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Buff The Bap!


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Poll: Buff the BAP? (585 member(s) have cast votes)

Should the BAP get a much needed buff and actually do SOMETHING vs the ECM?

  1. Voted YES PLEASE! (548 votes [93.84%] - View)

    Percentage of vote: 93.84%

  2. No thanks. I like it being a useless piece of scrap metal. (36 votes [6.16%] - View)

    Percentage of vote: 6.16%

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#141 Strum Wealh

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Posted 04 February 2013 - 04:49 AM

View PostDocBach, on 03 February 2013 - 04:00 PM, said:

BAP should have a 120 meter effective range in which it has 360 targeting, can locate shut down targets, targets out of LOS, and enhanced ability at getting target data.

Actually, it seems that Beagle also gets its expanded range envelope from TacOps - the Sensor Range Tables on page 222 list the upper limit of the Beagle's "long" range bracket as 36 hexes... which, at 30 meters per hex, translates to an effective range of 1080 meters... which rounds down to 1000 meters, the range used in MWO (a 25% increase from standard radar's 800 meters). :D
(Though, the Sensor Range Tables also show that the unbranded Active Probe used by the Clans as their Beagle-equivalent would have a range of 45 hexes, which equates to 1350 meters... and IMO, the range of "Clan BAP" could be brought down as far as 1200 meters (50% increase over standard radar) or brought as high as 1600 meters (100% increase over standard radar). :D)

For comparison, the same tables list the "long" range of "'Mech Radar" as 24 hexes, which translates to 720 meters and is fairly close to the 800 meter range used as MWO's default radar range.

That the radar and BAP ranges are generally similar to what TacOps would indicate makes me hopeful that the advanced rules are generally what PGI is using as a model for all equipment, and that what we see of Beagle right now is really a largely-unfinished work, waiting for other things (minefields and mine-scattering Thunder munitions, ghost targets, remote sensors, etc) to be implemented before it can be granted those capabilities that would interact with those other things.

And for the sake of completeness: 'Mech-mounted IR and MagScan sensors would/should have a range of around 900 meters (30 hexes) and 'Mech-mounted seismic sensors would/should have a range of around 180 meters (6 hexes).

#142 Fotracul

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Posted 04 February 2013 - 04:55 AM

BAP should take the counter mode from ECM, as a new mode, by pressing J, along with the sensors boost, so it will have 2 modes, and ECM should not have that counter mode anymore only distrupt mode! and when BAP is in counter mode, it does not offer the sensors boost

Edited by Sashulescu, 04 February 2013 - 04:55 AM.


#143 Livewyr

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Posted 04 February 2013 - 05:33 AM

No option for other, didn't vote.

BAP doesn't need a buff, it just needs to be the ONLY thing that tells you that you're being jammed.
Give the team a reason to have a BAP around.

(Also happens to be canon according to sarna.)

#144 DocBach

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Posted 04 February 2013 - 08:01 AM

View PostLivewyr, on 04 February 2013 - 05:33 AM, said:

No option for other, didn't vote.

BAP doesn't need a buff, it just needs to be the ONLY thing that tells you that you're being jammed.
Give the team a reason to have a BAP around.

(Also happens to be canon according to sarna.)


BAP needs a substantial buff. Like its been said before, most of BAP's functions were stripped from it and given to modules, like 360 degree targeting, extra sensor range, ect ect.

And sarna isn't a canon source - their entries are edited excerpts but don't contain complete entries for copyright compliance. For instance, there is a huge part missing from their ECM description, the actual book version is here:


"The Guardian emits a broad-band signal that interferes with all sonar, radar, UV, IR, and magscan sensors, thus protecting all units in a radius of up to 180 meters by projecting a "cloak" to its enemies. Enemy long-range sensors can find vehicles and 'Mechs within the curtain, but the Guardian obscures the reading and prevents identification. By the time the enemy enters visual range, sensors can sometimes override the jamming, but by this time most pilots rely on their own eyes to track the opposition."
Technical Readout: 3050 (Revised), pg 196

The one line omitted by sarna.net, if implemented in the game, would be huge leaps and strides towards balancing ECM.

Edited by DocBach, 04 February 2013 - 08:02 AM.


#145 Strum Wealh

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Posted 04 February 2013 - 10:12 AM

View PostDocBach, on 04 February 2013 - 08:01 AM, said:


BAP needs a substantial buff. Like its been said before, most of BAP's functions were stripped from it and given to modules, like 360 degree targeting, extra sensor range, ect ect.

