Difference between revisions of "Radar"

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'''Radar''' is a common term used to describe a Multiple Sensor Suite commonly found on units in the BattleTech Universe. Radar is the primary method of ranged non-visual unit detection and has two modes of operation.
 
'''Radar''' is a common term used to describe a Multiple Sensor Suite commonly found on units in the BattleTech Universe. Radar is the primary method of ranged non-visual unit detection and has two modes of operation.
 +
 +
While obscuring one's self behind cover aids in being stealthy and deterring [[missile]] attacks, understanding the Radar system with its varied detection ranges and defenses against detection, is key to maintaining [[battlefield awareness]], avoiding missile [[lock]]s, and getting missile locks.
  
 
==Radar Modes==
 
==Radar Modes==
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Active radar works by sending out signals to detect enemy vehicles up to 1000m away. This function also boosts the radar cross section of any unit currently in active radar mode, making it much easier to detect. Active radar can be enhanced by utilizing an [[Active Radar Probes|active radar probe]], which can extend the detection radius by up to 400m. Active radar mode is also required to establish missile locks, to enable missiles to seek towards an active [[NARC]] or [[TAG]], to receive and share [[C3]] radar data, and to activate [[Automated Weapons]] and [[LAMS]].
 
Active radar works by sending out signals to detect enemy vehicles up to 1000m away. This function also boosts the radar cross section of any unit currently in active radar mode, making it much easier to detect. Active radar can be enhanced by utilizing an [[Active Radar Probes|active radar probe]], which can extend the detection radius by up to 400m. Active radar mode is also required to establish missile locks, to enable missiles to seek towards an active [[NARC]] or [[TAG]], to receive and share [[C3]] radar data, and to activate [[Automated Weapons]] and [[LAMS]].
  
====Lock On====
+
===Passive Radar===
 +
====Advantages====
 +
 
 +
* In ground [[asset|assets]], the user's radar signature is reduced considerably, by 750m, while in passive mode, even better than [[GECM]].
 +
 
 +
* If the the user has [[C3]], then the user's radar signature is reduced by only 500m (effectively a 250m penalty), this means that if the user has both C3 and [[GECM]], there is no benefit to passive mode except when covered by allied [[AECM]].
 +
 
 +
* Enemies shooting at targets with passive radar have their [[Radar#Lock On|Lock On Time]] increased by a multiplier of 1.75.
 +
 
 +
====Disadvantages====
 +
 
 +
* Passive radar mode reduces the user's maximum radar range to 300m. This means enemies with [[GECM]], covered by [[AECM]], or protected by [[Stealth Armor]] are completely undetectable in passive mode.
 +
 
 +
* All of the user's own electronics are disabled in passive mode.
 +
 
 +
* [[BAP]] and [[BHP]] do not extend the user's radar range while in passive mode.
 +
 
 +
* [[LAMS]] and [[PDS]] are disabled while in passive mode.
 +
 
 +
* The user's own [[AECM]] will not block [[NARC|NARCs]], generate [[CBills]], or help reduce the radar signature of allies while in passive mode.
 +
 
 +
* Passive radar doesn't reduce the radar signature of [[Aerospace]] and [[VTOL|VTOLs]] at all. It only increases [[Radar#Lock On|Lock On Time]]. This also means that players in Aerospace and VTOLs with [[GECM]] do not benefit at all from passive mode.
 +
 
 +
==Expanded Tactical Map==
 +
<div style="width:152px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:3px 3px 8px 3px; float:right; margin-left:5px; margin-top:5px;">
 +
[[File:Key.jpg|150px|center|]]<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">Contact Key</div>
 +
</div>
 +
<div style="width:152px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:3px 3px 8px 3px; float:right; margin-left:5px; margin-top:5px;">
 +
[[File:Expanded Tactical Map.jpg|150px|center|]]<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">Expanded Tactical Map</div>
 +
</div>
 +
Also referred to as the "map menu," "spawn menu," or "map screen," the expanded Tactical Map is accessed with '''[m]'''. In this menu a base can be left clicked on. The selected base will appear in the [[HUD]] to aid in navigation. If the selected base is friendly and capable of spawning battle armor, then it will be your spawn location for your next life. This menu also has a key.
 +
 
