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Hud Info If Narced


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Poll: Do You wanna have a Info for beeing NARCED in the HUD? (158 member(s) have cast votes)

Info for being NARCed?

  1. Voted Yes! (144 votes [91.14%] - View)

    Percentage of vote: 91.14%

  2. No! (14 votes [8.86%] - View)

    Percentage of vote: 8.86%

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#1 Thrudvangar

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Posted 03 August 2014 - 03:00 AM

hi all...

as the title says it already, why isn't there a icon or info about beeing NARCed in the HUD?

Everything else is showed up there but if youre NARCed, you have to get the info from teammembers... very annoying in PUGs where nobody talks anything or is to busy while fighting.

i'd like to have it shown in the HUD.

Edited by Enzlaved, 05 August 2014 - 08:22 AM.


#2 SVK Puskin

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Posted 03 August 2014 - 01:51 PM

Good point.

#3 Levi Porphyrogenitus

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Posted 03 August 2014 - 02:04 PM

I'd like to see delayed icons for both NARC and TAG. If you're TAGged for more than, say, 5.0s, then you should get a TAG indicator. The same for NARC. Give it a few seconds of alert-free spotting, then have it show up on your HUD.

To prevent stutter-TAG spotting, have the indicator appear 5s after you are TAGged even if the spotter has stopped spotting you. Give it, say, another 5s of showing you are spotted even after the TAG has left you.

#4 wanderer

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Posted 03 August 2014 - 06:25 PM

TAG is a passive bounce with a visible beam painting the target. NARC is broadcasting a signal strong enough to disrupt the 'Mech ECM. The latter should show up as a visible "HEY YOU, MISSILES RIDING YOUR BACKSIDE MUTHAJUNKER!" signal next to where ECM coverage normally does. TAG is already a very visible paint and if you're a light spotter, you're already at tremendous risk painting that target, because you can't move anywhere near full speed and maintain it.

#5 Flying Fox 333

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Posted 03 August 2014 - 06:43 PM

Good idea with regard to the delayed indication of NARC. I agree with wanderer, TAG is already visible in most cases so, no indicator is required in my opinion. Betty's voice could also have an additional "Warning NARC detected."

#6 Thrudvangar

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Posted 04 August 2014 - 06:33 AM

i also think that an indicator for TAG isn't required but for NARC.

it lasts 30 (?) seconds.. so okay, maybe give us the info after 5 seconds.. but GIVE it!

#7 o0Marduk0o

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Posted 04 August 2014 - 06:41 AM

Thumbs up.

#8 Wraith0177

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Posted 04 August 2014 - 06:44 PM

I agree, leave TAG alone, but yes we should get at least a delayed indicator of NARC. Maybe a beeping noise like we used to get in Mech4? Pulsing interruption of our radar screen in time with the beep?

#9 Thrudvangar

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Posted 04 August 2014 - 09:32 PM

View PostWraith0177, on 04 August 2014 - 06:44 PM, said:

I agree, leave TAG alone, but yes we should get at least a delayed indicator of NARC. Maybe a beeping noise like we used to get in Mech4? Pulsing interruption of our radar screen in time with the beep?


Dont expect too much :D

A small and simple hud icon will do. Not too complicated hehe

#10 Myke Pantera

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Posted 05 August 2014 - 02:52 AM

Fully agree! We need an indicator for this. A Bitching Betty alarm and an icon next to where the ECM coverage icon is placed atm. Nothing needed for TAG imo.

Edit: I suggest making this a poll. Makes this topic less prone to just disappear.

Edited by Myke Pantera, 05 August 2014 - 02:53 AM.


#11 Thrudvangar

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Posted 05 August 2014 - 08:23 AM

Poll added!

#12 Galenthor Kerensky

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Posted 05 August 2014 - 09:40 AM

I personally feel that there should be a warning if you get narced... since you can't depend on pugs having the time or inclination to let you know...

#13 Thrudvangar

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Posted 06 August 2014 - 06:16 AM

more polls would be helpful :( go!

#14 9erRed

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Posted 06 August 2014 - 08:44 AM

Greetings all,

We know that NARC disables the ECM for Mech's, either yours or a shared bubble from allies.

- Since it's disabling that element immediately, there should be no delay in having an indicator telling you there is a very strong signal being broadcast on the 'skin' of your Mech.
- Once the NARC is attached the 'crossed out ECM indicator' should be active, possibly flashing or changing it's colour to show there is an 'effect' interfering with this sensors system.

TAG indicators are a bit more difficult to 'enable'.

-How does the Mech's sensors separate a pulsed laser TAG from common laser fire?
- If this TAG is held on the Mech chassis for a few seconds but produces no damage, the Mech's sensors should be able to id this laser light as a TAG.
(should not be difficult to code into the game as the background code knows exactly where the TAG is used and on what, just have a short delay on presenting the indicator to the targeted element.)

Originally the TAG was stated to be an invisible beam that could only be seen if a Pilot used 'thermal', but that changed rather quickly and now is visible to all in any environment.
(it was listed as a pulse coded beam in the infrared wave band, non visible.)
Reference:
The TAG unit works by firing an infrared laser beam to designate the target and transmits that data via a tight-beam laser communication system to the guidance systems of friendly "smart" bombs and missiles.
- Should require a separate 'filtered' vision for the TAG user when operating this system.
- Must have been somewhat difficult for PGI to have invisible beams that only some Pilots could see?