And sarna isn't a canon source - their entries are edited excerpts but don't contain complete entries for copyright compliance. For instance, there is a huge part missing from their ECM description, the actual book version is here:


"The Guardian emits a broad-band signal that interferes with all sonar, radar, UV, IR, and magscan sensors, thus protecting all units in a radius of up to 180 meters by projecting a "cloak" to its enemies. Enemy long-range sensors can find vehicles and 'Mechs within the curtain, but the Guardian obscures the reading and prevents identification. By the time the enemy enters visual range, sensors can sometimes override the jamming, but by this time most pilots rely on their own eyes to track the opposition."
Technical Readout: 3050 (Revised), pg 196

The one line omitted by sarna.net, if implemented in the game, would be huge leaps and strides towards balancing ECM.

Though, the highlighted statement assumes that said long-range sensors can pierce the Guardian's veil to begin with.

Even without Guardian, there is "Standard Jamming Gear" built into every BattleMech (and described on page 239 of Classic BattleTech Companion) that affects communications out to two kilometers, and the BT gameplay rules provide for the possibility that the BattleMech's sensors could fail to register any given unit under no-Guardian circumstances (represented by the Sensor Roll failing on a result of 9 or higher).
In the complete absence of sensor and stealth enhancements (e.g. Beagle, Guardian, etc), there would still be 27.8% chance (based on the 2D6 probability of rolling a 9, 10, 11, or 12) of completely failing to get a sensor reading on any given target.

So, yeah... canon 'Mech-mounted radar has a range of less than a kilometer and has slightly more than 1-in-4 chance of completely failing to detect another given 'Mech, even if neither is packing any LosTech. :blink:
Thankfully, MWO radar is substantially better than its canon counterpart. ^_^

Also: we already know that any line-of-sight/line of fire that passes through the ECM bubble (including those that pass back outside of it to act against a target outside of the bubble on the opposite side) is affected by the ECM field.
So obviously, any sensor action directed at anything within the bubble is going to be affected, as the sensor medium (e.g. radio waves for radar) must obviously pass "through" the bubble to get at anything inside the bubble.
And Guardian levels significant penalties against sensors (in TT terms: it adds 5 to the result of the Sensor Roll... which increases the probability of failure-to-detect vs standard radar to a little over 90%, as one must now have a base result of 2 or 3 to get anything).

So, yes: long-range radar could determine that there are "X" 'Mechs and "Y" vehicles under any given ECM bubble... assuming it can see through said bubble in the first place.

My personal opinion, however, is that Beagle should have had those features previously mentioned (and more!) integrated or have been required to have been installed alongside the modules for those features to take effect, rather than said features becoming independent modules. :)

#146 Corvus Antaka

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Posted 05 February 2013 - 12:24 PM

Absolutely. TT balance just wont work here.

#147 Codejack

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Posted 07 February 2013 - 05:00 AM

View PostColonel Pada Vinson, on 05 February 2013 - 12:24 PM, said:

Absolutely. TT balance just wont work here.


TT balance is better than none at all, I think is our point.

#148 xxx WreckinBallRaj xxx

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Posted 10 February 2013 - 04:41 PM

I'm surprised this still hasn't been locked.

#149 Xigunder Blue

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Posted 10 February 2013 - 05:02 PM

Well, why not throw in my 2 cents worth. How does ECM lock out my firing switch for streak missile launchers? Because they do not fire without a lock on? Why not then allow them to fire as simple dumbfire missiles like the SRMs? A stupid manual switch could overcome the ECM blocking, an idea which any weapons engineer would know from Engineering 101.

The streak missile has a high probability of hitting based on an electronic guidance system. If that system is degraded by ECM then they should STILL FIRE as simple SRMs. No imbalance there and ECM doesn't totally negate a weapons system. Keeps skill in the game.

ECM also negates targeting of LRMs but at least the firing switch still works and we can even fire at a location.

#150 Eddrick

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Posted 10 February 2013 - 05:03 PM

Let Beagle Active Probe not be effected by the Guardian ECM Suite like the Bloodhound Active Probe. I don't think people will be willing to wait for eight years to get the absolute counter to the Guardian ECM Suite. Some extras like for the Beagle Active Probe would be nice: Reduce the time it takes to get target data and let it do the same thing that "Target Decoy" does.

Let Bloodhound Active Probe not be effected by Angle ECM Suite like it is not effected by Guardian ECM Suite. So, we would not have to deal with the same thing again later on.