 +
<br>
 +
<br>
 +
<br>
 +
 
 +
==Target==
 +
Targeting allies and enemies can reveal detailed information like remaining [[armor]], [[chassis type]], or specific chassis. Audio notifications are also provided when the target is [[immobilized]] or [[destroyed]].
 +
<br><br>
 +
There are a variety of possible targeting buttons including:
 +
<br>
 +
*Target under [[reticle]]: '''[Q]''' This works only to target enemies and allies that are directly under one's reticle. Does not work on mech [[legs]].<br>
 +
*Target nearest enemy: '''[E]''' Targets the closest enemy.<br>
 +
*Target next enemy: '''[Mouse Wheel Up]''' Targets enemies in a sequence.<br>
 +
*Target previous enemy: '''[Mouse Wheel Down]''' Targets enemies in a sequence, in reverse.<br>
 +
<br>
 +
*Target nearest friendly: '''[N]''' Targets closest ally.<br>
 +
*Target next friendly: '''[B]''' Targets allies in a sequence.<br>
 +
*Target previous friendly: '''[V]''' Targets allies in a sequence, in reverse.<br>
 +
<br>
 +
Other possible targeting buttons, enabled using the [[actionmapper]]:
 +
<br>
 +
*Targeting buttons that differentiate between air and ground targets.
 +
 
 +
==Lock On==
 
Many weapons systems require lock on, also known as missile lock, in order to properly track their target. Each weapons system has a default lock on delay that is then modified with '''''multipliers''''' based on the user and the target.
 
Many weapons systems require lock on, also known as missile lock, in order to properly track their target. Each weapons system has a default lock on delay that is then modified with '''''multipliers''''' based on the user and the target.
  
 
*[[Crouch/Deploy|Crouching/Deploying]] decreases the user's weapon's lock on time by a multiplier of 0.25, (by 75%).
 
*[[Crouch/Deploy|Crouching/Deploying]] decreases the user's weapon's lock on time by a multiplier of 0.25, (by 75%).
  
*[[GECM]] increases hostile lock on time by a multiplier of 1.75, [[BHP]] subtracts 0.75 from the multiplier and [[BAP]] subtracts 0.375 from the multiplier.
+
*[[GECM]] and [[Passive Radar]] increase hostile lock on time by a multiplier of 1.75, [[BHP]] subtracts 0.75 from the multiplier and [[BAP]] subtracts 0.375 from the multiplier.
  
 
*[[AECM]] increases hostile lock on time for nearby allies by a multiplier of 1.75, [[BHP]] subtracts 0.75 from the multiplier and [[BAP]] subtracts 0.375 from the multiplier.
 
*[[AECM]] increases hostile lock on time for nearby allies by a multiplier of 1.75, [[BHP]] subtracts 0.75 from the multiplier and [[BAP]] subtracts 0.375 from the multiplier.
  
*[[Anubis]] [[Stealth Armor]] increases hostile lock on time by a multiplier of 2.25, [[BHP]] subtracts 0.75 from the multiplier and [[BAP]] subtracts 0.375 from the multiplier.
+
*[[Anubis]] [[Stealth Armor]] increases hostile lock on time by a multiplier of 2.75, [[BHP]] subtracts 0.75 from the multiplier and [[BAP]] subtracts 0.375 from the multiplier.
  
 
*[[GECM|Air GECM]] increases hostile lock on time by a multiplier of 2.75. [[BHP]] subtracts 0.95 from the multiplier and [[BAP]] subtracts 0.6 from the multiplier.
 
*[[GECM|Air GECM]] increases hostile lock on time by a multiplier of 2.75. [[BHP]] subtracts 0.95 from the multiplier and [[BAP]] subtracts 0.6 from the multiplier.
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| 1.75
 
| 1.75
 
| 2.25
 
| 2.25
| 1.75
+
| 1.50
 
| 2.75
 
| 2.75
 
|-
 
|-
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| 0.44
 
| 0.44
 
| 0.56
 
| 0.56
| 0.44
+
| 0.38
 
| 0.69
 
| 0.69
 
|-
 
|-
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| 1.38
 
| 1.38
 
| 1.88
 
| 1.88
| 1.38
+
| 1.13
 
| 2.15
 
| 2.15
 
|-
 
|-
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| 0.34
 
| 0.34
 
| 0.47
 
| 0.47
| 0.34
+
| 0.28
 
| 0.54
 
| 0.54
 
|-
 
|-
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| 1
 
| 1
 
| 1.5
 
| 1.5
| 1
+
| 0.75
 
| 1.8
 
| 1.8
 
|-
 
|-
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| 0.25
 
| 0.25
 
| 0.375
 
| 0.375
| 0.25
+
| 0.19
 
| 0.45
 
| 0.45
 
|-
 
|-
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</div>
 
</div>
  
===Passive Radar===
+
==[[Battle Armor]] Radar==
====Advantages====
 
 
 
* In ground [[asset|assets]], the user's radar signature is reduced considerably, by 750m, while in passive mode.
 
  
* If the the user has [[C3]], then the user's radar signature is reduced by only 500m, this means that if the user has both C3 and [[GECM]], there is no benefit to passive mode.
+
Battle Armor Radar is very weak compared to the normal suite, having a detection range of only 350m, but it also makes Battle armor much more difficult to detect on Radar. Battle Armor can only see other Battle Armor when they are within 150m of each other. Battle Armor can not be detected by VTOL and ASF Radars, they require a ground asset with C3 to detect and share the BA contact with them to be able to target them on Radar.
 
 
* Enemies shooting at targets with passive radar have their [[Radar#Lock On|Lock On Time]] increased by a multiplier of 1.75.
 
 
 
====Disadvantages====
 
 
 
* Passive radar mode reduces the user's maximum radar range to 300m. This means enemies with [[GECM]], covered by [[AECM]], or protected by [[Stealth Armor]] are completely undetectable in passive mode.
 
 
 
* All of the user's own electronics are disabled in passive mode.
 
 
 
* [[BAP]] and [[BHP]] do not extend the user's radar range while in passive mode.
 
 
 
* [[LAMS]] and [[PDS]] are disabled while in passive mode.
 
 
 
* The user's own [[AECM]] will not block [[NARC|NARCs]], generate [[CBills]], or help reduce the radar signature of allies while in passive mode.
 
 
 
* Passive radar doesn't reduce the radar signature of [[Aerospace]] and [[VTOL|VTOLs]] at all. It only increases [[Radar#Lock On|Lock On Time]]. This also means that players in Aerospace and VTOLs with [[GECM]] do not benefit at all from passive mode.
 
 
 
===[[Battle Armor]] Radar===
 
 
 
Battle Armor Radar is very weak compared to the normal suite, having a detection range of only 350m, but it also makes Battle armor much more difficult to detect on Radar. Battle Armor can only see other Battle Armor when they are within 150m of each other.
 
  
  
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* Units running a passive radar have a shorter detection range (-750m for standard radar and -500m for [[C3]] radar).
 
* Units running a passive radar have a shorter detection range (-750m for standard radar and -500m for [[C3]] radar).
 
* Units protected by electronic countermeasures ([[GECM]] and [[AECM]]) have reduced detection ranges.
 
