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Target Decay Verse Radar Dep


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#1 JC Daxion

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Posted 17 May 2017 - 05:33 AM

Ok, these two numbers are different in the GUI, and i just have no clue how they work. Has anyone done the math on it?

Basically what are the % of Radar Dep? 20% each means how long?


target decay, says +.7 each My guess is that means +.7 secs longer>



are they Node for node? aka 20% = .7 is .7 longer? I am confused.. :)

#2 ScrapIron Prime

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Posted 17 May 2017 - 05:42 AM

Target decay is how long you keep sight of them, and the boosts are in seconds, yes.

Radar Deprivation reduces howlong the enemy keeps sight of you, and its expressed in a percentage so that it does not drive the enemy mech's value into a negative number. Which from a code perspective would be fun.


#3 Khobai

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Posted 17 May 2017 - 05:44 AM

It normally takes 2 seconds for a target to disappear off radar

so each node of radar deprivation is 20% of 2 seconds + the amount of target decay the enemy has

so if the enemy has all 5 points in target decay (+3.5), they should still be able to see you on radar for 5.5 seconds after you leave LoS

each point in radar deprivation should reduce that by 20% or 1.1 seconds per point.

Edited by Khobai, 17 May 2017 - 05:51 AM.


#4 Ced Riggs

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Posted 17 May 2017 - 05:48 AM

A mech stays targetted for 2 seconds.

+20% radar dep reduces that time by ... 20%, down to 100%, where breaking LoS removes targetting instantly.
Target Decay works just the same. +0.7s are added, per node, to the targetting time. When Decay and Derp meet, Derp applies to the new maximum targetting time.

So, 40%, of 3.4 seconds, comes out to 1.94 seconds of targetting once LoS is broken. 2 nodes in Derp are roughly as strong as two nodes in Decay.

Edited by Ced Riggs, 17 May 2017 - 05:49 AM.


#5 MischiefSC

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Posted 17 May 2017 - 06:21 AM

Just ignore derp, drop 1 DHS (don't need it with heat gen nodes) and 0.5 tons of armor, add AMS. Or, conversely, as engines are decoupled step your engine down 1.5 tons to do the same.

You're 1 billion times better off spending those points in Firepower tree than sensors.

#6 JC Daxion

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Posted 17 May 2017 - 06:24 AM

ok.. So if they are 1 to 1, then basically they will cancel each other out then, so if you have 5, then you still get that time, anyone that has less than 5 you get a boost?

#7 NeoCodex

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Posted 17 May 2017 - 06:25 AM

View PostMischiefSC, on 17 May 2017 - 06:21 AM, said:

Just ignore derp, drop 1 DHS (don't need it with heat gen nodes) and 0.5 tons of armor, add AMS. Or, conversely, as engines are decoupled step your engine down 1.5 tons to do the same.

You're 1 billion times better off spending those points in Firepower tree than sensors.


Disagree.. Not radar derping keeps you a target on the enemy radar for longer, more likely that you will get focused.

#8 Khobai

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Posted 17 May 2017 - 06:29 AM

Quote

Disagree.. Not radar derping keeps you a target on the enemy radar for longer, more likely that you will get focused.


um an enemy doesnt need a red dorito for you to shoot them

thats one of the big problems with the game, that sensors are useless, and theres no real incentive to target lock enemies.

which is why Ive always felt weapons shouldnt be able to do damage to enemies past optimum range unless you have a target lock. sensors would have a purpose then.

Edited by Khobai, 17 May 2017 - 06:31 AM.


#9 Dee Eight

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Posted 17 May 2017 - 06:31 AM

View PostMischiefSC, on 17 May 2017 - 06:21 AM, said:

Just ignore derp, drop 1 DHS (don't need it with heat gen nodes) and 0.5 tons of armor, add AMS. Or, conversely, as engines are decoupled step your engine down 1.5 tons to do the same.

