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The Mech XP System is Uninteresting
#181
Posted 14 November 2012 - 05:29 PM
Basic SA is not always going to stop a mech from coming in undetected from your rear arc. You are at YOUR base lets say. Lets say, your base is on the SOUTH end of the map. Mine, North end. Sound good so far? hope so. Next, you are facing to the NE and scanning almost 180 W through to E, BUT, I just so happen to know a path that comes in from extreme SW if I follow the edge of the map. you are, basically aware of your area, but, totally oblivious to my approach because I am coming in from 182-190 degrees, or basically WSW if you will. Radar would pick me up in an instant, but, because you lack it, I am unnoticed and take you by surprise.
#182
Posted 14 November 2012 - 05:36 PM
Rejarial Galatan, on 14 November 2012 - 05:29 PM, said:
Basic SA is not always going to stop a mech from coming in undetected from your rear arc. You are at YOUR base lets say. Lets say, your base is on the SOUTH end of the map. Mine, North end. Sound good so far? hope so. Next, you are facing to the NE and scanning almost 180 W through to E, BUT, I just so happen to know a path that comes in from extreme SW if I follow the edge of the map. you are, basically aware of your area, but, totally oblivious to my approach because I am coming in from 182-190 degrees, or basically WSW if you will. Radar would pick me up in an instant, but, because you lack it, I am unnoticed and take you by surprise.
With basic situational awareness I'd know of that path my panning would include that. A little leg turning and you can virtually cover all site lines as you advance. BTW, panning 90 degrees to each side gives me far over 180 degrees of vision. It's giving me about 250 degrees of vision. Throwing in a little leg turning or simply being in a Catapult, I can cover it all. Or better yet having coordination with a team you'd never get a chance to appraoch without being seen as scouts would pick you up.
Trust me I sneak up on people all the time and the only reason I can is because they get tunnel vision and pay no attention to their surroundings even when I'm spotted by their team mates (radar would not save these people at all). You can prevent it, it just takes effort on your part.
#183
Posted 14 November 2012 - 05:42 PM
#184
Posted 14 November 2012 - 05:45 PM
Rejarial Galatan, on 14 November 2012 - 05:42 PM, said:
You'll get BAP for 360 degree radar in all likelihood. So you will get it, it will just cost you 1.5 tons and 2 crit spots. Even then smart play will trump it.
#185
Posted 14 November 2012 - 05:50 PM
#186
Posted 14 November 2012 - 05:59 PM
Rejarial Galatan, on 14 November 2012 - 05:50 PM, said:
It doesn't take up a hardpoint, just space and tonnage. It shouldn't be built into the mech because it doesn't fit the style of game the devs are going for.
#187
Posted 14 November 2012 - 06:02 PM
Edited by Rejarial Galatan, 14 November 2012 - 06:02 PM.
#188
Posted 14 November 2012 - 06:06 PM
#189
Posted 14 November 2012 - 06:07 PM
Rejarial Galatan, on 14 November 2012 - 06:02 PM, said:
Do you have evidence of this mistake or is it just because your Atlas has a weakness to flanking, thus you want team mates with you, thus this being a team game. Right now it seems a pretty smart decision as the game is proving popular.
#190
Posted 14 November 2012 - 06:11 PM
The Guardian ECM Suite was introduced in 2597 by the Terran Hegemony[1]. Designed to interfere with guided weaponry, targeting computers, and communication systems, the Guardian is typically used to shield allied units from such equipment by emitting a broad-band signal meant to confuse radar, infrared, ultraviolet, magscan and sonar sensors.[2] Affected systems include Artemis IV, C3and C3i Computer networks, and Narc Missile Beacons. A Guardian can jam a Beagle Active Probe (or its Clan equivalent), but the probe-equipped unit will be aware of the jamming. The Capellan Confederation expanded the utility of the Guardian even more with the introduction of Stealth Armor.[3]
The greatest drawback to the Guardian is its limited range, which extends out to only 180 meters. Sensors can sometimes override this jamming, though by that point the enemy unit is already within visual range and can track the opposition with their own eyes.[2]
The Clans used the Guardian as the basis for their own ECM Suite, which is lighter and more compact than the Inner Sphere model but functions identically. The Draconis Combine used the Guardian as the basis for their experimental Angel ECM Suite.[4]
edit: removed the codes that attached during copy/paste
Edited by Rejarial Galatan, 14 November 2012 - 06:12 PM.
