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RasaNova May 7, 2018 @ 11:33am
Help Me Understand Sensor Lock
I understand Sensor Lock and what it does. But I seem to be missing how to make it work at the beginning of a battle.

After landing, there is no initiative, each mech moves freely (once per turn up to it's max movement.) So when scouting, I cautiously move (not sprint) my scout first toward the map marker til he finds a contact, then he sensor locks and reveals the target. For half a second.

Once the initiative phases begin, sensor lock reverts to unknown contact, the enemy knows where I am and moves in, and my scout has already used his action. My lance has nothing they can shoot at, the enemy moves in and shoots the closest target, usually the scout who can't move til next round. It doesn't matter if the sensor locked target has lower iniative than my entire lance.

I would have thought that once the initiative begins, the sensor locked target would STAY locked til it gets its turn, but this only seems to happen when using SL after battle rounds have begun. Am I thinking about this wrong? If so, what's the best way to scout an enemy position for a first strike or sneak attack? (Other than charging directly into LOS...)
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Showing 1-15 of 20 comments
Kommissar K May 7, 2018 @ 11:35am 
It reveals detected contacts that haven't been spotted and removes 2 stacks of evasion.

The loss of evasion makes them easier to hit.

Being revealed means they are can be shot by some weapons of other mechs (e.g. long range guns or LRMs).
Jahon May 7, 2018 @ 11:38am 
I sprint my entire lance until I get a contact (max evasion bonuses). Then I reserve until the last initiative. Then I move my scout, sensor lock, and use the rest of my lance to vaporize the target. :)

Sensor lock only lasts 1 turn, so wait until a target has moved to get the most out of it. Same can be said for knock down. ;)
Gracey Face May 7, 2018 @ 11:41am 
The moment you do anything hostile combat begins which is a new round and sensorlock is for current round only.

Sensor lock isnt meant to be used as a scouting tool counter intuitively. It is meant to be used in combat so you can hide behind something (like a mountain) and launch LRMs at things. It can also be used while in combat to determine what an unknown contact is (and so avoid it if it is an SRM carrier).
Torriador May 7, 2018 @ 11:48am 
The only issue I've noticed is when you use sensor lock as the opener to start the battle. It often treats the transition into battle mode as a new turn, and you lose your sensor lock.

as the sensor lock only lasts one round this does make it quite difficult to set up sneak attacks.

I've found the best way to overcome this is to make sure that your scout is the last to move (inchworm your heavies up to the scout, then move your scout), and your scout then approaches the target within firing range (even if not in line of sight), that will usually trigger the start of battle, and you can sensor lock them as your opening move.
neil May 7, 2018 @ 11:51am 
Wait till opponent mech moves
It gets evasion
Sensor lock
Strip evasion
Shoot the hell out of it with other mechs

Rinse and repeat
Bad guys go away :steamhappy:
lol
Spawncalibur May 7, 2018 @ 11:51am 
I rarely use Sensor Lock, it just always seem better to use my weapons on a mech over that. I do prefer medium & heavy mechs with mostly close range weapons so I guess my style just doesn't favor that skill.
Sword_of_Light May 7, 2018 @ 12:23pm 
The basics of Sensor Lock are:

You can activate SL on a target which: has been detected and is within your sensor-range. That is marked with a blue circle - it'll be pretty far out from your mech.

You can target vehicles, mechs and turrets, but not buildings - so dont count on SL if you have a goal of destroying a building. You have to have line-of-sight on buildings.

