

Sixth Sense? Ecm And Bap
#21
Posted 06 January 2022 - 04:26 AM
#22
Posted 06 January 2022 - 06:05 AM
Aidan Crenshaw, on 06 January 2022 - 04:26 AM, said:
Well then I would like to know why every time a Non-Stealth ECM gets in range of my Clan Mechs with Lock-On Weaponry and either a CAP or CLAP equipped that I'm no longer able to Lock until the Enemy Mech has gone back out of range again. I have already checked my Game Client Files repeatedly with each Patch that happens, and this condition continues to persist without regard to how many battles which I enter.

~D. V. "Not having your mileage with CAP/CLAP vs. ECM" Devnull
#23
Posted 06 January 2022 - 07:14 AM
Exhibit A: Clan Active Probe
Beyond 240m

within 240m

Exhibit B:
Clan light Active Probe
beyond 240m

within 240m

As you can see, ECM gets deactivated by CAP and CLAP at 240m range.
#24
Posted 06 January 2022 - 09:10 AM
martian, on 23 December 2021 - 05:42 AM, said:
Good LRM pilots can get their own locks.
Instead of standing still behind enemy 'Mechs, use your weapons to backstab them and actually kill them. This way you can help your team much more.
I will agree that good LRM pilots get their own locks, but with a note attached to the agreement. The team also getting locks (when and as they can, not at the cost of themselves) helps not just LRM allies, but also overall teamwork. So, if possible, it is a good practice to target lock either the target you are actively engaged with, or if you have the sense of mind to do so the best possible threat/target for teammates to know about and for LRMs to shoot at.
AKA: It is best to get locks to help your whole team. LRM pilots should not expect allies to hold locks, as often in combat you can't just sit there "holding a lock", without being obliterated. (Or in other words, get locks when you can. Don't intentionally not get locks or drop them just because you see LRM support.)
An6ryMan69, on 23 December 2021 - 10:18 AM, said:
On note with this, targeting computers (BAP and CC) do nothing to missile lock speeds. They increase the data gathering speeds of your locks, which is the damage display and weapon loadouts of your target. Just to provide clear information here.
Aidan Crenshaw, on 06 January 2022 - 04:26 AM, said:
Last I knew, and it could have changed, Clan version of APs disable the ECM on a valid target in range that is locked onto by the AP holder. It originally did closest ECM regardless of target lock, but was changed at some point. Of course, I could be wrong and it got changed back without my notice...
#25
Posted 06 January 2022 - 09:29 PM
Tesunie, on 06 January 2022 - 09:10 AM, said:
APs of any kind disable the nearest ECM that is not used in conjunction with stealth. In my examples, the Warhammer IIC and the Huntsman never had an active target lock on my Flea.
#26
Posted 07 January 2022 - 03:16 AM
Aidan Crenshaw, on 06 January 2022 - 09:29 PM, said:
That's odd to see this happening around 240m in your images. What about when the ECM Mech gets within 120m of a CAP/CLAP Mech on the field? Last that I experienced, my CAP/CLAP stopped working properly under those conditions.

~D. V. "Still a little skeptical... What about close range ECM vs. CAP/CLAP then?" Devnull
#27
Posted 23 January 2022 - 05:45 PM
D V Devnull, on 06 January 2022 - 06:05 AM, said:

~D. V. "Not having your mileage with CAP/CLAP vs. ECM" Devnull
Aidan Crenshaw, on 06 January 2022 - 09:29 PM, said:
I vaguely recollect a difference in Clan functionality, too. Something about having to have the target selected or something in order to offset the Clantech advantage from tabletop stats - but it's been so long that I don't even remember when I'm remembering it. It could have been way back when the Clans were first released and the Clanbois insisted they were balanced and fair (then survived several rounds of nerfs and said that it was just their skill keeping them on top... I digress.)
More importantly, what the heck is up with the textures in those pics? =)
#28
Posted 23 January 2022 - 06:52 PM
Void Angel, on 23 January 2022 - 05:45 PM, said:
That's one of the private lobby arenas. They never finished the graphics for them (or intended to), but you can drop on them in a private group and play zero reward games.
#29
Posted 26 February 2022 - 10:35 PM
D V Devnull, on 07 January 2022 - 03:16 AM, said:

~D. V. "Still a little skeptical... What about close range ECM vs. CAP/CLAP then?" Devnull
I would like to second this question here. It was something I was going to start a new topic on to ask. I have a streakboat with a tag and an IS BAP and there is a deadzone of about 120m where I can't lock even with tag. Once they get further away the tag will lock them and its good. Is there any way to counter within 120m?
#30
Posted 01 March 2022 - 11:13 PM
D V Devnull, on 07 January 2022 - 03:16 AM, said:

~D. V. "Still a little skeptical... What about close range ECM vs. CAP/CLAP then?" Devnull
All active probes are unaffected by enemy ECM regarding their functionality.
#31
Posted 02 March 2022 - 11:21 AM
JediPanther, on 31 December 2021 - 04:12 PM, said:
BAP has quirks?
#32
Posted 02 March 2022 - 09:13 PM
#33
Posted 04 March 2022 - 05:19 AM
Kriegson, on 23 December 2021 - 06:15 AM, said:
Yeah I've found using a pheonix Hawk with an RAC2 and light PPC I can disrupt enemy ECM helping my team get locks and pound some fair damage into the unwary before running back into cover. It tends to work pretty well skirmishing with a light MG for crit seeking and medium pulse for a little more damage.
I can fight off lights and harass heavier mechs, when it becomes a full on brawl I tend to contribute fairly well it seems.
What's a good indicator of doing well? XP or match score?
Solokills...anything above 1 is acceptable

#34
Posted 04 March 2022 - 05:59 AM
T B Kind, on 02 March 2022 - 11:21 AM, said:
BAP has quirks?
The sensor functions are not only between ECM and BAP but are also wildly influenced by diverse other factors like the mechs initial sensor range 800 for Assault (lights have more than assaults) and the other gear, quirks and skills that effect sensor range. (and yes as I remember there are a few mechs with bap quirks)
In the field this results in a lot of soft counters for ECMs that can wildly reduce the ECMs secondary (i.e. the detection range reduction effect) range or almost make it useless if not fully skilled.
Take f.e. a fully skilled Cyclops CP-11-A-DC with BAP and Command console.
It can have nearly 1500m sensor range. Even with fully skilled ECM he will see you comming (with fully skilled ecm) within 225m and kill your ECM when you get within 120m.
Also pls note that ECM is useless against seismic sensors.
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