#191
Posted 14 November 2012 - 06:12 PM
Rejarial Galatan, on 14 November 2012 - 06:11 PM, said:
The Guardian ECM Suite was introduced in 2597 by the Terran Hegemony[1]. Designed to interfere with guided weaponry, targeting computers, and communication systems, the Guardian is typically used to shield allied units from such equipment by emitting a broad-band signal meant to confuse radar, infrared, ultraviolet, magscan and sonar sensors.[2] Affected systems include Artemis IV, C3and C3i Computer networks, and Narc Missile Beacons. A Guardian can jam a Beagle Active Probe (or its Clan equivalent), but the probe-equipped unit will be aware of the jamming. The Capellan Confederation expanded the utility of the Guardian even more with the introduction of Stealth Armor.[3]
The greatest drawback to the Guardian is its limited range, which extends out to only 180 meters. Sensors can sometimes override this jamming, though by that point the enemy unit is already within visual range and can track the opposition with their own eyes.[2]
The Clans used the Guardian as the basis for their own ECM Suite, which is lighter and more compact than the Inner Sphere model but functions identically. The Draconis Combine used the Guardian as the basis for their experimental Angel ECM Suite.[4]
That's nice, they are changing things in gameplay to fit their design and gameplay goals, just like all games do.
#192
Posted 14 November 2012 - 06:15 PM
#193
Posted 14 November 2012 - 06:22 PM
Rejarial Galatan, on 14 November 2012 - 06:15 PM, said:
I never said radar doesn't exist. I'm simply pointing out that the radar we have is a gameplay design and departs from lore for a purpose in order to meet the designers goals and design desires. An option for it would never be an option, you'd always have it on because it would give you an advantage. If the designers wanted you to have 360 degree radar as a base they would had given it to you. This debate has gone on throughout all of beta and not a single thing has changed when it came to the radar. If the some of the most logical and well thought out posts for radar didn't even sway it.
#194
Posted 14 November 2012 - 06:47 PM
But, you go ahead and keep exposing your back to your confirmed enemy just because you got a damage flash on your rear arc, see how well that works.
#195
Posted 14 November 2012 - 06:50 PM
Rejarial Galatan, on 14 November 2012 - 06:47 PM, said:
But, you go ahead and keep exposing your back to your confirmed enemy just because you got a damage flash on your rear arc, see how well that works.
You don't have to expose your back. There is movement and torso twisting (which you should be doing as it will make you live longer) that helps see you back without giving free shots the person in front of you. See this is what I'm talking about. You seem to think the only way to see what is behind you is by turning you back and that is simply not the case.
#196
Posted 14 November 2012 - 06:56 PM
#197
Posted 14 November 2012 - 11:24 PM
#198
Posted 14 November 2012 - 11:45 PM
#199
Posted 15 November 2012 - 01:59 AM
People who drive vehicles, especially combat vehicles, will tell you how it works.. Driver and pilot time behind the wheel, or torsion bars or whatever, learn how the engine works, how the coolant system works, how to eek out the most from the turbo or fuel injector, when to tweak the governers, when to open the windows and turn on the heat, etc. Where the aftermarket transfer case overheat override button is and when to press it.
You can't just "magic" your way to a more efficient system. It has to work within the parameters of the machine.
#200
Posted 25 November 2012 - 06:09 AM
http://mwomercs.com/...ic-efficiencies
With mech-specific efficiencies i mean stuff that encourage or enforce the role and feel of a mech - for example, the Hunchback can take an efficiency that makes his hunch more resilient, the K2 gets one that makes his "arms" more effective as weapon platform. Things lke that.
Edited by MustrumRidcully, 25 November 2012 - 06:11 AM.
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