Difference between revisions of "Radar"

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===Active Radar===
 
===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 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]], and to receive and share [[C3]] radar data.
+
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.
 +
 
 +
* 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]] with a range 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>
 +
 
 +
==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.
  
GECM increases lock on time by a multiplier of 1.75, BHP subtracts 0.75 from the multiplier and BAP subtracts 0.375 from the multiplier.
+
*[[Crouch/Deploy|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.
 +
 
 +
*[[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.
 +
 
 +
 
 +
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
 +
{|class= "sortable hoverTable statTable stickyCol stickyHead" style="text-align:center; font-size:13px; margin:auto;"
 +
! rowspan="2" class="unsortable" style="width: 120px; left:0; z-index:99999" | '''Equipment and Stance'''
 +
! colspan="6" | '''Target Equipment'''
 +
|-
 +
! data-sort-type="number" style="width: 100px" | '''None'''
 +
! data-sort-type="number" style="width: 100px" | '''[[Radar#Passive Radar|Passive Radar]]'''
 +
! data-sort-type="number" style="width: 100px" | '''[[GECM]]'''
 +
! data-sort-type="number" style="width: 100px" | '''[[Stealth Armor|Stealth&nbsp;Armor]]'''
 +
! data-sort-type="number" style="width: 100px" | '''[[AECM]]'''
 +
! data-sort-type="number" style="width: 100px" | '''[[GECM | AirGECM]]'''
 +
|-
 +
 
 +
! Standard Radar
 +
| 1
 +
| 1.75
 +
| 1.75
 +
| 2.25
 +
| 1.75
 +
| 2.75
 +
|-
 +
 
 +
! Standard + Crouched
 +
| 0.25
 +
| 0.44
 +
| 0.44
 +
| 0.56
 +
| 0.44
 +
| 0.69
 +
|-
 +
 
 +
! [[BAP]]
 +
| 0.63
 +
| 1.38
 +
| 1.38
 +
| 1.88
 +
| 1.38
 +
| 2.15
 +
|-
  
AECM increases 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.
+
! [[BAP]] + Crouched
 +
| 0.16
 +
| 0.34
 +
| 0.34
 +
| 0.47
 +
| 0.34
 +
| 0.54
 +
|-
  
Anubis Stealth Armor increases lock on time by a multiplier of 2.25, BHP subtracts 0.75 from the multiplier and BAP subtracts 0.375 from the multiplier.
+
! [[BHP]]
 +
| 0.25
 +
| 1
 +
| 1
 +
| 1.5
 +
| 1
 +
| 1.8
 +
|-
  
Air GECM increases lock on time by a multiplier of 2.75. BHP subtracts 0.95 from the multiplier and BAP subtracts 0.6 from the multiplier.
+
! [[BHP]] + Crouched
 +
| 0.06
 +
| 0.25
 +
| 0.25
 +
| 0.375
 +
| 0.25
 +
| 0.45
 +
|-
 +
|}
 +
</div>
  
===Passive Radar===
+
==[[Battle Armor]] Radar==
Passive radar functions by only listening for the signals sent out by other units, which drops the radar range to 300 meters but also makes unit much more difficult to detect. Passive radar cannot be enhanced in any way, and other than the reduction in range and radar visibility, it functions identically to active radar. Note that hostile vehicles using passive radar, as well as those in active radar mode but shielded by ECM, are undetectable in passive radar mode.
 
  
<b>Important Note:</b> <i>Since passive radar mode also disables any electronic or radar equipment ([[GECM]], [[AECM]], [[BAP]], [[BHP]]) <b>the effects do not stack!</b></i>
+
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]] 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.
 
  
 
==Detection range==
 
==Detection range==
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* Units running an active radar can be detected from the greatest range.
 
* 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 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.
 
* Powered down units can only be detected by enemies equipped with an active [[BAP]] or [[BHP]].
 
