Edited by Bluten, 23 December 2012 - 09:01 PM.
Buff The Bap!
#121
Posted 23 December 2012 - 09:01 PM
#122
Posted 23 December 2012 - 09:03 PM
In addition, I'd like to see an even greater sensor range boost, perhaps up from 15% to 25%.
#123
Posted 23 December 2012 - 09:08 PM
#124
Posted 03 January 2013 - 07:45 AM
#125
Posted 09 January 2013 - 03:15 PM
1. Tripping for lights, as much as I hate being tripped, this would give Assaults a much better chance at fighting an ECM toting Raven, who they can usually never find as it's running right around the mech's personal bits.
2. Upgrade BAP *refer to the thread we are on*
3. Change ECM from total blocking to delayed blocking
4. Differentiate ECMs, make disrupt & counter seperate
5. Make ECM modules (as much as I hate this one, it would severely limit the amount of ECMs in use, as well as making the ECM users feel like they REALLY deserve to use it... or end up being limited to pay-to-win losers, who never actually end up amounting to anything )
6.Remove ECM (lol no.)
7. Limit ECM to non-missile builds
8. Decrease ECM's range (the mech ends up sticking its nose into the side of your mech, so that's not changing much)
9. Make ECM or SSRM weigh more (not canon but would limit the amount of SSRM's a boat can carry)
**Also I miss the rearview cameras
Edited by Evil Ash, 09 January 2013 - 03:17 PM.
#128
Posted 14 January 2013 - 12:00 PM
Three TAGs for the 8man-kings under the sky,
Seven NARCS for the PUG-lords in their halls of derp,
Nine wasted threads of constructive community feedback for Mortal Devs doomed to die,
One ECM for the Dark Lord Paul on his dark throne
In the Land of the periphery where the Shadows lie.
One ECM to rule them all, One ECM to find them,
One ECM to bring them all and in the darkness bind them
In the periphery where the Shadows lie.
Edited by Tolkien, 14 January 2013 - 12:00 PM.
#129
Posted 14 January 2013 - 02:38 PM
- able to detect hidden units (perhaps implementable as "can maintain targeting through buildings, forests, and weather, but not through hills"; TacOps, pg. 99 and Total Warfare, pgs. 259-260)
- targeting bonus (perhaps implementable as a slight (~5%?) boost to missile lock speed and/or a slight (~5%?) boost to convergence; TacOps, pgs. 99)
- greater information gathering (perhaps implementable as seeing a HTAL armor display, component health, and remaining ammo counts of a target (rather than the "paper doll" and a simple weapon listing); TacOps, pgs. 99 and 219)
- can detect minefields (if Thunder LRMs and/or Thunder Arrow Missiles are ever implemented; TacOps, pgs. 99 and 210)
- can see ghost targets (generated by ECM Suites and Command Consoles, if the ability is implemented) for what they are (TacOps, pgs. 99 and 101-102)
- can monitor and make use of remote sensors (TacOps, pg. 224)
#130
Posted 03 February 2013 - 02:31 PM
#131
Posted 03 February 2013 - 02:41 PM
Strum Wealh, on 14 January 2013 - 02:38 PM, said:
- able to detect hidden units (perhaps implementable as "can maintain targeting through buildings, forests, and weather, but not through hills"; TacOps, pg. 99 and Total Warfare, pgs. 259-260)
- targeting bonus (perhaps implementable as a slight (~5%?) boost to missile lock speed and/or a slight (~5%?) boost to convergence; TacOps, pgs. 99)
- greater information gathering (perhaps implementable as seeing a HTAL armor display, component health, and remaining ammo counts of a target (rather than the "paper doll" and a simple weapon listing); TacOps, pgs. 99 and 219)
- can detect minefields (if Thunder LRMs and/or Thunder Arrow Missiles are ever implemented; TacOps, pgs. 99 and 210)
- can see ghost targets (generated by ECM Suites and Command Consoles, if the ability is implemented) for what they are (TacOps, pgs. 99 and 101-102)
- can monitor and make use of remote sensors (TacOps, pg. 224)
I like this, but soon you'll have an army of people foaming at the mouth saying it can't be done and to keep dice out of their game for referencing board game rules.