* Units protected by electronic countermeasures ([[GECM]] and [[AECM]]) have reduced detection ranges.
* Units equipped with [[Stealth Armor]] have reduced detection ranges.
+
* Units equipped with [[Stealth Armor]] have reduced detection ranges and cannot be shared with C3.
* Powered down units can only be detected by enemies equipped with an active [[BAP]] or [[BHP]].
+
* Powered down units can only be detected by assets equipped with active [[BAP]] or [[BHP]].
 
* Terrain can be used as a cover to lower the [[Electronic Warfare#Detail|detailed identification range]].
 
* Terrain can be used as a cover to lower the [[Electronic Warfare#Detail|detailed identification range]].
* Targets detected by an asset with C3 will be broadcast to all friendlies with active radar that are within 1000m.  
+
* Targets (without stealth armor) detected by an asset with C3 will be [[C3#Range|broadcast]] to all friendlies with active radar that are within the radar range of the C3-equipped asset.  
  
  
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| 1000m
 
| 1000m
 
| 500m
 
| 500m
| 350m
 
 
| 300m
 
| 300m
 +
| 400m
 
| 250m
 
| 250m
 
| ---
 
| ---
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| 1200m
 
| 1200m
 
| 700m
 
| 700m
| 550m
 
 
| 500m
 
| 500m
 +
| 600m
 
| 450m
 
| 450m
 
| ---
 
| ---
 
| 700m
 
| 700m
| ---
+
| 100m
 
| 100m
 
| 100m
 
| 250m
 
| 250m
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| 1400m
 
| 1400m
 
| 900m
 
| 900m
| 750m
 
 
| 700m
 
| 700m
 +
| 800m
 
| 650m
 
| 650m
| ---
+
| 50m
 
| 900m
 
| 900m
| 200m
+
| 300m
 
| 300m
 
| 300m
 
| 350m
 
| 350m
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| 1200m
 
| 1200m
 
| 700m
 
| 700m
| 550m
 
 
| 500m
 
| 500m
 +
| 600m
 
| 450m
 
| 450m
 
| ---
 
| ---
 
| 700m
 
| 700m
 +
| 100m
 +
| 100m
 
| ---
 
| ---
| 100m
 
| 150m
 
 
| 1200m
 
| 1200m
 
|-
 
|-
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| 700m
 
| 700m
 
| 200m
 
| 200m
| 50m
+
| ---
 
| ---
 
| ---
 
| ---
 
| ---
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| ---
 
| ---
 
| ---
 
| ---
| 150m
+
| ---
 
| 700m
 
| 700m
 
|-
 
|-
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| 1400m
 
| 1400m
 
| 900m
 
| 900m
| 750m
 
 
| 700m
 
| 700m
 +
| 800m
 
| 650m
 
| 650m
| ---
+
| 50m
 
| 900m
 
| 900m
| 200m
 
 
| 300m
 
| 300m
| 250m
+
| 300m
 +
| ---
 
| 1400m
 
| 1400m
 
|-
 
|-
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| 1600m
 
| 1600m
 
| 1100m
 
| 1100m
| 950m
 
 
| 900m
 
| 900m
 +
| 1000m
 
| 850m
 
| 850m
| 150m
+
| 250m
 
| 1100m
 
| 1100m
| 400m
 
 
| 500m
 
| 500m
| 350m
+
| 500m
 +
| ---
 
| 1600m
 
| 1600m
 
|-
 
|-
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| 1500m
 
| 1500m
 
| 1000m
 
| 1000m
| 850m
 
 
| 800m
 
| 800m
 +
| 900m
 
| 750m
 
| 750m
| 50m
+
| 150m
 
| 1000m
 
| 1000m
| 300m
 
 
| 400m
 
| 400m
| 150m
+
| 400m
 +
| ---
 
| 1500m
 
| 1500m
 
|-
 
|-
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| 1000m
 
| 1000m
 
| 500m
 
| 500m
| 350m
 
 
| 300m
 
| 300m
 +
| 400m
 
| 250m
 
| 250m
 
| ---
 
| ---
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| ---
 
| ---
 
| ---
 
| ---
| 150m
+
| ---
 
| 1000m
 
| 1000m
 
|-
 
|-
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| 1700m
 
| 1700m
 
| 1200m
 
| 1200m
| 1050m
 
 
| 1000m
 
| 1000m