* Powered down units can only be detected by enemies equipped with an active [[BAP]] or [[BHP]].
* Terrain can be used as a cover to lower the detailed identification range.
+
* Terrain can be used as a cover to lower the [[Electronic Warfare#Detail|detailed identification range]].
* Radar data can be shared between multiple friendly units with [[C3]], making C3-equipped 'Mechs excellent scouts.
+
* Targets detected by an asset with C3 will be broadcast to all friendlies with active radar that are within 1000m.  
 +
 
  
 
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
 
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
{|class= "wikitable sortable" style="text-align:center; font-size:13px; margin:auto;"
+
{|class= "sortable hoverTable statTable stickyCol stickyHead" style="text-align:center; font-size:13px; margin:auto;"
! rowspan="2" data-sort-type="number" style="width: 120px" | '''Detection Equipment'''
+
! rowspan="3" data-sort-type="number" style="width: 120px" | '''Asset'''
 +
! rowspan="3" class="unsortable" style="width: 120px; left:0; z-index:99999" | '''Detection Equipment'''
 
! colspan="12" | '''Detected Object'''
 
! colspan="12" | '''Detected Object'''
 
|-
 
|-
! data-sort-type="number" style="width: 100px" | '''[[Battle Armor]]'''
+
! colspan="9" | '''[[Mechs]] and [[Vehicles]]'''
! data-sort-type="number" style="width: 100px" | '''[[Gameplay Tactics#Power Down|Powered Down]]'''
+
! '''[[Battle Armor]]'''
 +
! '''[[VTOL]] and [[ASF]]'''''
 +
|-
 +
! data-sort-type="number" style="width: 100px" | '''Active Radar'''
 +
! data-sort-type="number" style="width: 100px" | '''Active Radar'''<br>([[GECM]])
 +
! data-sort-type="number" style="width: 100px" | '''Active Radar'''<br>([[Stealth Armor|Stealth&nbsp;Armor]])
 +
! data-sort-type="number" style="width: 100px" | '''Active Radar'''<br>([[AECM]]*)
 
! data-sort-type="number" style="width: 100px" | '''Passive Radar'''
 
! data-sort-type="number" style="width: 100px" | '''Passive Radar'''
 +
! data-sort-type="number" style="width: 100px" | '''Passive Radar''' ([[AECM]]*)
 
! data-sort-type="number" style="width: 100px" | '''Passive Radar''' ([[C3]])
 
! data-sort-type="number" style="width: 100px" | '''Passive Radar''' ([[C3]])
! data-sort-type="number" style="width: 100px" | '''Passive Radar''' ([[AECM]]*)
 
 
! data-sort-type="number" style="width: 100px" | '''Passive Radar''' ([[C3]])<br>([[AECM]]*)
 
! data-sort-type="number" style="width: 100px" | '''Passive Radar''' ([[C3]])<br>([[AECM]]*)
! data-sort-type="number" style="width: 100px" | '''Active Radar'''
+
! data-sort-type="number" style="width: 100px" | '''[[Gameplay Tactics#Power Down|Powered Down]]'''
! data-sort-type="number" style="width: 100px" | '''Active Radar'''<br>([[GECM]])
+
! data-sort-type="number" style="width: 100px" | '''BA Radar'''
! data-sort-type="number" style="width: 100px" | '''Active Radar'''<br>([[Stealth Armor|Stealth&nbsp;Armor]]) <br> ([[GECM]])
+
! data-sort-type="number" style="width: 100px" | '''Active & Passive (+AirGECM)'''
! data-sort-type="number" style="width: 100px" | '''Active Radar'''<br>([[AECM]]*)
 
 
|-
 
|-
| data-sort-value="1" | [[Battle Armor]]&nbsp;Radar
+
 
| 150m
+
! rowspan="4" style="white-space: normal"| [[Mechs]] and [[Vehicles]]
| 350m
+
! Active Radar
| 350m
+
| 1000m
| 350m
+
| 500m
| 350m
+
| 300m
| 350m
+
| 300m
| 350m
+
| 250m
| 350m
 
