My KDK-SB has 4 missile slots which can fit three 15 LRMs and one 10 LRMs. Plus he has enough left over room for two Clan ER-LLs and a Ultra-AC10 cannon.

I'm thinking for all their faults, 65 LRMs could ruin someone's day.

Let me add that I thought about the fact that my shot was having him move. But they also simply moved for other reasons and even when I shot the LRMs alone. And it could very well be the reason I add a 5 LRM. Just to make that "Incoming Missiles" warning go off in their headphones so they will do the "standard move for shelter" defense. But with my missiles having an extra 2.5 seconds of Target lock, that will not help that mech that much.

I also see using it as a scout for LRMs boats.

Edited by LikeUntoGod, 20 June 2016 - 01:35 PM.


#2 Tanil Kane

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Posted 20 June 2016 - 01:25 PM

I find the Target Decay module to be a must have on any mech where LRM's are going to be your primary damage source.

Everyone runs radar dep these days, so without Target Decay to counter it you will lose a significant amount of missile impacts.

If you put XP into both levels of the Target Decay module it should give you 3.5 seconds. Now that won't help too much if your trying to fire from 800+ meters due to missile travel time, you will see a big increase in your damage done per match when engaging at mid range 500-800 meters

#3 S 0 L E N Y A

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Posted 20 June 2016 - 01:29 PM

A must for LRMs.
Ok for a scout/spotter.
Not much point for anything else, as seismic and or radar derp are better options.

#4 TooDumbToQuit

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Posted 20 June 2016 - 02:55 PM

View PostTanil Kane, on 20 June 2016 - 01:25 PM, said:

I find the Target Decay module to be a must have on any mech where LRM's are going to be your primary damage source. Everyone runs radar dep these days, so without Target Decay to counter it you will lose a significant amount of missile impacts. If you put XP into both levels of the Target Decay module it should give you 3.5 seconds. Now that won't help too much if your trying to fire from 800+ meters due to missile travel time, you will see a big increase in your damage done per match when engaging at mid range 500-800 meters


The first level is 5000, Do you have any idea how much the 2nd level cost?

AND, does it work with Streaks? I have this Bear now with four 6 Streaks.

#5 Spike Brave

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Posted 20 June 2016 - 05:05 PM

View PostLikeUntoGod, on 20 June 2016 - 02:55 PM, said:


The first level is 5000, Do you have any idea how much the 2nd level cost?

AND, does it work with Streaks? I have this Bear now with four 6 Streaks.


It works with everything. It effects how long the target stays locked up after they break LOS and is independent of any weapon system. Granted it doesn't really matter if the target stays locked if you have direct fire weapons, so it is best to use with LRMs. It will track a light that runs behind you, so it may be of some utility on the mech with all the Streaks, but I'd recommend 360 target retention over target decay on a Streak heavy mech.

#6 Rhavin

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Posted 20 June 2016 - 06:03 PM

Seismic may not be as useful with the incoming mini-map changes. If it is nerfed too hard I am probably going to start carrying target decay or sensor range in its place on most of my mechs. Some might get a 360 though.

Edited by Rhavin, 20 June 2016 - 06:04 PM.


#7 S 0 L E N Y A

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Posted 20 June 2016 - 06:33 PM

View PostRhavin, on 20 June 2016 - 06:03 PM, said:

Seismic may not be as useful with the incoming mini-map changes. If it is nerfed too hard I am probably going to start carrying target decay or sensor range in its place on most of my mechs. Some might get a 360 though.


That is something to consider. Time will tell though.
However, with an upcomming mini-map toggle feature I am not sure seismic will be dead after all.

Also to OP, dont put LURMs on Spirit Bear. That turns him into Shame Bear. Dont pilot Shame Bear. ;)

#8 Moment Killer

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Posted 20 June 2016 - 06:35 PM

View PostTanil Kane, on 20 June 2016 - 01:25 PM, said:

I find the Target Decay module to be a must have on any mech where LRM's are going to be your primary damage source.

Everyone runs radar dep these days, so without Target Decay to counter it you will lose a significant amount of missile impacts.

If you put XP into both levels of the Target Decay module it should give you 3.5 seconds. Now that won't help too much if your trying to fire from 800+ meters due to missile travel time, you will see a big increase in your damage done per match when engaging at mid range 500-800 meters



I'm not sure Target Decay does counter Radar Derp?

#9 Spike Brave

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Posted 20 June 2016 - 07:04 PM

View PostMoment Killer, on 20 June 2016 - 06:35 PM, said:



I'm not sure Target Decay does counter Radar Derp?


They cancel. If a mech with derp is targeted the decay is the normal rate.

#10 p4r4g0n

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Posted 20 June 2016 - 08:42 PM

View PostLikeUntoGod, on 20 June 2016 - 02:55 PM, said:


The first level is 5000, Do you have any idea how much the 2nd level cost?

AND, does it work with Streaks? I have this Bear now with four 6 Streaks.


GXP cost to get it up to Level 5 is 3,500 GXP IIRC i.e. previous level GXP cost plus 100 additional GXP per level so 500+600+700+800+900

Yes, it works with streaks as well as it extends target lock time.


View PostMoment Killer, on 20 June 2016 - 06:35 PM, said:



I'm not sure Target Decay does counter Radar Derp?


Advanced Target Decay does not specifically counter Radar Deprivation as it will extend lock time in the absence of a Radar Deprivation module and has no effect on the flash & chirp warning emitted when a target with Radar Deprivation is caught on sensors / target locked.

However, insofar as target lock time loss is concerned, it does effectively cancel that.


