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Implement Active/passive Radar (As Per Mw4)


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#1 HRR Insanity

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Posted 16 December 2012 - 12:56 PM

As a useful way to augment the sensor warfare. Allow players to change their 'Mech emission mode into Active (same as current) or Passive. Passive would decrease detection range by 30% and would not allow you to acquire locks unless the enemy was TAGged. Passive mode would disable your electronics (ie: prevent BAP from detecting shut down 'Mechs) until you went into Active mode.

It's a 'cheap ECM' that also allows players to help adjust the sensor warfare model.

It made MW4 a rich environment for sensor warfare... and that was 10 years ago.

Bring it back.

Insanity

Edited by HRR Insanity, 10 March 2013 - 11:31 AM.


#2 Oppresor

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Posted 16 December 2012 - 01:42 PM

Yes, I 100% agree with this one, it even has a name, EPM (Electronic Preventative Measures). It's a tactic that I used to use in MechWarrior 4, normally while running for my life in the BushWhacker. Please bring it back.

#3 HRR Insanity

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Posted 17 December 2012 - 06:11 PM

Also, we should have the ability to completely activate/de-activate ECM, BAP, or any other module in game to affect in-game sensor warfare behavior.

#4 HRR Insanity

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Posted 20 December 2012 - 01:53 PM

No one else cares?

#5 HRR Insanity

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Posted 21 December 2012 - 07:37 PM

Bumped for visibility.

#6 Corvus Antaka

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Posted 21 December 2012 - 09:31 PM

I agree mech style radar would fit TT well and be a very simple solution to the radar issue.

imho PGI needs to draw from the systems we all know worked well in previous mech games and adapt them here, rather than creating a whole new vision from scratch that can't hit the mark, and is much harder to put together.

#7 mekabuser

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Posted 21 December 2012 - 10:43 PM

i hear ya. The radar was tolerable b4 ecm. Now, its really quite horrendous having an ecm enemy right there,and theres nothing to help you other than line of sight.
Like your idea.
My idea is a toggle for bap. Ping mode. lights you up like a xmas tree, but lights up ALL enemies within 300 yards for a sec or two.
Very useful scout tool and added depth to immersion.

#8 Rivy

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Posted 22 December 2012 - 03:13 AM

Yeah, I remember it in MW3 :3

#9 WiCkEd

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Posted 22 December 2012 - 04:01 AM

View PostHRR Insanity, on 16 December 2012 - 12:56 PM, said:

As a useful way to augment the sensor warfare. Allow players to change their 'Mech emission mode into Active (same as current) or Passive. Passive would decrease detection range by 30% and would not allow you to acquire locks unless the enemy was TAGged. Passive would prevent BAP effects.

It's a 'cheap ECM' that also allows players to help adjust the sensor warfare model.

It made MW4 a rich environment for sensor warfare... and that was 10 years ago.

Bring it back.

Insanity


Equip a BAP, you're using active. No BAP equipped, you're using passive. That's why the targets drop once you lose LOS and break range. Perhaps I'm confused about the facts of our radar?

#10 Critical Fumble

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Posted 22 December 2012 - 05:33 AM

Maybe make BAP the active sensor? The poor thing has been sidelined because of ECM, wasn't all that useful before, but still.

I'm not too keen on sticking it to the LRMs any more than we already have, but reducing the passive detection radius and making BAP an asset for spotting again would be good. Maybe give it a toggle so the active mode gives a long spotting radius, but instead of allowing locks on the BAP mech, highlight its position to all enemies in its spotting radius. The one trick pony information warfare in game is rather shallow.

Oh, but no seeing through solid walls, please.

#11 Atriedes

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Posted 22 December 2012 - 10:15 PM

I am 100% (10,000,000%?) behind this concept as it is pretty neat. Also I played waaaaaaaaay back in the day with this and would love to see it in MWOnline.

#12 Goreshade

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Posted 22 December 2012 - 11:42 PM

This won't make it in, as it wasn't part of the TT. It was altered from a PC game, which each PC game was different from one another. Each of the mechwarrior games you talk about, they took from the TT and altered it a bit, PGI is trying to emulate the TT the best they can without adding in anything else. The ECM just got balanced and will receive more balancing in the future. This game is still open beta and hasn't gone live yet, so give it some time.





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