| 350m
 
| 350m
 
|-
 
| data-sort-value="2" | Active&nbsp;Radar
 
| 150m
 
 
| ---
 
| ---
| 250m
 
 
| 500m
 
| 500m
 
| ---
 
| ---
 
| ---
 
| ---
 +
| 150m
 
| 1000m
 
| 1000m
| 500m
+
|-
| 350m
+
 
 +
! Passive Radar
 
| 300m
 
| 300m
|-
 
| data-sort-value="3" | Passive&nbsp;Radar
 
| 150m
 
 
| ---
 
| ---
 
| ---
 
| ---
Line 83: Line 189:
 
| ---
 
| ---
 
| ---
 
| ---
| 300m
 
 
| ---
 
| ---
 
| ---
 
| ---
 
| ---
 
| ---
 +
| 150m
 +
| 300m
 
|-
 
|-
| data-sort-value="4" | Active&nbsp;Radar&nbsp;+&nbsp;[[BAP]]
+
 
| 250m
+
! Active Radar + [[BAP]]
| 100m
+
| 1200m
 +
| 700m
 +
| 500m
 +
| 500m
 
| 450m
 
| 450m
 +
| ---
 
| 700m
 
| 700m
 
| ---
 
| ---
 +
| 100m
 +
| 250m
 +
| 1200m
 +
|-
 +
 +
! Active Radar + [[BHP]]
 +
| 1400m
 +
| 900m
 +
| 700m
 +
| 700m
 +
| 650m
 
| ---
 
| ---
 +
| 900m
 +
| 200m
 +
| 300m
 +
| 350m
 +
| 1400m
 +
|-
 +
 +
! rowspan="4" style="background-color: #3E3E3E" | [[VTOL]]s
 +
! style="background-color: #3E3E3E" | Active Radar
 
| 1200m
 
| 1200m
 
| 700m
 
| 700m
| 550m
 
 
| 500m
 
| 500m
 +
| 500m
 +
| 450m
 +
| ---
 +
| 700m
 +
| ---
 +
| 100m
 +
| 150m
 +
| 1200m
 +
|-
 +
 +
! style="background-color: #3E3E3E" | Passive Radar
 +
| 700m
 +
| 200m
 +
| ---
 +
| ---
 +
| ---
 +
| ---
 +
| 200m
 +
| ---
 +
| ---
 +
| 150m
 +
| 700m
 
|-
 
|-
| data-sort-value="5" | Active&nbsp;Radar&nbsp;+&nbsp;[[BHP]]
+
 
| 350m
+
! style="background-color: #3E3E3E" | Active Radar + [[BAP]]
| 300m
+
| 1400m
 +
| 900m
 +
| 700m
 +
| 700m
 
| 650m
 
| 650m
 +
| ---
 
| 900m
 
| 900m
| ---
 
 
| 200m
 
| 200m
 +
| 300m
 +
| 250m
 
| 1400m
 
| 1400m
 +
|-
 +
 +
! style="background-color: #3E3E3E" | Active Radar + [[BHP]]
 +
| 1600m
 +
| 1100m
 +
| 900m
 
| 900m
 
| 900m
 +
| 850m
 +
| 150m
 +
| 1100m
 +
| 400m
 +
| 500m
 +
| 350m
 +
| 1600m
 +
|-
 +
 +
! rowspan="4" | [[ASF]]s
 +
! Active Radar
 +
| 1500m
 +
| 1000m
 +
| 800m
 +
| 800m
 
| 750m
 
| 750m
| 700m
+
| 50m
 +
| 1000m
 +
| 300m
 +
| 400m
 +
| 150m
 +
| 1500m
 +
|-
 +
 
