Author Topic: Void Signature System  (Read 11000 times)

Stormforge

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Void Signature System
« on: 26 January 2011, 14:02:59 »
I can see the use for this system for scout mechs that need to sit and observe or just hide. Not sure I would want to use a mech like that in a battle though as most scouts are fast and would then be useless as usually a slow scout is a dead scout.

On the other hand I see a very good use for this system in slow heavies and assaults. Seems almost perfect for the 3/5 movement profile. Nothing like being ambushed by an assault sitting in heavy woods or smoke with a +5 to-hit. Though it does jack up the cost on an already expensive unit.
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OmniscientQ

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Re: Void Signature System
« Reply #1 on: 26 January 2011, 14:13:10 »
By far, the biggest bonus of a void-signature system is cutting visual spotting range to 1/4 of normal during double-blind play. Normally, you can see an enemy unit at 60 hexes. With a void system in place, that drops to 15 hexes. You can fire LRM's or PPC's while remaining invisible to the naked eye. Under low-light or inclement weather, it gets even more ridiculous. Being able to fire a broadside of SRM's into a target at night when they can't see you is just sick.

Thankfully, the void-signature system is an F-rated piece of equipment, extremely rare in the galaxy-at-large.
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Re: Void Signature System
« Reply #2 on: 26 January 2011, 14:14:51 »
Another advantage to the void sig is that it gives small and fast units more options in maneuvering. They no longer have to stay at high speed to stay alive. If they feel the need to stay put or only move a bit, they can switch on the void-sig and get modifiers almost as good as if they were running flat-out. You can move very fast to a spot on a high hill, then switch on the void and spot for LRMs without worrying about return fire. I'd also look into using it for an infantry support 'mech, that would need the protection while barely moving at all to keep up with the foot troops it would be supporting.
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Stormforge

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Re: Void Signature System
« Reply #3 on: 26 January 2011, 14:23:06 »
I was not aware of that benefit in double blind (as it is not listed in the items description in TACOPS). Definitely a gives you an advantage. Doubt it would have any impact on mech sensors though if using those rules. Will have to read more on it instead of a quick browse.
« Last Edit: 26 January 2011, 14:27:55 by Stormforge »
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Stormforge

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Re: Void Signature System
« Reply #4 on: 26 January 2011, 14:43:56 »
Wow it is very hard to detect a unit with sensors also, unless you use magscan/IR/seismic sensors. I can see why this item is experimental with a F availability rating.
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Moonsword

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Re: Void Signature System
« Reply #5 on: 26 January 2011, 15:03:34 »
Wow it is very hard to detect a unit with sensors also, unless you use magscan/IR/seismic sensors. I can see why this item is experimental with a F availability rating.

It's experimental because it's, well, not widely available at all.  The F is due to it being very new, very limited in production, and closely associated with one faction, rare even there.  This is a big asset for recon units, which frequently need not to be seen more than they need to be shooting at people.  I also agree with Weirdo's take on it.

mensa12345

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Re: Void Signature System
« Reply #6 on: 26 January 2011, 16:28:12 »
I can see the use for this system for scout mechs that need to sit and observe or just hide. Not sure I would want to use a mech like that in a battle though as most scouts are fast and would then be useless as usually a slow scout is a dead scout.

On the other hand I see a very good use for this system in slow heavies and assaults. Seems almost perfect for the 3/5 movement profile. Nothing like being ambushed by an assault sitting in heavy woods or smoke with a +5 to-hit. Though it does jack up the cost on an already expensive unit.

I tend to use them on mediums and lights rather than heavies.  The heat burden can effectively cut an Assault mech's firepower in half.  On the other hand, a medium or light with double sinks can still usually fire a PPC or ER Large Laser and stay heat neutral.
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Lanceman

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Re: Void Signature System
« Reply #7 on: 26 January 2011, 18:24:55 »
Wow it is very hard to detect a unit with sensors also, unless you use magscan/IR/seismic sensors. I can see why this item is experimental with a F availability rating.

It's experimental because it's, well, not widely available at all.  The F is due to it being very new, very limited in production, and closely associated with one faction, rare even there.  This is a big asset for recon units, which frequently need not to be seen more than they need to be shooting at people.  I also agree with Weirdo's take on it.

That and the fact that the Word has only officially put it on one platform (that being the Raptor II) and the Republic of the Sphere has jealously snapped up every bit of information and battlefield salvage regarding it for the sole purpose of it *not* becoming widely spread.
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Maelwys

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Re: Void Signature System
« Reply #8 on: 26 January 2011, 19:35:48 »
Two I think. I'm pretty sure the Void-Sig Archer counts. :) The Archer, if it handled the heat better, might be the perfect design to use with Void sig. Just activate it, sit back and fire away. Alas, the use of ERLL's with it means that it has to husband some of its firepower instead of going all out.

Another benefit of the technology is that you get to ignore much of the "Scanner" equipment that's found in TacOps, that can be used to reveal your hidden units before battle.

Stormforge

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Re: Void Signature System
« Reply #9 on: 27 January 2011, 00:02:59 »
Yeah that extra ten heat can be a problem for larger designs. Still is a good system for ballistic and missile boats as they do not need to sink as much heat.

Here are a couple of designs that I built to test it out.

http://www.classicbattletech.com/forums/index.php?topic=230.0
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Lanceman

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Re: Void Signature System
« Reply #10 on: 27 January 2011, 08:09:46 »
Two I think. I'm pretty sure the Void-Sig Archer counts. :) The Archer, if it handled the heat better, might be the perfect design to use with Void sig. Just activate it, sit back and fire away. Alas, the use of ERLL's with it means that it has to husband some of its firepower instead of going all out.