I don't use ECM because I feel I would be using it as a crutch. I don't have a problem with ECM. The effects can be negated by paying more attention to your surroundings and what is going on. TAG helps for weapons that requier a lock and PPC EMP would help, too. If you can't hold a TAG Laser on a target long enough to get a missile lock, you will not be able to hold a Laser weapon on them long enough to do meaningfull damage. Also, five seconds of ECM being disabled from PPC EMP is plenty long enough to get a missile lock.

A buff to Beagle Active Probe would be cool. But, I don't want to hear about how overpowered ECM is. I have came to the conclusion that the functionality of ECM will never change. I am also sure many of the complainers are the ones that are having situational awarness problems or are relying on missile locks and don't want to use TAG.

Edited by Eddrick, 10 February 2013 - 05:04 PM.


#151 Pihb

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Posted 10 February 2013 - 05:04 PM

bringing the dead threads back to life today

#152 Skadi

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Posted 10 February 2013 - 05:05 PM

27 people pilot raven 3L's.

#153 LoneUnknown

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Posted 10 February 2013 - 05:05 PM

BAP wouldnt need buffing if ECM wasnt so over the top.

In table top, ecm counters bap, not the other way around anyway.

Nerf ecm and bap will be appropriate in strength.

#154 Codejack

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Posted 10 February 2013 - 05:19 PM

View PostXigunder Blue, on 10 February 2013 - 05:02 PM, said:

Well, why not throw in my 2 cents worth. How does ECM lock out my firing switch for streak missile launchers? Because they do not fire without a lock on? Why not then allow them to fire as simple dumbfire missiles like the SRMs? A stupid manual switch could overcome the ECM blocking, an idea which any weapons engineer would know from Engineering 101.


I have been positing some kind of unwritten, taboo backstory about a galaxy-wide plague that had lowered the IQ of the entire human race by 50 points.

#155 Strum Wealh

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Posted 10 February 2013 - 05:27 PM

View PostXigunder Blue, on 10 February 2013 - 05:02 PM, said:

Well, why not throw in my 2 cents worth. How does ECM lock out my firing switch for streak missile launchers? Because they do not fire without a lock on? Why not then allow them to fire as simple dumbfire missiles like the SRMs? A stupid manual switch could overcome the ECM blocking, an idea which any weapons engineer would know from Engineering 101.

The streak missile has a high probability of hitting based on an electronic guidance system. If that system is degraded by ECM then they should STILL FIRE as simple SRMs. No imbalance there and ECM doesn't totally negate a weapons system. Keeps skill in the game.

ECM also negates targeting of LRMs but at least the firing switch still works and we can even fire at a location.

Why not let Streaks dumb-fire through ECM? Because that is one of the specific characteristics of Angel ECM, which sets it apart from Guardian ECM.

Also, that Streaks need a lock to fire, and will not fire without it (unless forced to malfunction by Angel ECM) is its defining characteristic, and its balancing mechanism versus standard SRMs.
"Developed as a means of conserving ammunition, the Streak system literally refuses to fire unless all of the launcher’s tubes simultaneously achieve a “hard lock” on their target. While this approach guarantees a hit when the weapon fires, some have seen the system’s requirement for using only its own missile types (rather than any of the specialty munitions now available) as a hindrance. Combined with the Streak’s increased cost - to say nothing of the unnerving risk that it may override a shot at the critical moment it is needed - this has kept the Streak system from completely replacing standard SRMs in the arsenals of Inner Sphere militaries. Even today, standard SRM launch technology continues to outnumber Streak systems in the product lines of companies across the Sphere by almost two to one."
(TechManual, pg. 230)

That there is no "override" and that Streaks can never be dumb-fired (unless and only if malfunctioning under the influence of an Angel ECM Suite) is in fact "working as intended".
If one wants SRMs that can be dumb-fired and that allow for "off-the-hip snap-shots", one uses standard SRMs rather than Streak SRMs.

Edited by Strum Wealh, 10 February 2013 - 05:34 PM.


#156 Codejack

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Posted 10 February 2013 - 05:36 PM

View PostStrum Wealh, on 10 February 2013 - 05:27 PM, said:

Why not let Streaks dumb-fire through ECM? Because that is one of the specific characteristics of Angel ECM, which sets it apart from Guardian ECM.

