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Posted: Tue Mar 13, 2007 12:24 am
by batman
minigun wrote:QUOTE (minigun @ Mar 12 2007, 03:40 PM) also listen to what kind of tone you are picking up from the incoming missle.
if its very high pitched and fast, you probably have a lrm3 locked on to you.
if it's low and slow you probably have a dumbfire.
What would be useful is to be able to hear that the missile locked on to your cm. In effect, you hear the tones going crazy and you drop your cm3 and the tones stop -- then start again. That would mean that all the missiles that were tracking you were faked out on the cm, then someone fired new missiles at you.
Posted: Tue Mar 13, 2007 12:25 am
by batman
ImmortalZ wrote:QUOTE (ImmortalZ @ Mar 12 2007, 08:40 AM) Default key is I. You'll see the radar mode at the bottom of your screen.
Hmm -- hafta check it out. hope it applies to the academy keyboard remap.
Posted: Tue Mar 13, 2007 12:32 am
by apathos
Also, IIRC, counters have mass, albeit small, and an increasing hitbox over the life of the CM. So even if it doesn't spoof the missile, if the situation is just right, the missile can still impact on the CM.
Posted: Tue Mar 13, 2007 12:35 am
by apochboi
Also Judge the missile that is comming towards you with the tone you hear, If its a low tone, the missile has a bad lock on you, if its a high tone or a very high warning tone the missile has a excellent lock on you, Low tones i would suggest moving(thrusting) to avoid, higher tones drop CM as soon as you hear it.
Posted: Tue Mar 13, 2007 1:42 am
by Jell
[quote=""batman""]Hmm -- hafta check it out. hope it applies to the academy keyboard remap.[/quote]
Yes it does. However, I've changed my keyboard config a lot since I made that. My config has many improvements since that time, along with madpeople's mods. I'll change them and send them to BV if I have time, one day perhaps.
Apochboi is right on the missile lock sound, minigun is wrong. You can also use the sound explorer in one of the Crash Course's lessons to listen to a variety of sometimes subtle but useful warnings from the game about your situation.
If you dig sufficiently deeply, you can probably find the forumla in the devs' forums.
Posted: Tue Mar 13, 2007 3:42 am
by factoid
From an article I previously wrote:
Dropping chaff is a 1 time check which attempts to cause any missile targeting you at the time you drop the chaff to lock on to the chaff instead. Chaff of yours which is still floating in space will not affect newly fired missiles. Nor can your chaff spoof missiles not targeting you. The chance of breaking a missile's lock is dependent on the values of the chaff's ECM strength, and the missile's resistance. The formula is as follows:
if ecm <= resist then chance = 0.5 * ecm / resist
if ecm > resist then chance = 1.0 - (0.5 * resist / ecm)
As you can see, this means that if the chaff strength is equal to the missile's resistance, you have a 50% chance of breaking the lock.
Countermeasures are deployed at your position, and moves away from you at 5 mps in your ship's relative 'up' direction. On DN chaff has 35 hps, and a lifetime of 2 seconds. On EoR chaff also has 35 hps, and a lifetime of 2 second, but flares have a lifetime of 1.5 seconds. The radius of the chaff also grows over time towards the maximum radius of the chaff according to the following formula:
radius = max( baseRadius * (1.0 - lifetimeRemaining / maximumLifetime ), 1.0 )
Essentially the game is mimicking the behaviour of real chaff, the cloud of chaff particles grows as time elapses, towards the maximum size defined in the core, but is never smaller than a radius of 1.0. This makes it more likely that the missile will hit the chaff as time goes on. It's also possible that if you drop a chaff and laterally thrust up, even if the lock doesn't break, it might strike the chaff cloud before it hits your ship (not sure how difficult this maneuver is to perform however).
If the chaff is destroyed or times out, then the missiles that had locked onto it will simply continue to accelerate on their present course. Therefore, if the chaff times out before the missile hits, or multiple missiles were locked onto the chaff, it is still possible for the spoofed missile to hit you. Some situations may require you may need to break after dropping your cms, even if the lock is broken.
Coredump will produce a missile spoof table automatically, but the table for DN 4.50 can be found here.
http://www.bitbucket.ca/~acheater/alleg/dn...chaff_table.csv
Open that up in the spreadsheet of your choice.
Posted: Tue Mar 13, 2007 3:52 am
by CronoDroid
Also, a longer ranged missile like an LRM Hunter or even sometimes a MRM Seeker will allow you to drop multiple times before it hits you. I do believe when a missile is spoofed the tone goes away, for example on a bomb run against The Hated Tac, if you take many CMs with you you can drop like two before the missile hits if you drop it right after you hear the tone.
