I'm really interested in maxing out the potential of the strategic side of MWO (such as it is), but the descriptions and things I've heard from various sources about the actual MWO-in-game-effects of TAG, Narc, Beagle, ECM, and C3 are fairly confusing - could someone give me a breakdown - here's what I understand/know/have heard from each
TAG - tiny no-heat no damage laser beam when held on target reduces lock on times for SSRM's and LRM's
*may* increase number of projectiles that hit? and or cluster damage more tightly?
has *some* kind of effect vs disruption ECM - something about 200 meters, 180 meters, and a 20 meter "window" that I have utterly failed to understand so far. I can veriify, however, that TAG does NOT bypass ecm for your own streak srms at close range, at least not as far as I could tell
BEAGLE - increases target id range, reduces target id "paper doll" scan time, and allows detection of shut-down mechs up to 100m away
no idea how it is affected by ECM or not, if it retains it's abilities *through* ecm, and *might* allow target id to be held longer when out of LOS
also, is a very cute breed of dog, especially when puppies, but can sometimes suffer from incontinence when excited
NARC - a fired weapon with ammunition and requires a hit to work, and appears to allow a taglike effect otherwise for a limited period of time (8 seconds) without having to keep it targeted (although you still need to keep line of sight? or you keep the tag effect for 8 seconds AFTER you lose LOS? I'm not sure...)
also a derogatory term for that guy that rats you out at school - see 21 Jumpstreet (not the movie) for more info
ECM suite - has two modes - disrupt, which blanks out target id's (and must have some effect on target id "paper-doll" scans) up to a certain range? and prevents lock-ons for all weapons with lock on ability. Or perhaps it reduces the effective scan range? because I know, if you get close enough to an ECM mech, you can still id and paper doll it, so, I just don't understand the *exact* effect of ECM
mode 2 is "counter" mode or some such, and essentially counters the "disrupt" effect of, I'm guessing, any ECM mechs in the area. So what happens if there are 2 disrupt ecm mechs in range of a single counter ecm mech? does the counter counter both? I assume the counter affects enemy targets being affected by friendly ecm(thereby allowing lock-ons to enemy mechs within the radius of the counter ecm mech)
C3 - appears to be currently limited to allowing VOIP within your party? or group? or match? was also supposed to, and may in the future, allow auto grouping when dropping into a match?
This is what I understand about strategic modules so far - I'm also confused as to making mechs with these items
What can I install a c3 command module into? are there only certain chassis that allow it? see my ECM questions below...
I cannot buy ECM module for any other mech - a few mech models COME with an ecm module. Why am I unable to buy it separately? do I need to unlock one of the pilot gxp trees to have it available for purchase/use? or can only certain models take it at all? I'd like to stick an ECM module in my jenner - but can't find it on any of the equipment purchase lists...
TAG - I *think* it counts as an energy weapon and has to be installed into an energy weapon slot...is that right?
that's a hefty list I know - anyone with *confirmed* knowledge of any of these questions, I'd very much appreciate some clarification - thank you!


Strategic Device Clarification
Started by Tex1013, Jan 24 2013 07:21 PM
7 replies to this topic
#1
Posted 24 January 2013 - 07:21 PM
#2
Posted 24 January 2013 - 07:41 PM
Hit up the MWO Wiki. What's not in there is answered elsewhere in the forums.
#3
Posted 24 January 2013 - 07:48 PM
Tex1013, on 24 January 2013 - 07:21 PM, said:
TAG - tiny no-heat no damage laser beam when held on target reduces lock on times for SSRM's and LRM's
*may* increase number of projectiles that hit? and or cluster damage more tightly?
*may* increase number of projectiles that hit? and or cluster damage more tightly?
LRM rockets bundle up tighter, SSRMs imo are not affected (they come in 2s anyway). No effect on SRMs.
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has *some* kind of effect vs disruption ECM - something about 200 meters, 180 meters, and a 20 meter "window" that I have utterly failed to understand so far. I can veriify, however, that TAG does NOT bypass ecm for your own streak srms at close range, at least not as far as I could tell
An ECM carrier mech basically creates a 180m "umbrella" around him that will disrupt any lock on targeting and the TAG to communicate the marked object to your teammates as well as your targeting computer. In the range outside of the 180m you can TAG an target under ECM/with ECM and lock on.
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BEAGLE - increases target id range, reduces target id "paper doll" scan time, and allows detection of shut-down mechs up to 100m away
no idea how it is affected by ECM or not, if it retains it's abilities *through* ecm, and *might* allow target id to be held longer when out of LOS
no idea how it is affected by ECM or not, if it retains it's abilities *through* ecm, and *might* allow target id to be held longer when out of LOS
Currently the effects of BAP are completely negated by ECM.
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NARC - a fired weapon with ammunition and requires a hit to work, and appears to allow a taglike effect otherwise for a limited period of time (8 seconds) without having to keep it targeted (although you still need to keep line of sight? or you keep the tag effect for 8 seconds AFTER you lose LOS? I'm not sure...)