Also, that Streaks need a lock to fire, and will not fire without it (unless forced to malfunction by Angel ECM) is its defining characteristic, and its balancing mechanism versus standard SRMs.
"Developed as a means of conserving ammunition, the Streak system literally refuses to fire unless all of the launcher’s tubes simultaneously achieve a “hard lock” on their target. While this approach guarantees a hit when the weapon fires, some have seen the system’s requirement for using only its own missile types (rather than any of the specialty munitions now available) as a hindrance. Combined with the Streak’s increased cost - to say nothing of the unnerving risk that it may override a shot at the critical moment it is needed - this has kept the Streak system from completely replacing standard SRMs in the arsenals of Inner Sphere militaries. Even today, standard SRM launch technology continues to outnumber Streak systems in the product lines of companies across the Sphere by almost two to one."
(TechManual, pg. 230)

That there is no "override" and that Streaks can never be dumb-fired (unless and only if malfunctioning under the influence of an Angel ECM Suite) is in fact "working as intended".
If one wants SRMs that can be dumb-fired and that allow for "off-the-hip snap-shots", one uses standard SRMs rather than Streak SRMs.


OK, but the GUARDIAN ECM shouldn't affect missiles at all.

PGI gave the Guardian the characteristics of the Angel, and that is a large part of the problem.

#157 Strum Wealh

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Posted 10 February 2013 - 06:08 PM

View PostCodejack, on 10 February 2013 - 05:36 PM, said:

OK, but the GUARDIAN ECM shouldn't affect missiles at all.

PGI gave the Guardian the characteristics of the Angel, and that is a large part of the problem.

No, they did not. :P

To actually understand this, one must actually look at how Streaks actually work, because how Streaks are handled is one of the primary - and more contentious - differentiators between the functioning of Guardian ECM and the functioning of Angel ECM

Specifically:
  • "Guardian ECMs, in any strength do not impact Streaks, Boosted C3, Bloodhound, etc." (BattleTech Freelance Developer forum post)
  • "Streak missiles fired into or through a hostile Angel ECM bubble will not fire if the to-hit roll fails, but on a successful Streak launcher attack, the attacker must roll on the Cluster table as though the launcher were a standard (non-Streak) model." (Tactical Operations, pg. 279)
In other words, Guardian does not affect the "proper functioning" of the Streak system, while Angel does.

Though, that raises the question of, "what is the 'proper functioning' of the Streak system?"
To which the answer is:
  • "A player attempting to lock a Streak missile on target must make a standard to-hit roll during the Weapon Attack Phase as if he were firing a standard SRM. If successful, the player immediately fires his Streak SRM at the locked-on target. All Streak missiles automatically hit (no roll on the Cluster Hits Table is required), and the player rolls as normal to determine the hit locations. If the roll fails, the player does not achieve a lock and so does not fire the SRMs or build up any heat. The player must roll for a targeting lock each turn, even if he achieved a lock in the previous turn. The player must make a separate to-hit roll for each individual Streak system being fired." (Total Warfare, pg. 138)
  • "...while a Streak SRM launcher applies the damage from each missile to a separate location, it does not apply its damage using the Cluster Hits Table; if the to-hit roll succeeds, all the missiles strike the target." (Total Warfare, pg. 116)
  • "Developed as a means of conserving ammunition, the Streak system literally refuses to fire unless all of the launcher’s tubes simultaneously achieve a “hard lock” on their target." (TechManual, pg. 230)
In other words, the Streak system is not designed for guidance (as many mistakenly believe), but for ammo efficiency and conservation; under normal operations, if the Streak system cannot guarantee that every single one of its missiles will actually strike the target, the whole launcher will not fire at all.

Guardian doesn't stop the Streak system from doing what it was designed to do (avoid firing when the BattleMech's targeting system does not have a hard lock, in order to conserve ammunition), but Guardian can and does interfere with the BattleMech's ability to get said lock in the first place (provided, of course, that one is implementing the advanced and double-blind rules from Tactical Operations, which PGI has ostensibly used as the basis for their Guardian ECM implementation).
And, obviously, if Guardian can prevent the lock from occurring by interfering with the sensors that would feed information to the targeting system (see here and here for the explanation for how it works in BT) and the Streaks won't fire at all without said lock, then it can be said that Guardian can technically prevent Streaks from firing... and that the Streak system allows this because it is still doing what it was specifically and explicitly designed to do (that is, avoid firing unless there is a solid lock).

By contrast, Angel actually causes the Streak system to malfunction in such a way that it will allow itself to fire in the absence of a solid lock, which dramatically increases the likelihood that at least some of the missiles will completely miss the target; such misses would be wasted shots, which is the one thing the Streak system was specifically and explicitly designed to avoid.