That is, if you drop one and the tone doesn't go away, keep tapping the chaff button to drop more CMs when they've reloaded, which increases the chance of you spoofing a missile.
Dumbfires you can just dodge, Hunter-Killers if you're in a ship with Laser Cannon or a SF, you can shoot down, basically you can shoot down every missile in an SF quite easily. Shooting them down with any other craft is much harder but with Dis mounted on your fig it becomes somewhat easier.
Posted: Tue Mar 13, 2007 3:57 am
by batman
factoid wrote:QUOTE (factoid @ Mar 12 2007, 11:42 PM) From an article I previously wrote:
Dropping chaff is a 1 time check which attempts to cause any missile targeting you at the time you drop the chaff to lock on to the chaff instead. Chaff of yours which is still floating in space will not affect newly fired missiles. Nor can your chaff spoof missiles not targeting you. The chance of breaking a missile's lock is dependent on the values of the chaff's ECM strength, and the missile's resistance. The formula is as follows:
if ecm <= resist then chance = 0.5 * ecm / resist
if ecm > resist then chance = 1.0 - (0.5 * resist / ecm)
As you can see, this means that if the chaff strength is equal to the missile's resistance, you have a 50% chance of breaking the lock.
Countermeasures are deployed at your position, and moves away from you at 5 mps in your ship's relative 'up' direction. On DN chaff has 35 hps, and a lifetime of 2 seconds. On EoR chaff also has 35 hps, and a lifetime of 2 second, but flares have a lifetime of 1.5 seconds. The radius of the chaff also grows over time towards the maximum radius of the chaff according to the following formula:
radius = max( baseRadius * (1.0 - lifetimeRemaining / maximumLifetime ), 1.0 )
Essentially the game is mimicking the behaviour of real chaff, the cloud of chaff particles grows as time elapses, towards the maximum size defined in the core, but is never smaller than a radius of 1.0. This makes it more likely that the missile will hit the chaff as time goes on. It's also possible that if you drop a chaff and laterally thrust up, even if the lock doesn't break, it might strike the chaff cloud before it hits your ship (not sure how difficult this maneuver is to perform however).
If the chaff is destroyed or times out, then the missiles that had locked onto it will simply continue to accelerate on their present course. Therefore, if the chaff times out before the missile hits, or multiple missiles were locked onto the chaff, it is still possible for the spoofed missile to hit you. Some situations may require you may need to break after dropping your cms, even if the lock is broken.
Coredump will produce a missile spoof table automatically, but the table for DN 4.50 can be found here.
http://www.bitbucket.ca/~acheater/alleg/dn...chaff_table.csv
Open that up in the spreadsheet of your choice.
Thanks for that information. I think I read this (in cadet??), but now I appreciate the information more. It appears you may SLIGHTLY increase your chances making one of the following moves after deploying chaff
If the missile is coming from behind -- drop chaff and up thrust, count to two, then break right or left. By doing this you are (1) pulling missile up in case it does not break lock and hope it hits your chaff cloud and (2) breaking on missileso that it does not charge on through the chaff cloud and hit you.
I tried playing with dodging missiles coming from head on tonight. It seems that it works better if i broke down and either right or left, then brought nose up and thrusted hard toward enemy firing missile at me. I hit the CM button just before I broke. This also worked a couple of times withtout CM -- so my guess is it was a Dumbfire 2 or 3 that was beinf fired at that point in game.
Once again -- thanks for the info.
Posted: Tue Mar 13, 2007 4:23 am
by Angela Liu
yah that was in cadet /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" /> Thanks for the information. Reminds me that i need to go back to my notes and study /ninja.gif" style="vertical-align:middle" emoid=":ninja:" border="0" alt="ninja.gif" />
Posted: Tue Mar 13, 2007 5:47 am
by factoid
Something that I learned from a former cadet who also liked to go through code was that the pitch of the "beep" when a missile is locked on is based on the strength of the lock.
So if you hear a "doot, doot, doot, doot" (low pitch) it's probably a DF or a hastily launched seeker. Try to break and boost, and that should avoid the missile (don't waste chaff on DF, they've got good resistance anyway). But if you hear a "dee, dee, dee, dee" (high pitch), then it's something that has a strong lock. Fortunately, anything with a strong lock has a good chance of being spoofed by CMS. If it's not working, it means your comm needs to buy the upgrades.
Lastly, if you hear a really really high pitched lock, it means you're playing RPS, and someone launched one of those broken missiles with the 1.25 max lock. Break, and boost, and the missile will try to fly way in front of you. The farther the lock is from 1.0, the worse a job it'll do of tracking you.