You're 1 billion times better off spending those points in Firepower tree than sensors.


I like both. As the dep protects me assuming terrain is there for LoS, and the AMS protects the cheapskate beside me who didn't bother to bring his own and insists in standing in the open as well.

#10 MischiefSC

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Posted 17 May 2017 - 06:39 AM

View PostNeoCodex, on 17 May 2017 - 06:25 AM, said:


Disagree.. Not radar derping keeps you a target on the enemy radar for longer, more likely that you will get focused.


So the 18 points you spend on derp are worth a 15% burn reduction on lasers, 8% range, 6% heat reduction and 5% cooldown.

That makes your CLPLs burn for *less* than 1 second and your CERLLs, once useless lightsabers, now burn only slightly longer than your CLPLs used to. Your cerlls damage/tic and boosted range plus heat gen reduction lets you out-trade the once dominant IS ERLL boats 9/10 times.

Don't get me wrong. I'm happy so many people are going sensor tree. I feel like a god among men. I ran a newly tricked out Super Nova on Alpine in CW and for over 2400 damage and 9 kills - just in that mech. Because damage/tic, range and lowered heat gen are what wins matches. Derp just helps you a tiny bit when your situational awareness is poor.

Sacrificing mobility, ops or firepower for sensors puts you at a significant disadvantage. Play what you want but the new skill tree is like mech lab 2.0. Good choices have a big impact.

Edited by MischiefSC, 17 May 2017 - 06:40 AM.


#11 Y E O N N E

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Posted 17 May 2017 - 06:47 AM

Clans don't have 15% duration reduction, they have 10%.

#12 RAM

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Posted 17 May 2017 - 07:01 AM

View PostKhobai, on 17 May 2017 - 06:29 AM, said:

thats one of the big problems with the game, that sensors are useless, and theres no real incentive to target lock enemies.

which is why Ive always felt weapons shouldnt be able to do damage to enemies past optimum range unless you have a target lock. sensors would have a purpose then.

Convergence is the purpose you seek Posted Image


RAM
ELH

#13 Khobai

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Posted 17 May 2017 - 07:02 AM

Quote

Convergence is the purpose you seek


that ship has sailed. if PGI could reasonably fix convergence they wouldve done it by now.

#14 MischiefSC

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Posted 17 May 2017 - 07:06 AM

30 mechs into the skill tree, all feels the same.

Points still stand though. Burn reduction, heat gen, range and cooldown are all way more useful than derp. Better to spend 5 pts getting a second UAV than 18 points getting seismic on a light. Same reason.

Sensors give you nothing that good situational awareness doesn't already do. This is sort of a premium the skill tree puts on "GIT GUD". Seismic and Derp are a 20+ pt tax on NOT developing good situational awareness. Pay attention, keep an eye to your minimap, know where your nearest cover is and whats directly behind you and you get to soend those points where they matter.

#15 meteorol

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Posted 17 May 2017 - 07:11 AM

View PostMischiefSC, on 17 May 2017 - 06:39 AM, said:

So the 18 points you spend on derp are worth a 15% burn reduction on lasers, 8% range, 6% heat reduction and 5% cooldown.


Actually, they are worth 10% burn time, 8% range, 2,4% cooldown, 1,5% heat for clans. Atleast those are the numbers i'm getting when putting 18 points into firepower. Values for both cooldown and heat reduction are 0.75 for clans.

2.4% cooldown and 1.5% heat are really a non-factor. 2.4% results in such a small fraction of a second difference you won't even notice it. Same goes for 1.5% heat.

Burntime and range are really the things that matter most, and when using Gauss/PPC burntime is entirely useless.

#16 G4LV4TR0N

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Posted 17 May 2017 - 07:31 AM

Somehow agree, before Skill Tree I was all into Radar Deprivation and now seeing all those Skill Nodes required I prefer to spend most of my Skill Nodes elsewhere.





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