Ironically, there is a certain irony in Xigunder's proposal and those in the same vein: it is effectively asking the MWO rendition of ECM, which is supposed to be based on the Guardian ECM Suite, to take on one of the key aspects of the Angel ECM Suite, in spite of so many posts (including the one quoted at the top of this post, among others) condemning MWO's rendition of ECM for "acting like Angel", "combining Angel and Guardian", and so on and so forth. :D

So, no: Streaks should not dumb-fire (and, in most cases, should not fire at all) under Guardian ECM, but they could dumb-fire (again, the one thing they're not supposed to do!) under Angel ECM.

#158 Sigismund

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Posted 10 February 2013 - 06:13 PM

ECM wouldn't be a fiery subject if they just stuck to the tabletop rules for the ECM Guardian Suite. Forgive me if these rules were already posted but the Sarna entry is a little ambiguous about ECM's exact properties.

"A Guardian system nullifies the effects of any enemy BAP, Artemis, Narc or C3 when any of these systems are within 6 hexes (180m) of a Guardian equipped unit. The Guardian ECM suite does not affect other scanning and targeting devices, such as TAG and Clan targeting computers... It also affects any enemy system whose path passes within (180m) of the Guardian. e.g. if the LOS to a narc or between two C3 linked units passes within (180m) the line of communication is broken."

Those are the exact rules for the ECM. It's only original function was AS a counter to BAP, Artemis and C3 i.e. high level information sharing between allies which comes standard in the video games. It doesn't affect weapon or missile lockon nor does it affect your ability to target enemies and target information. It only hampers your ability to give and recieve that information to your allies.

A better solution to making BAP counter ECM is to stop ECM from doing stuff it was never intended to do.

#159 Eddrick

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Posted 10 February 2013 - 07:01 PM

Sorry to go off topic for a bit. But, I do love it when someone can explain the BT rules in detail.

Strum Wealh. Can you explain this part. I'm familiar with a good bit of the rules. But, not as far as ECM goes. I never bothered with it in any game because it feels like I would be using it as a crutch. I do know how real life ECM works. But, I'm not sure of the differance, if any.

View PostCodejack, on 10 February 2013 - 05:36 PM, said:

PGI gave the Guardian the characteristics of the Angel, and that is a large part of the problem.


I'm very use to First Person Shoter games that do not have a Radar. I'm also, use to chasing Stealth Fighters in Combat Flight Simuation games. For this reason, ECM doesn't bother me and I'm use to dealing with its effects.

Edited by Eddrick, 10 February 2013 - 07:03 PM.


#160 Strum Wealh

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Posted 10 February 2013 - 07:31 PM

View PostSigismund, on 10 February 2013 - 06:13 PM, said:

ECM wouldn't be a fiery subject if they just stuck to the tabletop rules for the ECM Guardian Suite. Forgive me if these rules were already posted but the Sarna entry is a little ambiguous about ECM's exact properties.

"A Guardian system nullifies the effects of any enemy BAP, Artemis, Narc or C3 when any of these systems are within 6 hexes (180m) of a Guardian equipped unit. The Guardian ECM suite does not affect other scanning and targeting devices, such as TAG and Clan targeting computers... It also affects any enemy system whose path passes within (180m) of the Guardian. e.g. if the LOS to a narc or between two C3 linked units passes within (180m) the line of communication is broken."

Those are the exact rules for the ECM. It's only original function was AS a counter to BAP, Artemis and C3 i.e. high level information sharing between allies which comes standard in the video games. It doesn't affect weapon or missile lockon nor does it affect your ability to target enemies and target information. It only hampers your ability to give and recieve that information to your allies.

A better solution to making BAP counter ECM is to stop ECM from doing stuff it was never intended to do.

Actually, what's on Sarna isn't the exact wording, but it's fairly enough. :)

"An ECM suite has an effect radius of six hexes that creates a “bubble” around the carrying unit. The ECM’s disruptive abilities affect all enemy units inside this bubble, as well as any line of sight traced through the bubble. It has no effect on units friendly to the unit carrying the ECM.

In the ECM diagram, the ’Mech in Hex A on the Open Terrain #1 map is equipped with an ECM suite, which has an effect radius of six hexes (shown as the shaded area). The suite affects any enemy unit in this area or any enemy LOS traced through it.
The ’Mech in Hex B is affected because it falls inside the effect radius.
A shot from Hex C to Hex D would also be affected because LOS passes through the radius.
A shot from Hex C to Hex E would not be affected because LOS does not pass through the radius.