View PostRhavin, on 20 June 2016 - 06:03 PM, said:

Seismic may not be as useful with the incoming mini-map changes. If it is nerfed too hard I am probably going to start carrying target decay or sensor range in its place on most of my mechs. Some might get a 360 though.


Nothing I have seen about the new mini map would seem to invalidate the major reason I use Seismic Sensor which is to detect moving mechs around the corner or the number of mechs there. AFAIK in order for the enemy mech icons to be displayed on the revamped mini map, someone from my team still needs to have them on sensors and targeted or they are under a UAV.

I would also assume that the type of indicator displayed on the mini map would differ depending on whether the target lock was long enough to get the target info but I am just speculating on this. It may be that no icon will be shown until target info is obtained by sensors.

Edited by p4r4g0n, 21 June 2016 - 06:35 AM.


#11 TooDumbToQuit

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Posted 21 June 2016 - 02:15 PM

It seems to me that Target Decay at least now only has two levels. So 5,000 GXP for the first but how much for the 2nd level and how many extra seconds does that extra level give? Is there a place that list all the cost of modules?

I have thought a lot about 360 target retention. I assume that they would not work with SRMs but my hope was that they did with Streaks.

#12 TooDumbToQuit

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Posted 21 June 2016 - 02:19 PM

I should of known where it was...

http://mwo.smurfy-ne...eptmodule_range


Level one is 2.75 seconds and cost 5K GXP. Level two is 3.5 seconds and cost an extra 7.5K GXP.

#13 Barkem Squirrel

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Posted 21 June 2016 - 02:40 PM

View PostLikeUntoGod, on 21 June 2016 - 02:15 PM, said:

It seems to me that Target Decay at least now only has two levels. So 5,000 GXP for the first but how much for the 2nd level and how many extra seconds does that extra level give? Is there a place that list all the cost of modules?

I have thought a lot about 360 target retention. I assume that they would not work with SRMs but my hope was that they did with Streaks.


Wow, I have to think back to 2012 for this one.

I think that the Target decay was 5,000 and the advance target decay was 7,500.

Now the why this is better. LRMs go 160 mps, unless there is a buff for the LRM or missile velocity and they are normally 10% and I think that a handful go faster.

So that extra time gives you a few hundred meters of flight time or between 500 and 600 m after you loose sight of the target. Me I say just over 400 m and stop firing.

Also the cool down is a good thing to get, at 3500 GXP for all 5 levels. One thing to think about is using 4 LRM 10's instead of 3 LRM 15 and one LRM 10. You can install a module for cool down and range, so that all your LRMs are firing 12% faster and with the elite skill another 5%. If you are going to us a mech as a LRM boat remember to do the math.
  • How many launchers? (do I have enough ammo) (one ton per 5 tubes but maybe more for LRM 5's)
  • how many tubes per launcher? (will It fire LRMs twice 3, or 4 times like a LRM 20 out of a 6 tube launchers 6,6,6,2)
  • what is the reload time of the launchers? (will I be able to start firing again in chain fire for a continuous stream of missiles.
  • With my play stile do I need Artemis, TAG, BAP, command console, CAP, targeting computer, NARC? (something to speed up the targeting time and sensor range.)
  • Do I have back up Weapons? (It sucks not to have a ML after running out of Ammo.)
  • Do I have armor? (sure the ROFLpult is fun but a LRM 90 is a bit extreme) (or LRM 60 jagermech) (or LRM 100 stalker)
  • Do I need a cool down module? (6 LRM 5's has a fast enough reload)
  • Do I need a range extension? (Yes, there is one mech out there that will let you LRM someone at 1300 m, but 1100 m still surprises people, especially being outside their 800 m detection range.) (Poke only head over hill with high mounted LRMs and fire with impunity.)
Remember, LRM at 300 to 400 m. there is a huge difference in how many hit and more with the range extension module.

#14 TooDumbToQuit

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Posted 20 July 2016 - 04:17 PM

I now have 132 Million C-Bills in Modules. I need a intervention.

#15 SnagaDance

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Posted 20 July 2016 - 11:33 PM

View PostLikeUntoGod, on 20 July 2016 - 04:17 PM, said:

I now have 132 Million C-Bills in Modules. I need a intervention.


Yes you do. I've been playing for a few years and don't have that many modules. Then again I like to spend my C-bills on new mechs. There might be quite a few mechs in my stable... Posted Image

Using Target Decay can be absolutely hilarious when some Radar Derp user starts accusing you of using 'Hax!!'. The amount of time I encounter people with Radar Derp that move behind shallow cover and then proceed to stand absolutely still is staggering. They break lock (they think) and move just a little bit further so the missiles will miss (nope) and then get hammered into the ground, as such behaviour allows me to at least fire of another LRM alpha at them before they get moving again. Sure it's mostly versus lower tier players but still...

Keep moving people! Standing still right behind the corner in anticipation of doing some very predictable peek poke and hide isn't a good strategy anyway.

#16 PhoenixFire55

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Posted 21 July 2016 - 12:21 AM

If you plan on using lots of LRMs and Streaks then target decay is a very good purchase. Can be useful for spotter as well, but Narc does the job for you much better.

#17 S 0 L E N Y A

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Posted 21 July 2016 - 03:30 AM

Putting LRMs on a spirit bear makes it shame bear.
Dont pilot shame bear.

Seriously, Spirit Bear makes for a lousy lurm boat. The highlanderIIC or Warhawk make better candidates for lurms.

And yes, target decay is crucial for Lurms or streaks. Again, not going to be easy to hold your own locks with a shame bear.
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