Difference between revisions of "ECM Suite"
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==Game usage== | ==Game usage== | ||
+ | In Tournament-level gameplay, the use of an ECM suite is to nullify the effects of other electronics, such as [[missile beacon]]s, [[active probe]]s, and [[fire control system]]s. It can also cut a unit off from a [[C3]] network. | ||
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+ | In [[Tactical Operations]], additional uses for an ECM suite are shown as optional rules, including defeating other ECM and generating ghost targets. | ||
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In [[MechWarrior IV: Mercenaries]], the ECM is a selectable component for certain [['Mech]]s. It increases missile lock time for enemies and reduces the range at which the 'Mech can be detected. | In [[MechWarrior IV: Mercenaries]], the ECM is a selectable component for certain [['Mech]]s. It increases missile lock time for enemies and reduces the range at which the 'Mech can be detected. | ||
Revision as of 18:10, 19 April 2010
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An Electronic Countermeasure (or ECM) suite covers the area around the unit on which it is employed, disrupting sensors and communications. One example is the Guardian.
Game usage
In Tournament-level gameplay, the use of an ECM suite is to nullify the effects of other electronics, such as missile beacons, active probes, and fire control systems. It can also cut a unit off from a C3 network.
In Tactical Operations, additional uses for an ECM suite are shown as optional rules, including defeating other ECM and generating ghost targets.
In MechWarrior IV: Mercenaries, the ECM is a selectable component for certain 'Mechs. It increases missile lock time for enemies and reduces the range at which the 'Mech can be detected.
In MechCommander 2, the ECM is also a component for certain 'Mechs. It makes the 'Mech in question undetectable by sensors. It appears to have no effect on missiles, due to the way in which the game handles weapons fire.