 +
| 1100m
 
| 950m
 
| 950m
| 250m
+
| 350m
 
| 1200m
 
| 1200m
| 500m
 
 
| 600m
 
| 600m
| 250m
+
| 600m
 +
| ---
 
| 1700m
 
| 1700m
 
|-
 
|-
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| 1900m
 
| 1900m
 
| 1400m
 
| 1400m
| 1250m
 
 
| 1200m
 
| 1200m
 +
| 1300m
 
| 1150m
 
| 1150m
| 450m
+
| 550m
 
| 1400m
 
| 1400m
| 600m
+
| 700m
 
| 800m
 
| 800m
| 350m
+
| ---
 
| 1900m
 
| 1900m
 
|-
 
|-
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| style=" width: 100%; text-align:left;" | *Under the effect of a friendly AECM
 
| style=" width: 100%; text-align:left;" | *Under the effect of a friendly AECM
 
|}
 
|}
 
  
 
==Overheating==
 
==Overheating==
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* [[GECM]] - Reduces detectability by 500 meters and increases enemy missile [[Radar#Lock On|lock on time]].
 
* [[GECM]] - Reduces detectability by 500 meters and increases enemy missile [[Radar#Lock On|lock on time]].
 
* [[Stealth_Armor]] - Reduces detectability by an additional 150 meters on top of GECM.
 
* [[Stealth_Armor]] - Reduces detectability by an additional 150 meters on top of GECM.
* [[AECM]] - Reduces detectability of nearby friendly units within 300m of the bearer by 700 meters and also increases enemy missile lock-on time against affected friendly units. The bearer is unaffected by the detectability reduction of [[AECM]].
+
* [[AECM]] - Reduces detectability of nearby friendly units within 300m of the bearer by 600 meters and also increases enemy missile lock-on time against affected friendly units. The bearer is unaffected by the detectability reduction of [[AECM]].
 
**<b>Note:</b> The bearer has to remain in active radar mode in order for the [[AECM]] to be effective.
 
**<b>Note:</b> The bearer has to remain in active radar mode in order for the [[AECM]] to be effective.
 
* [[BAP]] - Expands detection range by +200 meters, (+100 for detecting BA).
 
* [[BAP]] - Expands detection range by +200 meters, (+100 for detecting BA).

Latest revision as of 20:50, 2 November 2024

Radar is a common term used to describe a Multiple Sensor Suite commonly found on units in the BattleTech Universe. Radar is the primary method of ranged non-visual unit detection and has two modes of operation.

While obscuring one's self behind cover aids in being stealthy and deterring missile attacks, understanding the Radar system with its varied detection ranges and defenses against detection, is key to maintaining battlefield awareness, avoiding missile locks, and getting missile locks.

Radar Modes

Radar in "passive" mode; note the blue 300m range circle in center

Vehicles can be in active or passive radar mode, affecting detection of and detectability by enemy units. The radar mode can be toggled by pressing the [R] key.

Active Radar

Active radar works by sending out signals to detect enemy vehicles up to 1000m away. This function also boosts the radar cross section of any unit currently in active radar mode, making it much easier to detect. Active radar can be enhanced by utilizing an active radar probe, which can extend the detection radius by up to 400m. Active radar mode is also required to establish missile locks, to enable missiles to seek towards an active NARC or TAG, to receive and share C3 radar data, and to activate Automated Weapons and LAMS.

