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It's Time You Stop Ignoring Your Sensor Tree


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#41 Tarogato

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Posted 20 July 2018 - 03:21 AM

*just finishes reading this thread while queuing for a match*

*ironically dies to LRMs because of UAV directly above head*

Good thing we spent points on that Radar Deprivation, right!?

Posted Image

#42 Vesper11

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Posted 20 July 2018 - 04:58 AM

View PostTarogato, on 20 July 2018 - 03:21 AM, said:

*just finishes reading this thread while queuing for a match*

*ironically dies to LRMs because of UAV directly above head*

Good thing we spent points on that Radar Deprivation, right!?

Posted Image

Could as well save points on agility, damage and mech operations.

Edited by Vesper11, 20 July 2018 - 04:58 AM.


#43 KodiakGW

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Posted 20 July 2018 - 05:43 AM

View PostKubernetes, on 19 July 2018 - 09:58 PM, said:


Bro what are you talking about, that is a sweet ride.


Yep, that is why you see them being fielded all the time...............

Seriously? You add your MRMs to the left torso, you immediately increase the hit box by 33%. Yeah you get 15% Cooldown, so you can spam most of your ammo before it gets blown off. The ballistics arm can’t carry anything bigger than an AC/LBX 10. I can still do well with it, as I posted a screen shot in another thread 300+ damage average with a .5 W/L. But, can’t CARRY HARDER the types of teams I mentioned all the time with it. Up to just under even W/L with 326 average damage now. Nowhere near a number of my better mechs.


#44 Jman5

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Posted 20 July 2018 - 05:47 AM

View PostTarogato, on 20 July 2018 - 03:21 AM, said:

*just finishes reading this thread while queuing for a match*

*ironically dies to LRMs because of UAV directly above head*

Good thing we spent points on that Radar Deprivation, right!?

Posted Image


To this point, if you had gone down the sensor tree for full Radar Deprivation, you would have picked up +28% sensor range increase. This would have allowed you to detect, target, and transmit the location of the UAV earlier instead of needing to be directly under it and looking up. In fact if the UAV launcher had any sort of elevation on you when he launched it, you wouldn't have been able to target it at all without sensor range skills. Not so if you had the range skills.

Edited by Jman5, 20 July 2018 - 06:02 AM.


#45 Tarogato

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Posted 20 July 2018 - 05:59 AM

View PostJman5, on 20 July 2018 - 05:47 AM, said:

To this point, if you had gone down the sensor tree for full Radar Deprivation, you would have picked up +28% sensor range increase. This would have allowed you to detect, target, and transmit the location of the UAV earlier instead of needing to be directly under it and looking up. In fact if the UAV launcher had any sort of elevation on you when he launched it, you wouldn't have been able to target it at all without sensor range skills. Not so if you had the range skills.

Only reason I knew there was a UAV above me, was because somebody else had the sensor tree next to me, and it was locked onto, and shared to everybody else. =3

#46 Jman5

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Posted 20 July 2018 - 06:18 AM

View PostKubernetes, on 19 July 2018 - 09:58 PM, said:

I'm sure everyone's got a skill tree setup that works for them. I generally use at least 60% derp on my lights -- because there are a lot of ATM carriers that can erase you with one volley-- and a couple of assaults that seem to be missile magnets. Other than that, speed and armor obviates the need for derp.


When I'm in a Light I find Radar Dep. especially useful versus Streakboats too. Too often these guys will just bullrush any light they see no matter how suicidal it is. Being able to dodge around corners for a second or even tuck in behind a large mech or Column will cause the streak boat to keep having to re-aquire his lock while the rest of your squad is pounding him to dust.

#47 Rusharn

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Posted 20 July 2018 - 07:07 AM

I find it depends on the mech build, but I usually find the points to get at least 60% radar dep. However I certainly notice the increased survivability of the mechs that have 60% to 100% radar dep, especially when the Red team has a LRM boat or two. I would rate 60% radar dep higher then a few percentage points of velocity, range, or cool down.

#48 Appogee

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Posted 20 July 2018 - 07:32 AM

View PostLordNothing, on 19 July 2018 - 09:55 AM, said:

its not like theres not a big icon on your hud to inform you that youve been narced, which tells you to get into cover or go stand near an ecm mech now.

Which is completely irrelevant to the point that was being made... Ie. that the sensor tree isn't a magical umbrella that stops someone being Lurmslammed once they're NARCed.

But in any case...

Maybe you enjoy spending two minutes in cover, peeking out, getting NARCed again, then spending another two minutes in cover, for 30 minutes? Because that's exactly how FP was playing out last night.

Personally, I thought it was boring as hell. It's the first time in five years that I seriously considered about just disconnecting mid-match and go do something fun.