#132
Posted 03 February 2013 - 02:58 PM
Strum Wealh, on 14 January 2013 - 02:38 PM, said:
- able to detect hidden units (perhaps implementable as "can maintain targeting through buildings, forests, and weather, but not through hills"; TacOps, pg. 99 and Total Warfare, pgs. 259-260)
- targeting bonus (perhaps implementable as a slight (~5%?) boost to missile lock speed and/or a slight (~5%?) boost to convergence; TacOps, pgs. 99)
- greater information gathering (perhaps implementable as seeing a HTAL armor display, component health, and remaining ammo counts of a target (rather than the "paper doll" and a simple weapon listing); TacOps, pgs. 99 and 219)
- can detect minefields (if Thunder LRMs and/or Thunder Arrow Missiles are ever implemented; TacOps, pgs. 99 and 210)
- can see ghost targets (generated by ECM Suites and Command Consoles, if the ability is implemented) for what they are (TacOps, pgs. 99 and 101-102)
- can monitor and make use of remote sensors (TacOps, pg. 224)
#133
Posted 03 February 2013 - 03:04 PM
ECM should prevent missile lock (or at least LRM lock give players a special "No Lock" indicator when effected), and prevent detailed information from being displayed on anyone within its area-of-effect; no weapons loadout, no damage skeleton, hell, don't even tell them what mech it is. It also blocks BAP's active radar from working, so you should need line of sight to locate the target.
But it shouldn't work like a total radar stealth field like it does now.
Edited by MegaBusta, 03 February 2013 - 03:06 PM.
#134
Posted 03 February 2013 - 03:10 PM
#135
Posted 03 February 2013 - 03:18 PM
M4NTiC0R3X, on 03 February 2013 - 03:10 PM, said:
Beagle's additional capabilities like 360 targeting were given to modules.
#136
Posted 03 February 2013 - 03:52 PM
Bluten, on 05 December 2012 - 08:32 PM, said:
SOMETHING. ANYTHING. Why does device A get the shaft and have to beg for change on the street corner while device B has everything imaginable handed to it on a silver plate? These are suppose to logically counter each other!
Maybe it could halve the effectiveness of ECM (range wise). It would make streaks more viable against ECM wielding lights, and could help prevent the mass targeting lockdown some enemy ECM pilots can blanket your team with, without completely neutering ECM.
It could also make light mech movement easier to predict, as you would know that a light has to be within 90m of another mech to disrupt it.
Does BAP have a range? Maybe BAP could allow you (and only you) to lock ECM units at extreme range, with lock times increasing as range decreases? ECM would still remain effective, and pilots would have to get closer to use it.
#137
Posted 03 February 2013 - 04:00 PM
#138
Posted 03 February 2013 - 04:03 PM
Quote
Maybe. But the point is if you're in a D-DC and only have 1.5 tons and you have to choose one piece of equipment are you going to choose 1) AMS, 2) BAP, or 3) ECM?
As long as ECM is the only answer to that question then its not a balanced piece of equipment.
#139
Posted 03 February 2013 - 05:27 PM
The problem i think isn't so much the BAP but it is the way they made ECM work in MWO that isnt even close to the way it works in TT for disrupt
the way it is supposed to work-
ECM DOES NOT-
.prevent lock ons from guided or semi guided weapons. it just prevents the artemis IV/NARC bonus
what it does do is-
.jam BAPs within the ECM bubble.
.jam C3 network connections
.counter jamming- ECM can counter other ECMs in the bubble-the more you have counter the lesser enemies so that works like it should
.ghost imaging-makes it harder to pick out a target by causing mulitple ghost targets. multiple ECMs doing this compound just like counter ECM...in MWO making lock on times longer would make sense...or making mulitple fake enemy counters/targets appear.
#140
Posted 03 February 2013 - 06:14 PM
Edit: And, yeah, if BAP did nothing other than cause ECM-jammed areas to light up on the map, including on allied maps out to a range of, say, 500m, that would make it worth experimenting with.
Edited by Mike Townsend, 03 February 2013 - 06:17 PM.
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