TL;DR:
Google Table with Class+Range dependent sensor values:
https://docs.google....dit?usp=sharing
Please Note:
My goal for the suggestion is to give sensors much more importance and relevance for long range (any weapon, including LRMs/ATMs).
Introduction:
As you might remember, a long time ago we had a Information-Warfare PTS which was scrapped at the end, because it also included "ghost dmg" for non-lock laser targets.
The Whole idea of Info-War was not polished, but had a promising direction.
I want to touch on the idea again, as we are partially using this in the current LRM-PTS-2 with the range-dependent lock speed.
We NEED Information Warfare as the one missing core pillar of the game.
With this, we can further improve on the other pillars (even Faction Warfare).
Considering the quote of Chris about the downside vs. the current LRM PTS-2 range mechanic:
Chris Lowrey, on 10 August 2018 - 02:40 PM, said:
The problem is those things, while nice, don't actively contribute to combat or winning games (unless your looking exclusively at LRM's and ATM's.) And in the Missile weapon's case, it actively gets in the way of self acquired locks for things like LRM's and ATM's for Heavies and Assaults.
...
Which means that unless you have a dedicated support 'Mech to spot for you, your LRM weapon tonnage effectively sits like a useless brick in your build, which simply is not fun to play.
Especially in solo queue where you can't control the team mates you get. So it becomes a fairly niche role application unless we change it to what other games do and make physical LOS dependent on sensor detection. But even then, those mechanics are often very divisive in the games that do utilize them and doesn't really fit into a game defined by walking robots the size of 2-3 story buildings.
Note the bold part of the comment before the current PTS, and we still see this was considered in todays PTS approach.
With this in mind, let's try to build up a mechanic that rewards spending skill points into sensors and teamplay with lighter mechs over long range (LRM) boats soloing.
Suggested implementation of Sensors Strength and Mech Sensor Profile:
0. Base ValuesLets start with some base values (might be different than Live or previous PTS).
- Base Range = 1000m
- Base Targeting Delay (before being able to target a mech, red triangle) = 0.5s
- Base Target Information time (before target information details are shown in your target detail) = 2s
- Base Missile Lock time (before missile lock is completed) = 2s
- Base Target Decay (before target is lost after breaking Line-Of-Sight) = 4s
1. Sensor Strength (your targeting base distance)
Lighter mechs usually use better sensors which can target further away (see also affect of Range brackets below).
- Lights = 100%
- Meds = 90%
- Heavies = 75%
- Assault = 60%
2. Sensor Strength Range Brackets affecing sensor speeds
The closer you are to the target, the better your sensors can track your target.
The sensor ranges are split into 3 brackets giving additional bonus to targeting speeds:
- Short = 0 - 40% gives 40% better value
- Med = 40 - 70% gives 20% better value
- Long = 70 - 100% uses default value (see 1. and 2. above)
3. Sensor Profile (your mechs radar profile - how easy it is to track)
Dependent on weight/size, the heavier/larger your mech is, the faster/easier it is to target (targeting info) your mech, and the faster/longer you are able to be locked-on (missiles).
- Lights = 140% targeting delay, 140% target info, 140% missile lock, 70% target decay
- Meds = 125% targeting delay, 125% target info, 125% missile lock, 80% target decay
- Heavy = 110% targeting delay, 110% target info, 110% missile lock, 90% target decay
- Assault = 100% targeting delay, 100% target info, 100% missile lock, 100% target decay
For Med mech targeting another Med mech at Medium range bracket (289-504m):
0.58s targeting delay, 2.31s target info, 1.16s missile lock, 3.46s target decay for Med mech targeting another Med mech at Medium range bracket.
Final numbers to be tested!
Targeting Delay:
Target Info Gathering time:
Missile Lock on time:
Target Decay time (retention):
4. Equipment: ECM/Command Console/Targeting Computer/Narc/Tag affecting Sensor Strength stats
ECM (see InfoWar PTS) no longer being a on-off lock counter, but just manipulating the above stats. (e.g. 50% reduced lock on speed)
- ECM = -50% sensor profile
- Command Console = + 20% range on Range Bracket distribution, +10% Sensor Strength
- Targeting Computer = +2% Sensor Strength and +3% Range Bracket. per level (1-7)
- Narc = +20% sensor profile on target
- Tag = + 25% Sensor profile on target
- BAP = +25% Sensor Strength
- Artemis = -15% Missile Lock Time (and existing spread bonus)
6. Skill tree skills and Quirks for the above
Mech quirks and Skill tree skills can be used to boost each of the mentioned values separately (e.g. Sensor range, Target Decay..) or globally (e.g. Sensor Strength).
- Sensor Strength +5 to 25%
- Sensor Profile -5 to -20%
- Sensor Strength Range bracket (short/med/long) +5 to +20%
- Target Info Gathering (TIG) +5 to 25%
- Target Decay (TD) -5 to -20%
- Target Deprivation (TDep) -10 to -50%
- Sensor Range +5 to 25%
All values are multiplicative.
Example:
The mentioned Medium mech above now uses a TAG (+25% stronger Target Signature), effectively changing the Target Mech Class multiplier by 25% (from 80% to 100% for Range and Decay, from 125% to 100% for the rest):
For the Med mech targeting another Med mech at Medium range...
The medium range bracket of the target goes up from 80% (for medium target) * 360-630m to 100% (80%*1.25 for Medium target * TAG) * 630m = 360-630m.
The TAG also improves the other values:
From 0.58s targeting delay to 0.46s,
From 2.31s target info to 1.85s,
From 1.16s missile lock to 0.93s,
From 3.46s target decay to 4.32s.
Example 2:
The above Medium mech now also adds a BAP (+25% more Sensor Strength) to his TAG from before, effectivly changing the Bracket multiplier (here Medium range) from 120% to 150%:
For the Med mech targeting another Med mech at Medium range...
The Range brackets go from 40% (short), 70% (med) and 100% (long) to 50%, 87.5% and 125%.
The range brackets of the medium target now goes from 450/788/1125,
The TAG+BAP also improves the other values further:
From 0.58s targeting delay to 0.46s (TAG) to 0.37 (plus BAP),
From 2.31s target info to 1.85s (TAG) to 1.48 (plus BAP),
From 1.16s missile lock to 0.93s (TAG) to 0.74 (plus BAP),
From 3.46s target decay to 4.32s (TAG) to 5.4 (plus BAP).
Example 3:
The above Medium mech is fighting a Medium mech with ECM (-50% Signature),
effectively changing the Target Mech Class multiplier by -50% (from 100% to 50% for Range and Decay, from 100% to 150% for the rest):
For the Med mech targeting another Med mech at Medium range...
The Range brackets go from 450/788/1125 to 225/394/563m.
The TAG+BAP also improves the other values further:
From 0.37s (TAG+BAP) targeting delay to 0.19 (plus ECM),
From 1.48s (TAG+BAP) target info to 2.22 (plus ECM),
From 0.74s (TAG+BAP) missile lock to 1.11 (plus ECM),
From 5.4s (TAG+BAP) target decay to 2.7 (plus ECM).
For reference some older posts: