Author Topic: NullSig and Chameleon Shield Suggestion  (Read 1017 times)

0 Members and 2 Guests are viewing this topic.

Offline (TLL) Heretic

  • Living Legend
  • *******
  • Posts: 2209
  • Karma: 117
Re: NullSig and Chameleon Shield Suggestion
« Reply #15 on: November 09, 2010, 06:14:39 PM »
I just can't imagine any longer public match going well with visual stealth tech.  It would turn into 60% of each team camping stealthed and picking off the 4 opponents that could not afford stealth tech yet running around in lights.  Long range fire support definitely has it's place, but don't give them the option of invisibility.  It would make the public matches rather unfun imo.

That's balanced for, having either system reduces the size of all your weapons pods, and cost 30-40k more than their non-stealthed cousins, your also weaker in the armour department (no Ferro Fibrous for you! ;) ). 

Would you rather have a weaker ShadowCat without JJs and 2UAC10s & significant heat management issues or a Mad Cat A?  You could probably run through 2-3 Ninja-SCats in a MadCat A before RTB if you spotted them early enough (Classic Ninja v Samurai playstyle where the ninja will loose if he doesn't mug the samurai in the 1st few seconds). Both machines would  be in the same price bracket..Stealth takes away from firepower and armour, so there's the balance, folks can counter it by using active radar with BAP/BHP or in the case of the NullSig by getting an eyeball on the enemy.  Clan are detected only visually, IS detected only electronically, so that's balanced too. folks would only take them for specific stealth purposes with the majority preferring thick hides and heavy weapons being the norm, if it's done well..

Worst Chameleon Sniper would be the Fafnir, which could probably house 2 Gauss in it's downgraded pods, but a quick scan of the ridgelines with the mouse will red-over an enemy anyways, or a Scout will pick him up passive at ~700m (so he's not got a great range advantage for his manouverability).  The Awesome could struggle to fit anything above medium laser size in it's pods, the Uziel would loose it's PPCs etc etc  downgrade the pods with NullSig&Chameleon and you prevent a lot of longrange boating.

@SquareSphere, I've thought about the IFF Jammer, and I've never really liked the idea of, it's pretty obvious it's a IFF jamming machine in a SIM (When you look at friendlies you get their name, an enemy name (or lack of a name) would be suspicious enough to grab your attention even before the fact that he is closing in on you from the enemy lines raises your alarm.  And it doesn't brning any added level of gameplay, no active or passive states or range to target detection games.


Pecuniam non olet
Quid enim saluis infamia nummis

"Make this game my way, because I HAVE A DISORDER!" - VictorMorson
".....show us on the doll where MWLL touched you bad." - KingLeer

Offline SquareSphere }12thVR{

  • Living Legend
  • *******
  • Posts: 4513
  • Karma: 186
  • pancake slinging, Square (care) Bear of MWLL
    • 12th Vegan Rangers - Boards
Re: NullSig and Chameleon Shield Suggestion
« Reply #16 on: November 09, 2010, 06:33:37 PM »
My IFF jammer would be a blanket affect for frontline use to keep combat tense and reduce the effectiveness of long range support

the IFF modulator would be what totally flips the radar sig to be seen as being on the other team.  It wouldn't be meant for close range use where visual confirmation like you said would make them detectable, but rather for long range reconnaissance and to get an narc off before drawing attention.
Want to give organized battles a spin?
Not sure about your skills but want to test them out?
Looking for a casual unit?
12th Vegan Rangers are recruiting!  Click here to check out our new boards!

FLAWLESS VICTORY


Offline Frostiken

  • Star Colonel
  • ****
  • Posts: 1909
  • Karma: 194
Re: NullSig and Chameleon Shield Suggestion
« Reply #17 on: November 10, 2010, 02:14:41 AM »
Quote
@SquareSphere, I've thought about the IFF Jammer, and I've never really liked the idea of, it's pretty obvious it's a IFF jamming machine in a SIM (When you look at friendlies you get their name, an enemy name (or lack of a name) would be suspicious enough to grab your attention even before the fact that he is closing in on you from the enemy lines raises your alarm.  And it doesn't brning any added level of gameplay, no active or passive states or range to target detection games.

That's because jamming IFF in-game and in the real world isn't effective up-close, IFF is useful at BVR (beyond visual range). That's why IFF was invented, so when you think aircraft are coming you shoot them in interrogation message, and their transponder spits back a special code. If you jam or compromise this code, friendlies BVR can't send missiles at them without risking hitting their own troops.

If an IFF jammer were realistically implemented into MWLL it could be one of the most powerful sensor technologies!

There's no 'enemy' transponder response to an interrogation - in real life if you don't get the proper coded response to your coded interrogation, then that's it - target is unidentified. Rules of engagement dictate whether or not you treat such targets as hostile, and more powerful radars could narrow down what kind of aircraft it is (such as AWACS telling you it's hostile). However, in MWLL it seems the ROE is 'no response, it's hostile' - so basically, to the enemy, everyone around this IFF jammer would appear as a hostile. Once hostile, a huge and hilarious possibility of friendly fire exists. Since IFF is really the ONLY thing keeping missiles from tracking friendlies, it should be entirely possible for a jammed mech to be locked on for a missile strike by his own careless team.

You could also make the IFF jammer less effective the closer you are to it, due to sensor 'burn through'. So basically up-close in the dirty, the IFF interrogations are so short-ranged their power is maximum, higher than the relatively thin-spread IFF jamming can scramble, so your SRMs and your own radar would work fine - however, you'd see everyone OUTSIDE the bubble of the IFF jamming as a hostile.

It all sounds very fun :D

Offline Taemien

  • Star Colonel
  • ****
  • Posts: 1888
  • Karma: 131
  • Less pew pew, More Dakka!
Re: NullSig and Chameleon Shield Suggestion
« Reply #18 on: November 10, 2010, 02:28:55 AM »
Interesting idea for a IFF jammer. Make it so your name is blue to the other team and your name (if possible) matches one of their teammates, perhaps the one you have targeted. This way if you're targeting someone that's checking you out, your name will be theirs and they will have a chance to discern you.

Offline Frostiken

  • Star Colonel
  • ****
  • Posts: 1909
  • Karma: 194
Re: NullSig and Chameleon Shield Suggestion
« Reply #19 on: November 10, 2010, 02:36:24 AM »
That's hardly a 'jammer' though.

Offline MatthewPryde

  • Lance Captain
  • ***
  • Posts: 735
  • Karma: 66
Re: NullSig and Chameleon Shield Suggestion
« Reply #20 on: November 10, 2010, 04:11:44 AM »
I love how Sarna neglected to mention that the chamelon system breaks frequently, is almost impossible to maintain in campaigns, and as soon as you do manage to get shot, or shoot, it goes away.
Comstar: Star Colonel Matthew Pryde, Commander of the 1st Peregrine Strikers, Delta Galaxy

Offline SquareSphere }12thVR{

  • Living Legend
  • *******
  • Posts: 4513
  • Karma: 186
  • pancake slinging, Square (care) Bear of MWLL
    • 12th Vegan Rangers - Boards
Re: NullSig and Chameleon Shield Suggestion
« Reply #21 on: November 10, 2010, 05:00:14 AM »
That's hardly a 'jammer' though.

He's talking about the IFF modulator, where as the IFF jammer would just scramble everything. Course i'm totally making stuff up now :p
Want to give organized battles a spin?
Not sure about your skills but want to test them out?
Looking for a casual unit?
12th Vegan Rangers are recruiting!  Click here to check out our new boards!

FLAWLESS VICTORY


Offline Frostiken

  • Star Colonel
  • ****
  • Posts: 1909
  • Karma: 194
Re: NullSig and Chameleon Shield Suggestion
« Reply #22 on: November 10, 2010, 12:02:02 PM »
Would you rather have a weaker ShadowCat without JJs and 2UAC10s & significant heat management issues or a Mad Cat A?  You could probably run through 2-3 Ninja-SCats in a MadCat A before RTB if you spotted them early enough (Classic Ninja v Samurai playstyle where the ninja will loose if he doesn't mug the samurai in the 1st few seconds). Both machines would  be in the same price bracket..Stealth takes away from firepower and armour, so there's the balance, folks can counter it by using active radar with BAP/BHP or in the case of the NullSig by getting an eyeball on the enemy.

Well the problem with that is that if you're dealing with reduced loadouts is the first-strike advantage takes a serious hit - I mean, hitting someone unawares with 4x CERPPCs would kick some serious amounts of ass. 2x UAC10s would hurt if you got them in the butt but after that, the Mad Cat just turns around and cuts you up.

I can see how the Null Sig would be useful, in fact you could even use it to infiltrate the enemy to a degree - it would also probably be somewhat disorienting in combat as they wouldn't be able to target you - but I probably would never give up the heat capacity and weapon weight for it. I just don't think the Null Sig would be effective enough considering the downsides.

If anything, consider this: AECM is supposed to be 'better GECM', and both ECM technologies are supposed to have a bubble influence, as well as killing both C3 and NARC. GECM:AECM what BAP:BHP. The Null Sig system you described is almost more like what AECM should be - and your Null Sig system would be a lot more palatable if it instead mimicked what AECM does now. And I think the Chameleon would only be abused in ways that weren't intended. Saying the 'red reticule' would counter sniping with it is ridiculous, because what stops you from just picking up a brawler using it too? As with stealth in all games, it'll be impossible to balance in the way it's supposed to be and either be unused or abused. To say that this is wrong is just ignorant.

Offline (TLL) Heretic

  • Living Legend
  • *******
  • Posts: 2209
  • Karma: 117
Re: NullSig and Chameleon Shield Suggestion
« Reply #23 on: November 10, 2010, 01:54:29 PM »
Would you rather have a weaker ShadowCat without JJs and 2UAC10s & significant heat management issues or a Mad Cat A?  You could probably run through 2-3 Ninja-SCats in a MadCat A before RTB if you spotted them early enough (Classic Ninja v Samurai playstyle where the ninja will loose if he doesn't mug the samurai in the 1st few seconds). Both machines would  be in the same price bracket..Stealth takes away from firepower and armour, so there's the balance, folks can counter it by using active radar with BAP/BHP or in the case of the NullSig by getting an eyeball on the enemy.

Well the problem with that is that if you're dealing with reduced loadouts is the first-strike advantage takes a serious hit - I mean, hitting someone unawares with 4x CERPPCs would kick some serious amounts of ass. 2x UAC10s would hurt if you got them in the butt but after that, the Mad Cat just turns around and cuts you up.

That's not a problem, it's design.  It's a trade-off for the advantage of staying off radar it also has it's own quirks to balance it's use; right now you just press R with a ECM 'mech and you get that effect (EASY mode) without any drawbacks or pilot considerations.  That SCat is not capable of taking down clan Heavies, and guess what? If you stealthed that MadCat it would hit more like a medium, if you stealthed a MkII it would hit like a Heavy, these are rough comparisons, but that's the trade-off Stealth systems take up massive internal space and thus reduce your firepower, the heat effects of both systems means that UAC10s and SRM4-6s (cold running and smaller sized) would be the weapons of choice for a Stealth machine, not Gauss, ERLarge or the various Class 20 Autocannons.

Sniper configs with these Stealth systems are very hard to do (you could have ERLarge snipers on some machines but any more than 2ERLarge and you'd overheat almost instantly, PPCs are right out and Gauss are too big to fit in almost all stealthed machines.  For another example a stealthed Blood ASP would be reduced to UAC10s in the Torso mounts, instead of Gauss, or UAC20s.

It's not meant for snipers, as no chassis (well perhaps the Fafnir) could mount the Gauss while Stealthed, and a lot of people will avoid it, many folks are addicted to armour and high firepower over anything else, others aren't and could see the advantages in stealth, thus it adds to gameplay.


I can see how the Null Sig would be useful, in fact you could even use it to infiltrate the enemy to a degree - it would also probably be somewhat disorienting in combat as they wouldn't be able to target you - but I probably would never give up the heat capacity and weapon weight for it. I just don't think the Null Sig would be effective enough considering the downsides.

You might also never fly, or play dedicated BA or AA Tanker as those roles might not be your cup of tea, others think differently and have fun doing different things, Stealth would be another thing to do, the disadvantages are meant to be high, because the advantages, in the hands of the right pilot, would be great.


*SNIP*
 And I think the Chameleon would only be abused in ways that weren't intended. Saying the 'red reticule' would counter sniping with it is ridiculous, because what stops you from just picking up a brawler using it too? [FINALLY!!!Sheesh, that's what it's designed for]As with stealth in all games, it'll be impossible to balance in the way it's supposed to be and either be unused or abused. To say that this is wrong is just ignorant.

Although your still confused as to thinking that either system if a snipers wet dream - they're not by design (reduced weapon sizes and major-fatal Heat issues for energy boating)....you are beginning to get the point.  It's designed for brawlers to use to create ambushes and deep strikes/infiltrations, so here's a further example of the intended gameplay of the 2 systems:

The Cham system pilot stays passive sensors and turns the Cham on when moving between cover, off when in cover and off when engaging.  The Cham pilot can only use the system sparingly or he'll overheat, the hard counter to this system is a good heavy Scout with active sensors (like Scouts are meant to do). 

The NullSig pilot stays active sensors all the time, the Nullsig pilot has to be careful with his heat management (as it's halved in efficiency while the NullSig is active) and some builds will have to turn it off in combat, the advantage is undetectability.  The Hard Counter to the NullSigs sensor invisibility is to eyeball the asset and shoot (which any unit can do).



@Matthew, yes I know Chameleon is different in the tabletop (totally OP concept in a LoS based tabletop game) and hence all those rules and built in fragility.  I'm only using a similar system to bring a different type of stealth to the IS side from the Clan side, it's heat buildup, based on speed, is what prevents it being abused and keeps it intended as a "use between cover or when closing those last few 100m to avoid getting legged/armed or cored right away".  ERGO It's a gameplay feature, not a CBT one, NullSig makes better Ninjas IMO but clan tech should be better, so that's ok too (IS side still have Longtoms to balance this out).

Really if your going to get precious about it the Clans shouldn't get anything Stealthed at all (they have the tech but view it as dezgra) and the IS should get the NullSig system (Hell the Liao has been mass producing an "almost as good as NullSig" system since the late 3050s, a decade before we see 'mechs like the Uziel, MkII and Thanaots on the field).  But where's the balance in being 100% pure to CBT? Where's the fun with the IS having both LTA and NullSig and the Clans having nothing? Or both having the same Nullsig system?

Sure Chameleon is very ComStar/WoB Spec Ops and right on the cusp of the Jihad storyline (which I, and a vocal majority here, reject) but it would be quite fun to play with, not OP if adjusted well and easily defeated by the Clan side fielding a good Scout unit (Even a Loki can have enough electronics to sniff out any passive Chameleoned units with ease, as long as he stays active, so it's hardly like forcing folks into lights to counter, just increasing the EW depth and value in the game). 

But ultimately I would suggest dropping Chameleon and giving NullSig to both sides if people hated Chameleon(or it was gameplay breaking) or demanded NullSig for the IS side(it is the more useful system).  But we're speculating on this, how do we know unless we try?



Pecuniam non olet
Quid enim saluis infamia nummis

"Make this game my way, because I HAVE A DISORDER!" - VictorMorson
".....show us on the doll where MWLL touched you bad." - KingLeer

Offline MatthewPryde

  • Lance Captain
  • ***
  • Posts: 735
  • Karma: 66
Re: NullSig and Chameleon Shield Suggestion
« Reply #24 on: November 10, 2010, 06:54:19 PM »
If both those techs are CBT accurate, they'd be next to useless anyway.
Comstar: Star Colonel Matthew Pryde, Commander of the 1st Peregrine Strikers, Delta Galaxy