 +
! Passive Radar
 +
| 1000m
 +
| 500m
 +
| 300m
 +
| 300m
 +
| 250m
 +
| ---
 +
| 500m
 +
| ---
 +
| ---
 +
| 150m
 +
| 1000m
 +
|-
 +
 
 +
! Active Radar + [[BAP]]
 +
| 1700m
 +
| 1200m
 +
| 1000m
 +
| 1000m
 +
| 950m
 +
| 250m
 +
| 1200m
 +
| 500m
 +
| 600m
 +
| 250m
 +
| 1700m
 +
|-
 +
 
 +
! Active Radar + [[BHP]]
 +
| 1900m
 +
| 1400m
 +
| 1200m
 +
| 1200m
 +
| 1150m
 +
| 450m
 +
| 1400m
 +
| 600m
 +
| 800m
 +
| 350m
 +
| 1900m
 +
|-
 +
 
 +
! style="background-color: #3E3E3E" | [[Battle Armor]]
 +
! style="background-color: #3E3E3E" | BA Radar
 +
| 350m
 +
| 350m
 +
| 350m
 +
| 350m
 +
| 350m
 +
| 350m
 +
| 350m
 +
| 350m
 +
| 350m
 +
| 150m
 +
| 350m
 
|-
 
|-
 
|}
 
|}
Line 121: Line 361:
 
==Overheating==
 
==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.
 
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==
 
==See Also==
* [[GECM]] - Reduces detectability by 500 meters and increases enemy missile 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 700 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, or +100 for BA.
+
* [[BAP]] - Expands detection range by +200 meters, (+100 for detecting BA).
* [[BHP]] - Expands detection range by +400 meters, or +200 for BA.
+
* [[BHP]] - Expands detection range by +400 meters, (+200 for detecting BA).
* [[C3]] - Allows sharing Radar data, when passive reduces detection range by -500 instead of the usual -750.
+
* [[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.
 
[[Category:Equipment]]
 
[[Category:Equipment]]

Revision as of 08:29, 15 June 2021

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 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.
  • 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 with a range 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.




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 1.75 2.75
Standard + Crouched 0.25 0.44 0.44 0.56 0.44 0.69
BAP 0.63 1.38 1.38 1.88 1.38 2.15
BAP + Crouched 0.16 0.34 0.34 0.47 0.34 0.54
BHP 0.25 1 1 1.5 1 1.8
BHP + Crouched 0.06 0.25 0.25 0.375 0.25 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.


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.
  • Powered down units can only be detected by enemies equipped with an active BAP or BHP.
  • Terrain can be used as a cover to lower the detailed identification range.
  • Targets detected by an asset with C3 will be broadcast to all friendlies with active radar that are within 1000m.


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 300m 250m --- 500m --- --- 150m 1000m
Passive Radar 300m --- --- --- --- --- --- --- --- 150m 300m
Active Radar + BAP 1200m 700m 500m 500m 450m --- 700m --- 100m 250m 1200m
Active Radar + BHP 1400m 900m 700m 700m 650m --- 900m 200m 300m 350m 1400m
VTOLs Active Radar 1200m 700m 500m 500m 450m --- 700m --- 100m 150m 1200m
Passive Radar 700m 200m --- --- --- --- 200m --- --- 150m 700m
Active Radar + BAP 1400m 900m 700m 700m 650m --- 900m 200m 300m 250m 1400m
Active Radar + BHP 1600m 1100m 900m 900m 850m 150m 1100m 400m 500m 350m 1600m
ASFs Active Radar 1500m 1000m 800m 800m 750m 50m 1000m 300m 400m 150m 1500m
Passive Radar 1000m 500m 300m 300m 250m --- 500m --- --- 150m 1000m
Active Radar + BAP 1700m 1200m 1000m 1000m 950m 250m 1200m 500m 600m 250m 1700m
Active Radar + BHP 1900m 1400m 1200m 1200m 1150m 450m 1400m 600m 800m 350m 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 700 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.