Passive Radar

Advantages

  • In ground assets, the user's radar signature is reduced considerably, by 750m, while in passive mode, even better than GECM.
  • If the the user has C3, then the user's radar signature is reduced by only 500m (effectively a 250m penalty), this means that if the user has both C3 and GECM, there is no benefit to passive mode except when covered by allied AECM.
  • Enemies shooting at targets with passive radar have their Lock On Time increased by a multiplier of 1.75.

Disadvantages

  • Passive radar mode reduces the user's maximum radar range to 300m. This means enemies with GECM, covered by AECM, or protected by Stealth Armor are completely undetectable in passive mode.
  • All of the user's own electronics are disabled in passive mode.
  • BAP and BHP do not extend the user's radar range while in passive mode.
  • LAMS and PDS are disabled while in passive mode.
  • The user's own AECM will not block NARCs, generate CBills, or help reduce the radar signature of allies while in passive mode.
  • Passive radar doesn't reduce the radar signature of Aerospace and VTOLs at all. It only increases Lock On Time. This also means that players in Aerospace and VTOLs with GECM do not benefit at all from passive mode.

Expanded Tactical Map

Key.jpg
Contact Key
Expanded Tactical Map.jpg
Expanded Tactical Map

Also referred to as the "map menu," "spawn menu," or "map screen," the expanded Tactical Map is accessed with [m]. In this menu a base can be left clicked on. The selected base will appear in the HUD to aid in navigation. If the selected base is friendly and capable of spawning battle armor, then it will be your spawn location for your next life. This menu also has a key.




Target

Targeting allies and enemies can reveal detailed information like remaining armor, chassis type, or specific chassis. Audio notifications are also provided when the target is immobilized or destroyed.

There are a variety of possible targeting buttons including:

  • Target under reticle: [Q] This works only to target enemies and allies that are directly under one's reticle. Does not work on mech legs.
  • Target nearest enemy: [E] Targets the closest enemy.
  • Target next enemy: [Mouse Wheel Up] Targets enemies in a sequence.
  • Target previous enemy: [Mouse Wheel Down] Targets enemies in a sequence, in reverse.


  • Target nearest friendly: [N] Targets closest ally.
  • Target next friendly: [B] Targets allies in a sequence.
  • Target previous friendly: [V] Targets allies in a sequence, in reverse.


Other possible targeting buttons, enabled using the actionmapper:

  • Targeting buttons that differentiate between air and ground targets.

Lock On

Many weapons systems require lock on, also known as missile lock, in order to properly track their target. Each weapons system has a default lock on delay that is then modified with multipliers based on the user and the target.

  • Crouching/Deploying decreases the user's weapon's lock on time by a multiplier of 0.25, (by 75%).
  • GECM and Passive Radar increase hostile lock on time by a multiplier of 1.75, BHP subtracts 0.75 from the multiplier and BAP subtracts 0.375 from the multiplier.
  • AECM increases hostile lock on time for nearby allies by a multiplier of 1.75, BHP subtracts 0.75 from the multiplier and BAP subtracts 0.375 from the multiplier.
  • Anubis Stealth Armor increases hostile lock on time by a multiplier of 2.75, BHP subtracts 0.75 from the multiplier and BAP subtracts 0.375 from the multiplier.
  • Air GECM increases hostile lock on time by a multiplier of 2.75. BHP subtracts 0.95 from the multiplier and BAP subtracts 0.6 from the multiplier.


Equipment and Stance Target Equipment
None Passive Radar GECM Stealth Armor AECM AirGECM
Standard Radar 1 1.75 1.75 2.25 1.50 2.75
Standard + Crouched 0.25 0.44 0.44 0.56 0.38 0.69
BAP 0.63 1.38 1.38 1.88 1.13 2.15
BAP + Crouched 0.16 0.34 0.34 0.47 0.28 0.54
BHP 0.25 1 1 1.5 0.75 1.8
BHP + Crouched 0.06 0.25 0.25 0.375 0.19 0.45

Battle Armor Radar

Battle Armor Radar is very weak compared to the normal suite, having a detection range of only 350m, but it also makes Battle armor much more difficult to detect on Radar. Battle Armor can only see other Battle Armor when they are within 150m of each other. Battle Armor can not be detected by VTOL and ASF Radars, they require a ground asset with C3 to detect and share the BA contact with them to be able to target them on Radar.


