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Nuke The Sensor Skill Tree


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#61 VanillaG

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Posted 23 May 2017 - 12:31 PM

View PostKhobai, on 19 May 2017 - 05:56 AM, said:

snip

While I disagree with scaling sensors suites and removal of the the Sensor tree I believe that the infowar part of the game needs to updated. Instead of having PGI try to declare the roles for a mech based on size I would redesign based on the principle of no hard counters. Right now ECM lets you walk to within 200m, when fully skilled, which is way too powerful by itself. Ideally ECM would work on fringes of detection but as you got to around 500m everything is targetable regardless of buff or debuffs in the infowar component. If everything is based on a standard 800m targetable distance I would make the following changes to the equipment and skills in the game:
  • ECM - Decreases targeting distance to the base value without skill nodes, increases target info gathering time, increases missile lock time(direct and indirect). Roughly counters BAP, Sensor Range, Target Info Gathering, Target Acquisition.
  • Clan/Beagle Active Probe - Increases targeting distance, decreases target info gathering time, decreases missile lock time(direct and indirect). Roughly counters ECM and Passive Radar
  • Target Decay - Rename to Target Acquisition and have it decrease direct missile lock time.
  • Radar Deprivation - Rename to Passive Radar and have it decrease targeting distance, increase missile lock time, and increase target info gathering. This applies only to the mech and is not does not change to the ECM AoE effect. Any mech under the ECM umbrella can add its Passive Radar bonus to the ECM bonus but the ECM bonus is not changed by the skill.
  • Target Info Gathering - Add additional decrease to indirect missile lock time.
  • Sensor Range - Increase targeting distance.
The basic premise is that you ECM and Passive Radar decrease the targeting distance and BAP and Sensor Range burn through the interference. The same is the case for target info gathering and missle locks. If two teams were to equip ECM, BAP, and fully spec out the sensor tree they should be back to normal non-buffed state.

#62 Khobai

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Posted 23 May 2017 - 12:54 PM

ideally ecm shouldnt grant stealth at all

#63 VanillaG

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Posted 23 May 2017 - 01:20 PM

View PostKhobai, on 23 May 2017 - 12:54 PM, said:

ideally ecm shouldnt grant stealth at all

I don't mind the stealth if it can be countered. Currently the only counter brings makes it targetable at 360m. I would like to see that pushed back to around 500m (ECM and Passive Radar) if not actively countered and back to 800m with full skills and equipment (BAP and skills). ECM can be used to delay targeting but a fully kitted out scout could still get locks at 800m while the non-scouts would have to wait until around 500m to get locks. That same fully kitted out scout could get locks even further and faster if there is no ECM.





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