Within its effect radius, an ECM suite has the following effects on the following systems. The ECM suite does not affect other scanning and targeting devices, such as TAG and targeting computers."
(from page 134 of the core BattleTech rulebook, Total Warfare)

The "following effects" go on to describe how ECM Suites (that is, all of them - Guardian, its unnamed Clan counterpart, and Angel) completely nullify the effects of Active Probes (more specifically, Beagle), Artemis IV, Narc, and both C3 and C3i.

Additionally, the example describing the shot from Hex C to Hex D is of particular note, since the accompanying chart in the book shows that both Hex C and Hex D are outside of the ECM bubble (that is, more than 6 hexes away from the ECM unit in Hex A), but the shot is still affected because it must pass into the bubble (and back out again) to get from C to D and "the ECM’s disruptive abilities affect all enemy units inside this bubble, as well as any line of sight traced through the bubble"; this explicitly shows that ECM can affect units outside of the 180 meter (6 hex) bubble, as long as their action (a shot... or a sensor probe) has a LOS that in any way comes into contact with the bubble.

Also, to also be considered are the advanced combat and equipment rules from another of the core BattleTech rulebooks, Tactical Operations.

"The ranges of various electronic sensor systems appear in the Sensor Range Table, p. 222. To make a Sensor Check, the player rolls 2D6. A result of 7 or 8 means the sensor detects any unit within its short range. A result of 5 or 6 means the sensor detects units out to its medium range. A result of 2 to 4 means the sensor detects units out to its long range. A roll of 9 to 12 means the sensor failed to detect any units."
(from the "double-blind rules" in Tactical Operations, pg. 222)

"Just as special sensors can make spotting enemy units easier, special ECM and stealth systems can make units harder to detect.

As a general rule, ECM/stealth systems mask a unit’s nature and precise location from enemy sensors, but the systems’ powerful jamming devices make it clear to the enemy that something is out there.

In the double-blind game, all ECM and stealth systems modify the die roll results of spotting units attempting to detect an enemy unit equipped with such an ECM system. Because different ECM/stealth systems have different effects against different probes and sensors, the modifiers vary depending on the spotting unit’s probe/sensor and the enemy unit’s ECM system. These modifiers appear in the ECM/Stealth Modifier Table. Once the sensor detection dice roll has been made (including adding any bonus modifiers from the controlling player’s side), the player consults the ECM/Stealth Modifier Table and adds the applicable modifier to the roll result."
(from the "ECM/Stealth Systems" section of the double-blind rules, pg. 224 of TacOps)

The ECM/Stealth Modifier table (on page 223 of TacOps) indicates that Guardian ECM adds five (+5) to the result of a sensor roll made using standard 'Mech sensors, and adds four (+4) to a sensor roll made against a Beagle Active Probe.
(For comparison, the same table shows that the more-powerful Angel ECM levels even greater penalties: +7 against standard sensors and +6 against Beagle.)
On top of that, a result of 9 or more means that "the sensor failed to detect any units".
So, against a 'Mech with standard sensors, an ECM carrier would have to worry about detection if the roll comes up as less than four (since a roll of 4 plus ECM's modifier of +5 equals 9, the "failure to detect" condition); in TT terms, only a roll of 2 or 3 would matter.
In terms of 2D6 probabilities, the combined likelihood of a 2 or 3 is on the order of ~8-9%... meaning that there is a 90+% chance that a Guardian ECM system would prevent standard 'Mech sensors from detecting the ECM-equipped unit (or any other unit under the ECM bubble), even if the target is actually outside of the 180 meter radius of the ECM bubble.

In terms of real-time, we could also say that the failure-to-detect indicates that the target's sensors cannot "see" the ECM carrier.
And if the ECM carrier cannot be seen by the target's sensors, the target's fire control system (which relys on the information from said sensors) can't establish a weapons lock (since, obviously, it can't lock onto what it can't see).
And if the target's fore control system can't get a weapons lock, weapons that won't fire unless and until said lock is achieved (that is, Streak missiles) simply cannot be fired while other weapons that use the locking capability for certain tasks (that is, LRMs' ability to track and home-in on an opponent) lose those capabilities.

So, from a "BT rules standpoint", MWO's current Guardian/Streak interaction is (IMO) arguably justifiable.

The analogous logic behind how (beyond "because the BT rules say so") Angel does its thing (making Streaks dumbfire), on the other hand, is something I've yet to figure out... :lol:





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