Detection range

Radar detection depends on several factors.

  • Units running an active radar can be detected from the greatest range.
  • Units running a passive radar have a shorter detection range (-750m for standard radar and -500m for C3 radar).
  • Units protected by electronic countermeasures (GECM and AECM) have reduced detection ranges.
  • Units equipped with Stealth Armor have reduced detection ranges and cannot be shared with C3.
  • Powered down units can only be detected by assets equipped with active BAP or BHP.
  • Terrain can be used as a cover to lower the detailed identification range.
  • Targets (without stealth armor) detected by an asset with C3 will be broadcast to all friendlies with active radar that are within the radar range of the C3-equipped asset.


Asset Detection Equipment Detected Object
Mechs and Vehicles Battle Armor VTOL and ASF
Active Radar Active Radar
(GECM)
Active Radar
(Stealth Armor)
Active Radar
(AECM*)
Passive Radar Passive Radar (AECM*) Passive Radar (C3) Passive Radar (C3)
(AECM*)
Powered Down BA Radar Active & Passive (+AirGECM)
Mechs and Vehicles Active Radar 1000m 500m 300m 400m 250m --- 500m --- --- 150m 1000m
Passive Radar 300m --- --- --- --- --- --- --- --- 150m 300m
Active Radar + BAP 1200m 700m 500m 600m 450m --- 700m 100m 100m 250m 1200m
Active Radar + BHP 1400m 900m 700m 800m 650m 50m 900m 300m 300m 350m 1400m
VTOLs Active Radar 1200m 700m 500m 600m 450m --- 700m 100m 100m --- 1200m
Passive Radar 700m 200m --- --- --- --- 200m --- --- --- 700m
Active Radar + BAP 1400m 900m 700m 800m 650m 50m 900m 300m 300m --- 1400m
Active Radar + BHP 1600m 1100m 900m 1000m 850m 250m 1100m 500m 500m --- 1600m
ASFs Active Radar 1500m 1000m 800m 900m 750m 150m 1000m 400m 400m --- 1500m
Passive Radar 1000m 500m 300m 400m 250m --- 500m --- --- --- 1000m
Active Radar + BAP 1700m 1200m 1000m 1100m 950m 350m 1200m 600m 600m --- 1700m
Active Radar + BHP 1900m 1400m 1200m 1300m 1150m 550m 1400m 700m 800m --- 1900m
Battle Armor BA Radar 350m 350m 350m 350m 350m 350m 350m 350m 350m 150m 350m
*Under the effect of a friendly AECM

Overheating

The moment an asset's heat level increases to over the yellow line, they are equally visible to having no radar protection and running in Active Radar mode, regardless of sensor packages such as GECM. Furthermore, the blip it produces on the map is visible to *all* assets regardless of range.


See Also

  • GECM - Reduces detectability by 500 meters and increases enemy missile lock on time.
  • Stealth_Armor - Reduces detectability by an additional 150 meters on top of GECM.
  • AECM - Reduces detectability of nearby friendly units within 300m of the bearer by 600 meters and also increases enemy missile lock-on time against affected friendly units. The bearer is unaffected by the detectability reduction of AECM.
    • Note: The bearer has to remain in active radar mode in order for the AECM to be effective.
  • BAP - Expands detection range by +200 meters, (+100 for detecting BA).
  • BHP - Expands detection range by +400 meters, (+200 for detecting BA).
  • C3 - Allows sharing Radar data in active radar mode, the user's own passive radar signature is reduced by only -500 meters instead of the usual -750 meters.