What are good case scenarios for using a TC or a BAP? I know what each does but I don't have a real feel for what kinds of builds they would really be useful for?
TC1 has a range boost of 4%, which is very significant for only 1 ton. Beyond that, I wouldn't really recommend using a TC at all. They're most helpful for boosting the range on a super long range sniper build. As for a BAP, a single BAP can counter a single enemy ECM. It can also allow you to target a shutdown opponent with Streak SRMs, LRMs, and ATMs(you otherwise can't target a shutdown opponent). It's mostly recommended if you're running an SSRM boat/Light Hunter, and usually recommended to be used in tandem with a TAG laser(or Light Active Probe/Light TAG if you're in a Clan 'Mech).
To quote Smurfy: TC increases AutoCannon, and PPC projectile Speeds, Ranges, and Critical Chance (excluding LBX). It also increases all Laser Range and Critical Chance. It also increases the zoom magnification, and the maximum sensor range. It finally decreases Target Data time. https://mwo.smurfy-net.de/equipment#module_normal Command Console does these things: It increases the zoom magnification, and the maximum sensor range. It finally decreases Target Data time. It also weighs 3 tons. It may have other effects not mentioned in Smrufy. cAP and BAP are similar in function, but have different size and weight: one slot and one ton for the cAP, two slots and 1.5 tons for BAP. According to Smurfy, the BAP increases sensor range by 25%, decreases Target Data time by 25%, and you can detect shutdown mechs within 120m. It also will cancel one enemy mech ECM within 120m. cAP increases sensor range by 25%, decreases Target Data time by 25%, and you can detect shutdown mechs within 150m. It also will cancel one enemy mech ECM within 150m. however, this is all according to smurfy, and it is a bit outdated, as I could not find the stats for TC's there. TL; DR is BAP is for missile boats to ensure locks, even under enemy ECM. TC's are for mechs looking for a crit and range boost to Energy or Ballistic builds, as there are no buffs to missiles save sensor range and saved Target Data time. However, if you have a Light Hunter mech with Streaks or ATM's, I would run both an BAP and TC to ensure the fastest lock times. I've killed mechs that only had BAP to try to lock onto me with in a light before, but it helps when they were assault mechs
Hey @PatternRec ! I wrote a guide for this specifically hope you find it useful! https://www.mechspecs.com/resources/compact-equipment-and-utility-weapons-guide.32/
Huh. When it says in your guide that ECM doesn't 'work' with Active probe, what does that mean exactly? Does that mean that if you run active probe, you don't get either the benefits from ECM's targetting protection, NOR the ability to turn your ECM to counter an enemy ECM? What is the default keybind or other method of changing your ECM so that it's negating an enemy ECM? If, as you say I can only bring active probe or ECM, which one is superior? I'm specifically thinking of a sun Spider build with ATMs and streaks.
I believe that is 'J'. If you hit F1 when in game though, you'll get a popup keymap (I think its only default keys)
It is pretty obvious to me, but maybe it's better be to be always explicit... Anyway, @Excalibaard meant: So if you have a BAP, cAP or cLAP, ECM in counter mode is useless. "J" or "K"... As @Dagonus said, you can find out by pressing F1 or by checking the key bindings in the settings. They have different roles. Since the main reason to bring an Active Prove is negating the enemy ECM disrupt mode (plus ECM won't be able to completely negate locks between 120 meters[? not sure] and 270[?] meters due to skill tree) if you are using a Streak/ATM/LRM boat the Active Probe has priority over ECM: you are next to useless if you can't fire your lockon weapons. If you can fit both, keep in mind that you need to switch your ECM to counter mode if it happens that you can't lock due to enemy ECM on disrupt mode ("low signal" warning on your map). I haven't tested it, but it's also likely that if your own ECM will be destroyed, the backup AP will work as intended and you won't need to switch the mode of your ECM (and switching mode of a destroyed ECM would be pointless)
I misworded it, thanks for bringing it to my attention. Active probe does not counter ECM if equipped with ECM. --> Disrupt mode blocks the ECM countering ability of the active probe, and counter mode counters 1 ECM but this doesn't stack with the active probe (you don't get to counter 2 ECM on your own, 1 for ECM mode 1 for Active probe). The way I originally meant it was that ECM and Active Probe don't 'work' together, though AP should work if used as a redundancy measure if you lose ECM.
Ok, that makes a lot more sense. I'm sure I can find other uses for that ton then... another ton of weapons, ammo, or heat sinks would be useful in more situations than a active probe that's only useful if my left torso is destroyed.