Sensor Lock ends your combat turn, and activating a Sensor Lock from non-combat pushes you into Combat Phase. As it counts as an action, it cannot be activated after sprint, but may be able to be used if your Mechwarrior has the special ability to move after firing (I dont know this for sure, but it seems reasonable)

I most frequently use Sensor Lock when I do not have LOS, but TL is effective in stripping Evasion from fast-movers.
SpiralRazor May 7, 2018 @ 12:25pm 
cant sprint and sensor lock, even with the skill...you can however jump and sensor.
Madcain May 7, 2018 @ 12:31pm 
it removes 2 points of evasion.. thats the useful part.

it only lasts 1 round so you should use it as early as possible.. or simply reserve the other mechs until you have sensor locked the target. then it will be revealed for them to fire.

sensor locking someone as the last action in a round is a waste.
whackamatt May 7, 2018 @ 12:43pm 
There was a bit of a learning curve for me on this one. Here’s what I’ve found works:

I use my light scout (Panther – full jump jets and LRM20). Pilot Skills are Sensor Lock, and Ace Pilot (Move after firing (INCLUDES ACTIONS))
1) Before any contacts, I keep my Panther one full sprint in front of my other missile boats.
2) Panther triggers sensor contact (initiating combat after the round).
3) At the start of combat, my Panther either goes first, or after a single enemy light mech moves.
4) Panther uses Sensor Lock, then Jump Jets away from target, and even a bit past his own sensor range of the target – lock remains. He is now out of visual range from all attacks.
5) My remaining lance pounds the SL target for 70 missiles / round (3 medium mechs)

At that point, the Panther can jump jet away further than a light mech can Move. They have rarely Sprinted to get me in view, and if they do, then I can hold back for initiative with the Panther, have my 3 Mediums pound him, then add 20 more LRMs and have the Panther move afterwards.

I have recently hit my stride in not taking any damage worthy enough to cause repairs after battles for 4 fights in a row, including taking on 6 Medium mechs.

How long you can kite the enemies is dependent on the terrain, starting position, enemy position, etc. I’ve found the hardest fight so far was taking on 10 light mechs with vehicles. Too many chances for them to get line of sight.



RasaNova May 7, 2018 @ 12:55pm 
Originally posted by Kommissar Klose:
It reveals detected contacts that haven't been spotted and removes 2 stacks of evasion.

The loss of evasion makes them easier to hit.

Being revealed means they are can be shot by some weapons of other mechs (e.g. long range guns or LRMs).
Right, but what I'm getting at is that I lose the sensor lock as soon as I activate it, regardless of initiative, if I activate it when 1st revealing an enemy. That's what I'm trying to wrap my brain around. My scout still loses his action, the enemy advances and engages my lance etc while I don't get any sort of 1st strike.
RasaNova May 7, 2018 @ 12:59pm 
Originally posted by Please don't kill me!!:
The moment you do anything hostile combat begins which is a new round and sensorlock is for current round only.

Sensor lock isnt meant to be used as a scouting tool counter intuitively. It is meant to be used in combat so you can hide behind something (like a mountain) and launch LRMs at things. It can also be used while in combat to determine what an unknown contact is (and so avoid it if it is an SRM carrier).
Ok this seems consistant with what I'm experiencing. So basically it seems that it's NOT to reveal & launch a surprise attack on an enemy, instead it's an ability to activate when combat has already started.

I'm ok with that (but seems a bit silly) I only wish that the scout didn't lose his action for the newly started combat round.
Teralitha May 7, 2018 @ 1:03pm 
Skip ahead to minute 21:30 and you will see what sensor is good for.
https://youtu.be/BnaoTtnRfv0?t=1492
Last edited by Teralitha; May 7, 2018 @ 1:07pm
Wantoomany May 7, 2018 @ 1:04pm 
Don't use it before combat starts. Use it after combat starts and generally after the mech you want to lock has moved. But before any of your own Lance has moved.
Blinder May 7, 2018 @ 1:13pm 
Originally posted by Madcain:
sensor locking someone as the last action in a round is a waste.

Unless you have 'mechs that will be able to shoot it early in the next round (the evasion doesn't come back that I've seen).

Combat initiation seems to penalize units that take an "opening shot," so to speak, so the person suggesting sticking to sprinting has the right of it, that way you can always finish out the movement round.
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Date Posted: May 7, 2018 @ 11:33am
Posts: 20