Kousagi, on 05 December 2012 - 07:42 PM, said:
The thing you forget is that battletech has always tried to stay pseudo realistic. ECM is a current device that is in use by military units today. They are not called ECM, but it is a electronic warfare suite. The US has the Duke/Guardian systems there is also a few other ones, but too many to name them all. So the way current ECM works does in ways mimic how Jamming systems really do work. Though its not going to be following them strictly due to certain things they are not going to bother programing in, like signal strength requirements for a signal to be jammed.
...O-kaaay, but then you have the problem of the jamming emitter lighting up every screen for miles around like a christmas tree. Ever hear of radar-guided missiles? That's why they can turn ECM off.
Kousagi, on 05 December 2012 - 07:42 PM, said:
So, If you think about it, the reason narcs are jammed is cause they are a RF signal. same seems to be true with LRM/Streak guidance systems, due to how they behave. TAG how ever will work, since it is just a laser, no RF to it. BAP, would not be able to cut through a strong enough ECM either, and even if it could the RF signal would bounce back all mauled up due to the white noise from the ECM, so you would not get a clean signal back, which would mean the mechs systems could not ID it as a target or not, and since we don't have radar ghosts they can't display it like that.
Well, first of all, the NARC should be able to outpower the ECM emitter since it only has to broadcast on one frequency, while the ECM has to jam broad spectrum, so the NARC should be much easier to home in on. Same with BAP; close up, it should be able to "burn" through the ECM by focusing power on a single frequencty. TAG should actually be easier to counter since it will rely on an optical sensor to track the laser, which is susceptible to all sorts of interference.
Kousagi, on 05 December 2012 - 07:42 PM, said:
In terms of balance I think they are also fine, You don't need a lock to fire your weapons at the bad guy. This was seen even in early beta's as ya just flip on heat vision and blast people as they walk out of their spawn while walking out of your spawn.
Yea, that's not the problem; the problem is that, due to netcode/lag issues, close, fast lights that are all but immune to unguided weaponry (please see my posted video of a Jenner coming out of 4 6xSRM6 volleys without a scratch). My Commando 2D is a 1-on-1 match for pretty much anything in the game; a streak-loaded Atlas DDC is about the only thing I can think of that I don't want to tangle with. THAT'S NOT BALANCED!