Another benefit of the technology is that you get to ignore much of the "Scanner" equipment that's found in TacOps, that can be used to reveal your hidden units before battle.

I've not seen the Archer, but I've not picked up any of the new RS books either.  Lean something new everyday.  ;D
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Arkansas Warrior

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Re: Void Signature System
« Reply #11 on: 28 January 2011, 20:14:45 »
A Pillager or Thunderhawk with VS would be just completely immoral.  Can that be done well?
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Moonsword

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Re: Void Signature System
« Reply #12 on: 28 January 2011, 20:26:34 »
Yes.  You have to rearrange some crits on the Thunder Hawk and stick the ECM in the arm, but the Pillager's stealth variant makes it pretty simple.

DaveMac

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Re: Void Signature System
« Reply #13 on: 31 January 2011, 10:32:06 »
Yes.  You have to rearrange some crits on the Thunder Hawk and stick the ECM in the arm, but the Pillager's stealth variant makes it pretty simple.

Nasty!

Must have a look at that  8)
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Moonsword

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Re: Void Signature System
« Reply #14 on: 31 January 2011, 10:51:09 »
I didn't post it (or save it for that matter) but as I said, it's really not that much work.  The Thunder Hawk needs a some tonnage for the ECM, though.

Arkansas Warrior

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Re: Void Signature System
« Reply #15 on: 31 January 2011, 13:28:28 »
Pull an ML and 3 points of armor.  Hell, pull the other 3 MLs and add gauss ammo.
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MoneyLovinOgre4Hire

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Re: Void Signature System
« Reply #16 on: 01 February 2011, 02:30:18 »
And upgrade to Double Heatsinks.
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Kamov

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Re: Void Signature System
« Reply #17 on: 01 February 2011, 12:38:34 »
I can't believe nobody's suggested a Void-Sig Annihilator!  Along with the Urbanmech, it's the mech most idealized to take advantage of a system that gets worse the faster you go.
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Stormforge

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Re: Void Signature System
« Reply #18 on: 02 February 2011, 04:19:15 »
If the enemy is in range most likely so are you.

TigerShark

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Re: Void Signature System
« Reply #19 on: 12 February 2011, 07:09:38 »
The problem with the Void-Signature System is that it's TOO good. Consequently, the canon designs we see with it (much like the Chameleon and Null-Signature systems) don't utilize its potential to the maximum level.

Anything which makes it harder for you to be hit should be deployed at range, not up front. At Long, you're +7 to-hit with the Void-Signature but in Short you're +3. Why make a design (obvious which one I'm speaking of) which requires you to be within 3 hexes to hit anything..?
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mutantmagnet

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Re: Void Signature System
« Reply #20 on: 12 February 2011, 09:54:25 »
That's because generally speaking canon designs are built to encourage you to work around weaknesses instead of giving you right off the bat the perfect mech.

The perfect example of this is to gather a bunch of newbies have them play with nothing but the various missile boats that only use introductory tech and then start off a discussion on what is the best missile boater. There is definite nuances to each many mechs out there, and not just the missile boats, that show off the weaknesses of one design path over another.

Your problem (which isn't really "a problem") is that as a more experienced player you care less for the nuance and just want to jump to the design path that suits your tastes best.

Arkansas Warrior

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Re: Void Signature System
« Reply #21 on: 13 February 2011, 14:32:56 »
The problem with the Void-Signature System is that it's TOO good. Consequently, the canon designs we see with it (much like the Chameleon and Null-Signature systems) don't utilize its potential to the maximum level.

Anything which makes it harder for you to be hit should be deployed at range, not up front. At Long, you're +7 to-hit with the Void-Signature but in Short you're +3. Why make a design (obvious which one I'm speaking of) which requires you to be within 3 hexes to hit anything..?
Doesn't Void Sig give a to-hit penalty to the user as well?  That +7 isn't so hot when you can't hit the enemy either.
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Stormforge

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Re: Void Signature System
« Reply #22 on: 13 February 2011, 14:48:46 »
Doesn't Void Sig give a to-hit penalty to the user as well?  That +7 isn't so hot when you can't hit the enemy either.

Yes it does, and cannot use a TC to offset that penalty either. Like what was stated earlier, it is best used in double-blind games. (visual spot at 15 hexes compared to 60 for other units)
« Last Edit: 13 February 2011, 14:52:24 by Stormforge »
If the enemy is in range most likely so are you.

MoneyLovinOgre4Hire

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Re: Void Signature System
« Reply #23 on: 13 February 2011, 16:31:22 »
That's not an insurmountable problem, though, given that the void mech will probably be stationary and thus not have any attacker movement modifiers while the other mech probably will.
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TigerShark

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Re: Void Signature System
« Reply #24 on: 13 February 2011, 17:43:24 »
Yeah. What would you rather have? A Void-Signature equipped unit with a Gauss Rifle whose TN is 7 vs. a unit firing at the Void-Sig unit whose TN is 11? That +1 is negligable considering the benefits.
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majesticmoose

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Re: Void Signature System
« Reply #25 on: 14 February 2011, 12:43:08 »
I was playiong a game where I could not take out an infantry platoon with camo. TN's of 11 and 12 were common, and that was with elite pilots.  it was really aggravating.

V-Sig and NULL-sig are truly annoying, evens stealth is irritating because it restricts your fire to only one target.

They're great in double blind, and a heat efficient mech can pound out the damage with little return fire.

 

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