Jump to content

[Suggestion] Tweaking Narc


4 replies to this topic

Poll: [SUGGESTION] Slight improvements to NARC (7 member(s) have cast votes)

NARC boost

  1. Yes (6 votes [85.71%] - View)

    Percentage of vote: 85.71%

  2. No (1 votes [14.29%] - View)

    Percentage of vote: 14.29%

  3. Abstain (0 votes [0.00%])

    Percentage of vote: 0.00%

Vote Guests cannot vote

#1 Roadbeer

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 8,160 posts
  • LocationWazan, Zion Cluster

Posted 16 March 2013 - 07:27 AM

I'm actually OK with NARCs stats as they stand, I honestly think they could just do with some minor tweaking and give it one significant boost.

The boost, break through one ECM. It really wouldn't be that hard to code in IMO as it's already in place where an ECM on Counter breaks through an ECM on Disrupt. Like with ECM, this would create a tactical element where another ECM unit would have to move in to shield the NARCed mech.

The small tweak I would give this would be a 10% decay per second after the 20s. This decay can be countered by ECM. So the NARC broadcasts for 20s on an ECM shielded mech and up to 30s on an un-shielded one.

The 20-30s time on NARC isn't that bad. At the MAX range of LRMs (1000m), allowing for lock (3s) and flight time (100m/s) this gives the chance for up to 3 full bursts (counting for tube count and the .4s impulse time). This gives the opportunity for one full volley on an ECM shielded mech and two on a mech not under ECM.

Edited by Egomane, 16 March 2013 - 07:38 AM.
changed poll to follow the rules


#2 Egomane

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 8,163 posts

Posted 16 March 2013 - 07:39 AM

Please make sure to read the rules for polls in the suggestion forum before making a poll here next time.
http://mwomercs.com/...estion-polling/

Thank you!

#3 Roadbeer

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 8,160 posts
  • LocationWazan, Zion Cluster

Posted 16 March 2013 - 11:58 AM

Wow, all the vitriol about LRMs and not a single vote :D

#4 Zyllos

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,818 posts

Posted 16 March 2013 - 12:20 PM

NARC already lasts infinite time. It just gets removed after 35 points of damage has been done to the target that is NARC'ed.

Honestly, I think NARC is almost right where we need it. The idea that damage removes it seems pretty balance. And people can NARC targets and not fire at them for scouting purposes.

Just the number/value used is the only issue I have. I think the NARC needs to remember which section was NARC'ed and if that section is destroyed or that section took 35 points of damage, then it is removed.

I know there are many people that think NARC is just worthless. But I think that is because how powerful and widespread ECM is. When ECM gets a drawback of some type and there is a choice between not using or using ECM, NARC will be in a much better position.

NARC is doing several things. It provides a bonus to missile hits, lockon times, and provides non-LoS targeting. That is pretty good, I think. I really think the RVN-3L, once this whole issue with SSRMs and ECM, ect, gets fixed, will become a really good support platform. Using ECM to get behind the enemy and NARC'ing them from behind then TAG'ing another target will really add to the game.

But, as for right now, NARC is pretty weak because of the powerfulness of ECM and the prevalence of that ECM on RVNs.

#5 INSEkT L0GIC

    Member

  • PipPipPipPipPipPip
  • 434 posts
  • Facebook: Link
  • LocationCalifornia, USA

Posted 16 March 2013 - 02:20 PM

I think NARC should be more robust, but I do not think it should pierce through an ECM bubble completely.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users