So, yes to having both items have some form of indicators that the receiving Pilot see's or hears. Wither delayed somewhat or not.

9erRed

Edited by 9erRed, 06 August 2014 - 08:50 AM.


#15 Koniving

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Posted 06 August 2014 - 08:57 AM

View PostEnzlaved, on 03 August 2014 - 03:00 AM, said:

i'd like to have it shown in the HUD.


Please!!!!!!



#16 MechWarrior319348

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Posted 07 August 2014 - 01:30 PM

How would your mech know that there is a mischievious little device stuck to it? It would also make Narc less effective. It takes lrm people a few seconds to notice the narc, lock onto it, get missle tone, and fire, by that time the narced guy has already taken cover.

The way you become aware that you are narced is through team communication.

#17 TibsVT

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Posted 07 August 2014 - 03:50 PM

Yes please.

#18 9erRed

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Posted 07 August 2014 - 11:29 PM

Greetings all,

The NARC that we have in game is not actually working the way it's 'referenced' to operate.

From it's own definition it is designed to 'pull in' any NARC equipped missile that does not have a current target.
- This means that as soon as a NARC is activated any launcher that has NARC equipped missiles simply points his launcher up into the air and fires.
- No 'lock on is required', the NARC will direct these missiles onto it's target.
(meaning no time is lost in 'gaining a target lock' as that rather defeats the NARC's purpose.)

The KEY here is that the missiles need to be NARC capable. These are not standard missiles, but a more expensive and improved missile. And would need to coordinate with another element, (sometimes) to place the NARC's.

Reference:
- The Narc Missile Beacon is a missile homing utility that can be planted on enemy targets, causing friendly SRMs and LRM missiles (even those that do not traditionally have homing capabilities) to lock on to them.
- SRMs and LRMs equipped to track the Narc homing signal cost twice as much as standard munitions.

Question: How does your Mech know there is a NARC attached?
- The Mech has sensors distributed through every item and component on it's chassis, all fed back to the Di computer. This computer monitors every activity from every system and part of the Mech.
- The NARC is a very powerful transmitter as well as having a strong magnetic attachment device, it disables equipped ECM instantly upon attachment. All these directed signals can be 'seen' or 'sensed' by systems on board every Mech, in fact some of the Mech's systems should be somewhat overwhelmed by the NARC. And clearly indicate that there is an 'interfering device' of some form attached or on the chassis.
- And the reason for some form of indication to be presented to the Pilot.

(we don't have half of the systems that are referenced to be operating or functioning in these machines, and probably a good thing as Pilot information overload could become an issue. After all it is a game and not a simulator.)

Reference:
- The DI computer is a network of distributed computers that monitor and coordinate the most of the internal functions and components of a BattleMech. As noted earlier, the internal structure, armor, actuators, myomers, and other components are wired with sensors and data/control lines. The DI computer uses this network to monitor the health and status of all of the connected components. In so doing, the DI tracks the 'Mechs state of readiness and feeds this to the Battle Damage Assessment computer (BDA) which in turn translates and displays this information on readouts for the MechWarrior. All other interpretive computers and all sensors are subordinated to the DI.
- The DI also uses its network of lines as a back-up data feed to other components. For example, if a BattleMech's hand is dangling by a piece of armor, the DI can determine the status of the finger actuators through data lines in the armor. While the BattleMech would not be able to do much with the hand, it would be able to communicate with it.
- More advanced DI computers will indicate to the MechWarrior what the cause of the problem is and try to fix the malfunction, all with no input from the MechWarrior.
- BattleMechs have an extensive network of status sensors that send information about various systems up to higher-level systems. There are jump jet ready indicators, ammo low/critical indicators, heat build-up, proximity warning, incoming transmission warnings, IFF engaged/disabled, limb overstress indicators, engine shielding sensors that track the status of the fusion reactor core and magnetic shielding, armor sensors, and various others.

Just some info,
9erRed

#19 Thrudvangar

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Posted 08 August 2014 - 05:05 AM

View Postletuce head, on 07 August 2014 - 01:30 PM, said:

How would your mech know that there is a mischievious little device stuck to it? It would also make Narc less effective. It takes lrm people a few seconds to notice the narc, lock onto it, get missle tone, and fire, by that time the narced guy has already taken cover.

The way you become aware that you are narced is through team communication.



what if there is no cover like on caustic as we can see in the video up there? same happened to me also few times.. also on other maps where i got melted while fighting somebody between buildings!... i just died in seconds.

#20 Nazar24

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Posted 11 August 2014 - 07:58 AM

my humble opinion is no for both.
Tag is already a highly visible red line.

Narc, as strong and unpleasant as it can be (i have been there, under a non stop lrms rain caused by narc), weight as much as an srm 6,is a non guided short range weapon, shut down by an ecm bubble, and only effective if a lrms teammate actually do something, not counting that ams can bring down a narc missile.
the real problem is not the narc, but the lrm, and their number in a match.
If narc is bugging you, treat the narcer as a high priority, and bring him down as soon as you see him.





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