

How Do I Use Bap?
#1
Posted 29 November 2012 - 12:51 PM
#2
Posted 29 November 2012 - 01:14 PM
The Black Crusade, on 29 November 2012 - 12:51 PM, said:
BAP only increases the range in which you detect and can lock targets at.
Just equip anywhere it fits and it works.
#3
Posted 29 November 2012 - 01:22 PM
so first: yes, just buy and equip


you can also read the forum, for example here http://mwomercs.com/...info-gathering/
regards,
Al Bert
#4
Posted 29 November 2012 - 01:29 PM
Checked the patch notes, boosts recon speed on target, still useful on LRMs.
Edited by Stingz, 29 November 2012 - 02:11 PM.
#5
Posted 29 November 2012 - 01:58 PM
#7
Posted 29 November 2012 - 02:24 PM
#8
Posted 29 November 2012 - 02:37 PM
The closest would be the "360 degree retention" lock-on module that would help to keep a mech targeted.
Edited by Nihil Obstat, 29 November 2012 - 02:38 PM.
#9
Posted 29 November 2012 - 03:17 PM
Nihil Obstat, on 29 November 2012 - 02:37 PM, said:
The closest would be the "360 degree retention" lock-on module that would help to keep a mech targeted.
This is not true. Equip LRMs and SSRMs, then take the "Artemis V" upgrade. Your SSRMs will lock on much faster.
This is an unintended bug caused by multiple weapon using the same locking system (there needs to be seperate locks for SSRMs and LRMs).
Here is a proposal for a system that balances SSRMs and pulls their locking system away from LRMs.
Zyllos, on 26 November 2012 - 02:17 PM, said:
Each SSRM launcher fires either 2, 4, or 6 missiles. For each 0.5s that you maintain lock, the SSRM launcher will fire 1 missile. So wielding 2 SSRM/6 would take you a maintained lock of 6.0s to fire all 12 SSRMs at the target while a single SSRM/2 takes 1.0s to fire 2 SSRMs.
This also makes having multiple missile pods useful for chain firing in that you could let two SSRMs lock, fire, then let the other SSRMs lock while the other is on CD.
It would be also be pretty simple to display the number of locks in the UI by just adding small pips along the targetting redicule, up to the maximum number of SSRMs you have equipped.
If you fire SSRMs that is smaller than the number of missiles that could be fired, the whole launcher goes on CD.
If multiple launchers were fired during the same lock, the launchers located higher in the weapon grouping order (not the weapon group assignment, but the order they are listed) is fired first until the number of SSRMs equal to the lock have been fired.
The reason why I like this idea over the +1.0s for each launcher is that this breaks the LRM locking system. For those mechs that contain LRMs and SSRMs, the additional time to lock would effect the entire locking system, effecting both LRMs and SSRMs.
Edited by Zyllos, 29 November 2012 - 03:18 PM.
#10
Posted 29 November 2012 - 05:16 PM

#11
Posted 30 November 2012 - 03:50 PM
Zyllos, on 29 November 2012 - 03:17 PM, said:
This is not true. Equip LRMs and SSRMs, then take the "Artemis V" upgrade. Your SSRMs will lock on much faster.
This is an unintended bug caused by multiple weapon using the same locking system (there needs to be seperate locks for SSRMs and LRMs).
Here is a proposal for a system that balances SSRMs and pulls their locking system away from LRMs.
I am confounded by PGI's bugs. Good catch. :-)
#12
Posted 30 November 2012 - 09:28 PM
Nihil Obstat, on 29 November 2012 - 02:37 PM, said:
TAG also decreases SSRM lock-on time, therefore I run it on all SSRM builds I can afford to. Bind them to the same weapon group and getting a lock on fast movers is much easier.
#13
Posted 01 December 2012 - 01:56 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users