Teams are entitled to play that way if they want. But I am opting out of this dull meta.
Because that's how it was in FP last night.

Anyway, fine. Those teams who are NARC-LRMing are perfectly entitled to play and win that way if they want. The purpose of my post was simply to:

    Edited by Appogee, 20 July 2018 - 07:43 AM.


    #49 Jman5

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    Posted 20 July 2018 - 08:03 AM

    View PostRusharn, on 20 July 2018 - 07:07 AM, said:

    I find it depends on the mech build, but I usually find the points to get at least 60% radar dep. However I certainly notice the increased survivability of the mechs that have 60% to 100% radar dep, especially when the Red team has a LRM boat or two. I would rate 60% radar dep higher then a few percentage points of velocity, range, or cool down.


    Yup. Cooldown is overrated. I know that probably sounds outrageous to many readers, but go watch anyone on twitch or even record yourself playing and carefully pay attention to how often weapons get re-fired fast enough for their cooldown skills to have actually come into play.

    You will find that even very good players frequently have delays between firing again that completely negate all their cooldown skills/quirks. You almost have to be holding the fire button down continuously to even get any advantage from most weapons.

    Add to that your heat may prevent you from firing again, or you're ducking behind cover, or your opponent is out of LoS and your milliseconds advantage you spent 30+ points maxing out evaporates again and again.

    Edited by Jman5, 20 July 2018 - 08:06 AM.


    #50 Eisenhorne

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    Posted 20 July 2018 - 08:11 AM

    View PostJman5, on 20 July 2018 - 08:03 AM, said:


    Yup. Cooldown is overrated. I know that probably sounds outrageous to many readers, but go watch anyone on twitch or even record yourself playing and carefully pay attention to how often weapons get re-fired fast enough for their cooldown skills to have actually come into play.



    It really depends on the mech type. Laser or Gaussvomit mechs? Definitely not worth getting cooldown. However, on Dakka, Brawler, or Missile mechs? Cooldown is life.

    #51 Anastasius Foht

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    Posted 20 July 2018 - 08:11 AM

    Never ignoring my sensor tree even when i was newb, its "teamplay" tree, your sensor range helps team spot enemys, your 400m target retention help your team focus fire nasty scouts around you, seismic sensor helps in hot brawl fights, 2-3 decay points helps your Lurmboats rekt their target if you are spotter, top tree for me. Also i notice some very popular streamers convince their auditory to skip it, LUL.

    #52 Gwahlur

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    Posted 20 July 2018 - 08:32 AM

    I always go for 40% radar derp on the left side of the tree. Takes what, 7 skill points? Maybe 9, think it's 7 tho.

    Well worth it

    #53 East Indy

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    Posted 20 July 2018 - 09:00 AM

    Great topic. While I wouldn't invest deeply in Sensors outside of a 'Mech with ECM, skipping even one degree of Radar Deprivation makes no sense — at the very least, the cockpit pulse alerts you to having been spotted.

    #54 Kubernetes

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    Posted 20 July 2018 - 09:24 AM

    View PostKodiakGW, on 20 July 2018 - 05:43 AM, said:


    Yep, that is why you see them being fielded all the time...............

    Seriously? You add your MRMs to the left torso, you immediately increase the hit box by 33%. Yeah you get 15% Cooldown, so you can spam most of your ammo before it gets blown off. The ballistics arm can’t carry anything bigger than an AC/LBX 10. I can still do well with it, as I posted a screen shot in another thread 300+ damage average with a .5 W/L. But, can’t CARRY HARDER the types of teams I mentioned all the time with it. Up to just under even W/L with 326 average damage now. Nowhere near a number of my better mechs.

    Dump the missiles and masc. Throw a UAC5 and UAC2 into the arm, 5/3.5 tons ammo, one JJ, ML in the head if you want. Run around and annoy the f out of people with that right-hand poke. This is an incredibly fun mech if you can shoot.

    WOLVERINE WVR-7D(L) 171 104 66 1.58 238 91 2.62 101,442 368,055 20:59:44



    #55 MischiefSC

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    Posted 20 July 2018 - 11:05 AM

    I just find firepower and survival (mobility for most mediums/lights) + ops better overall. There are certainly a few times that having had sensor would have helped me but 9 times out of 10 being able to get out another shot due to lower heat, survive another hit due to more survival or get into position or get away faster was what helped me the most.

    I can get free tons of ammo, get my AC10s velocity high enough to make landing shots a lot easier, cool my lasers enough to get way better DPS for when the push finally happens, get enough armor to make up for 1 bad positioning mistake in a match. Those are always important. I've got more than enough free 'tonnage' in cooling/ammo to make room for AMS. The times I wish I had sensor range are just far less often. I've never worried about Seismic unless I'm in a light.





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