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Whats up with the NARC?



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#41 ManDaisy

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Posted 26 April 2012 - 05:16 PM

sound a lot like follow the leader special lrm ammo.

#42 MaddMaxx

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Posted 27 April 2012 - 10:11 AM

The beacon should be destroyed by the first flight to arrive at the Narc'd target. That way if a Team gets a Narc on an enemy, a one time coordinated missile strike would allow for Maximum affect, otherwise one volley gets a tight hit but that ends that beacons life. No need for timers then.

A Narc missile doesn't set off AMS (i am guessing here) due to the fact it is dumb fired, point and shoot and cannot be detected by said system.

I would not mind if a Beacon Pulsed when active though. Maybe a 1 second Pulse rate so a narc'd mech can be notified by team mates to go hide and then attempt to remove the Beacon by whatever means available.

#43 Garth Erlam

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Posted 27 April 2012 - 10:13 AM

View PostFinnMcKool, on 25 April 2012 - 08:04 PM, said:

just as a side Note ; Im Irish and not Scottish (we supposed to hate each other) , but as a Fellow Celt , Im upset that they used one of us as the dumb guy! When its very clear that only a B**t would have been siting on top of a hill out in the open (never crest a hill , go around it)

<-- family is from Armagh, Cork and Kerry; also Edinburgh/Glasgow.

#44 RedDragon

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Posted 27 April 2012 - 10:56 AM

View PostMaddMaxx, on 27 April 2012 - 10:11 AM, said:

The beacon should be destroyed by the first flight to arrive at the Narc'd target. That way if a Team gets a Narc on an enemy, a one time coordinated missile strike would allow for Maximum affect, otherwise one volley gets a tight hit but that ends that beacons life. No need for timers then.

A Narc missile doesn't set off AMS (i am guessing here) due to the fact it is dumb fired, point and shoot and cannot be detected by said system.

I would not mind if a Beacon Pulsed when active though. Maybe a 1 second Pulse rate so a narc'd mech can be notified by team mates to go hide and then attempt to remove the Beacon by whatever means available.

I'd rather stay with the TT rules on destroying Narc beacons. They only stop functioning when the section of the mech they are attached to is destroyed. Maybe add a percentage for every hit in that section for destroying the beacon, but that should be a relatively small chance, maybe 10%.

What I'd really like to know is if we have to load Narc-equipped missiles before the combat or if missiles always work with every special equipment. Normally you'd have to choose what ammunition you load. If you load a ton of Narc-equipped missiles, they won't benefit from your Artemis IV-equipment and vice versa.

#45 MaddMaxx

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Posted 27 April 2012 - 11:03 AM

Quote

"Also SRMs and LRMs equipped to track the Narc homing signal cost twice as much as standard munitions."


Sounds like special and expensive ammo to me. ;) Hmm, so not all SRM and LRM ammo have NARC tracking capabilities? Interesting indeed.

#46 Nik Van Rhijn

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Posted 27 April 2012 - 11:12 AM

Making a Raven less useful in a PUB game if playing solo - he has no idea if there is anyone with the right ammo. Unless it can be sorted before drop.

#47 FinnMcKool

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Posted 27 April 2012 - 02:21 PM

View PostGarth Erlam, on 27 April 2012 - 10:13 AM, said:

<-- family is from Armagh, Cork and Kerry; also Edinburgh/Glasgow.


Really I was joking , but after reading all the posts ,I am very excited to drive the Raven , in fact I was going to ask for one for my Birthday!

Thanks.

#48 Ramien

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Posted 27 April 2012 - 03:58 PM

View PostNik Van Rhijn, on 27 April 2012 - 11:12 AM, said:

Making a Raven less useful in a PUB game if playing solo - he has no idea if there is anyone with the right ammo. Unless it can be sorted before drop.

Worst case, the Raven's SRMs will still home in on the NARC beacons, so it will always have at least a little use.

#49 Belisarius1

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Posted 28 April 2012 - 04:06 PM

View PostNik Van Rhijn, on 27 April 2012 - 11:12 AM, said:

Making a Raven less useful in a PUB game if playing solo - he has no idea if there is anyone with the right ammo. Unless it can be sorted before drop.


Which is why I'd give normal missiles some reaction to narc-beacons, like faster lock-on and better tracking, but leave the full fire-and-forget narc homing to dedicated narc-guided ammo.

Edited by Belisarius†, 28 April 2012 - 04:07 PM.


#50 Chaldon

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Posted 24 October 2012 - 04:49 PM

You guys are making this too complicated!


Simple rules for NARC:
  • It can't be destroyed because it changes the targets radar signature. (less code & graphics)
  • It times out after 60 seconds. (argue about this later)
  • Keep it dumb fire and AMS-proof & add a few more per ton.
  • Doesn't require special ammunition to home in on. SRM & LRM: OK
  • Instant Lock-On. Cycle targets to change your Lock.
  • EVERYBODY can see a NARC-target. It changes the radar icon green or something.
  • Target should have a countdown timer visible in anybody's HUD.
  • Alarm & Sexy voice says "NARC transmitting your location"
I would prefer a better graphic element when it hits. I can tell you now when I play with it in my Commando sometimes the missile impacts but then no confirmation of a hit.





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