NARC like BAP is completely negated by ECM. If you launch a NARC buoy on a target it will make this target targetabble bye anyone in your team for 8 (or now I think 10s). Last time I used it (which was quite a while ago) the effect went away when target broke LOS.
Currently there is not much sense in using NARC.
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ECM suite - has two modes - disrupt, which blanks out target id's (and must have some effect on target id "paper-doll" scans) up to a certain range? and prevents lock-ons for all weapons with lock on ability. Or perhaps it reduces the effective scan range? because I know, if you get close enough to an ECM mech, you can still id and paper doll it, so, I just don't understand the *exact* effect of ECM
If you get within 200m you can target it and your teammates (within range) will see the target as well, once you are in the 180m bubble and target the mech, the target is only visible to you.
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mode 2 is "counter" mode or some such, and essentially counters the "disrupt" effect of, I'm guessing, any ECM mechs in the area. So what happens if there are 2 disrupt ecm mechs in range of a single counter ecm mech? does the counter counter both? I assume the counter affects enemy targets being affected by friendly ecm(thereby allowing lock-ons to enemy mechs within the radius of the counter ecm mech)
ECM on counter will counter the single nearest ECM mech in disrupt. If there are two afaik 1 counter ECM will not suffice to counter both.
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C3 - appears to be currently limited to allowing VOIP within your party? or group? or match? was also supposed to, and may in the future, allow auto grouping when dropping into a match?
C3 is the voice chat tool that is partially integrated into the game. Partially because it does not "auto group" -this is still in the works. You will have to use it like Teamspeak or Mumble. Join a channel with friends first, then together jump into a match.
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What can I install a c3 command module into? are there only certain chassis that allow it?
Currently the command console (I guess that is what you are referring to) is just a place holder. In BT it would allow you to take over advanced lance controls, this is not yet implemented.
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I cannot buy ECM module for any other mech - a few mech models COME with an ecm module.
Not all mechs are capable of carrying ECM. Currently it's limited to the following variants:. The COM-3D, RVN-3L, SDR-5D, CDA-3M and AS7-D-DC.
ECM Guardian Suite in MWO
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TAG - I *think* it counts as an energy weapon and has to be installed into an energy weapon slot...is that right?
Yes, it takes one energy slot and weights one ton.
Edited by Taizan, 24 January 2013 - 07:53 PM.
#4
Posted 24 January 2013 - 07:57 PM
Thank you Taizan - so far, that's very helpful
Insekt - less directly helpful, but thank you for pointing it out - checking it out now
turns out the wiki has most of this information, but it's less detailed than Tiazan's post, and might have some...editing...to be done to be fully accurate
Insekt - less directly helpful, but thank you for pointing it out - checking it out now
turns out the wiki has most of this information, but it's less detailed than Tiazan's post, and might have some...editing...to be done to be fully accurate
#5
Posted 24 January 2013 - 08:02 PM
just for accuracy's sake, Taizan's list of mechs that can mount ECM forgot the Spider 5d, assuming the info on the wiki is still correct.
#6
Posted 24 January 2013 - 09:35 PM
The Wiki is up to date. Since I was working on those page anyways and still have the tabs open, I can add a direct link to most of the pieces of equipment you were asking about.
http://mwowiki.org/wiki/Tag
http://mwowiki.org/w...le_Active_Probe
http://mwowiki.org/wiki/NARC
http://mwowiki.org/wiki/Artemis_IV_FCS
http://mwowiki.org/wiki/Electronic_Countermeasure
http://mwowiki.org/w...Command_Console
And since some of the modules affect radar
http://mwowiki.org/wiki/Pilot_Lab
Of course if anything looks off or can be improved, by all means edit it. If you're not sure about something in the page, leave a comment on the discussion page and someone will double check it.
http://mwowiki.org/wiki/Tag
http://mwowiki.org/w...le_Active_Probe
http://mwowiki.org/wiki/NARC
http://mwowiki.org/wiki/Artemis_IV_FCS
http://mwowiki.org/wiki/Electronic_Countermeasure
http://mwowiki.org/w...Command_Console
And since some of the modules affect radar
http://mwowiki.org/wiki/Pilot_Lab
Of course if anything looks off or can be improved, by all means edit it. If you're not sure about something in the page, leave a comment on the discussion page and someone will double check it.
#7
Posted 25 January 2013 - 04:25 AM
Tex1013, on 24 January 2013 - 07:57 PM, said:
Insekt - less directly helpful, but thank you for pointing it out - checking it out now
turns out the wiki has most of this information, but it's less detailed than Tiazan's post, and might have some...editing...to be done to be fully accurate
turns out the wiki has most of this information, but it's less detailed than Tiazan's post, and might have some...editing...to be done to be fully accurate
I tried. I was on mobile from work (where gaming sites are blocked). I thought I'd point you in the right direction until someone else could post the details. Glad you got the answers you were looking for.

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