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Narc Needs To Be More Viable.


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Poll: What is the best and fair way to make NARC more viable? (38 member(s) have cast votes)

What is the best and fair way to make NARC more viable?

  1. More ammo per ton. (Maybe 12 missiles per ton?) (18 votes [12.24%] - View)

    Percentage of vote: 12.24%

  2. Make it so ECM doesn't counter it. (17 votes [11.56%] - View)

    Percentage of vote: 11.56%

  3. Make its effects last longer. (40 to 120 seconds?) (29 votes [19.73%] - View)

    Percentage of vote: 19.73%

  4. Make the beacon missiles stack-able (see description) (3 votes [2.04%] - View)

    Percentage of vote: 2.04%

  5. Increase range to 620m (Suggested by Sybreed) (13 votes [8.84%] - View)

    Percentage of vote: 8.84%

  6. Cause LRMs to travel way higher and have a much sharper angle of attack. (Suggested by Kibble and Sybreed) (15 votes [10.20%] - View)

    Percentage of vote: 10.20%

  7. Make it stack with Artemis. (Suggest by FrostCollar) (12 votes [8.16%] - View)

    Percentage of vote: 8.16%

  8. NARC should "show" the target without the mech that fired the NARC to maintain visial lock. (Suggest by Kibble) (33 votes [22.45%] - View)

    Percentage of vote: 22.45%

  9. Remove LRM damage limitations. (Suggested by Sybreed and Liege) (7 votes [4.76%] - View)

    Percentage of vote: 4.76%

Vote

#21 Varnas

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Posted 22 April 2013 - 05:21 AM

Posted Image

#22 MaddMaxx

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Posted 22 April 2013 - 08:28 AM

View PostFrostCollar, on 21 April 2013 - 03:52 PM, said:

So if they buffed NARC the 3 NARC Commando would be devastating to an Atlas? This scaredy-cat attitude is ridiculous.

This should be the case but isn't. It will be fixed in a future patch.


Quote

the use of an ECM suite is to nullify the effects of other electronics, such as missile beacons, active probes, and fire control systems. It can also cut a unit off from a C3 Network.


So if you don't Narc an ECM Mech directly, then it would at least (for a "Team" of players) force their ECM carries to stay around the Heavies and Assaults, or return quickly, to offset the NARC beacon until the timer ran down. Sort of like a soft ECM counter...

Or everyone just clusters around a/the D-DC's when NARC is known to be about. lol :P

P.S. Timer should 120s. :(

Edited by MaddMaxx, 22 April 2013 - 08:28 AM.


#23 Fooooo

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Posted 22 April 2013 - 08:53 AM

With the way missiles are right now, I don't see a problem buffing narc a fair bit.

The high angle idea for narced targets and a longer timer with no dmg restriction would be a decent buff to Narc and also to LRM's I would think, 2 birds with 1 stone in a way.



However LRMS are probably not going to stay how they are now......

The rain still hurts if your out in the open although nobody really does it anymore, but it would be a ton worse if lrms were put back to how they were and then they decided to buff narc like that....

Edited by Fooooo, 22 April 2013 - 08:55 AM.


#24 General Taskeen

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Posted 22 April 2013 - 08:56 AM

View PostFireSlade, on 21 April 2013 - 05:16 PM, said:

Something to add to the suggestions and it comes from the NARC page on Sarna is that you could load special SRM ammo into the launchers that allowed it to home in on the NARC beacon. Granted there would need to be some balancing with the ammo so that you wouldn't see SSRM6s everywhere. The same would have to be done with LRMs to give them a bonus to tracking. I do like the whole switch the IFF on the enemy's mech so that his team shoots him and they still stay red to your team.


That is how it is done in other games.

And as the rules state, an SRM or LRM can home in on a beacon if the pilot pays an upgrade for the missile. It costs twice as much for the missile ammo to be homing capable.

Literally if you fired an NARC in MW3, an SRM became an SSRM. And in MW:LL they went one step further, an dumb-fired LRM (if the user isn't targeting someone) will seek out the nearest Mech with a NARC beacon attached.

TAG does the same thing, but only with Semi-Guided LRM ammo in 3057.

Edited by General Taskeen, 22 April 2013 - 08:58 AM.


#25 Lars Widstrom

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Posted 22 April 2013 - 09:14 AM

With TAG you've got an 'eyes-on" option for scouting mechs to paint targets. The NARC should be an optional form of target accquisition that allows the scout to fire-and-forget, hitting multiple targets and getting the hell out. NARC requires ammo, and you have to actually hit your target (in most cases that means getting closer). Therefore, it would function best if it A) lasts for at moderate amount of time, :( allowed the scout to break visual contact (distinguising it from the TAG), and C) defeat ECM.

#26 Victor Morson

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Posted 22 April 2013 - 03:19 PM

I would humbly like to request that "Add Lockons to NARCs" be added to the vote.

Being able to lock them like any other missile added a ton of value to them in Living Legends.

#27 Kibble

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Posted 22 April 2013 - 05:29 PM

View PostVictor Morson, on 22 April 2013 - 03:19 PM, said:

I would humbly like to request that "Add Lockons to NARCs" be added to the vote.

Being able to lock them like any other missile added a ton of value to them in Living Legends.


Lockons would be neat. However I believe adding that would make it a bit too over powered. Besides the TT version never had a lockon function.

#28 barnmaddo

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Posted 22 April 2013 - 05:52 PM

Honestly, I'm not sure you can make NARC too powerful.

#29 FireSlade

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Posted 22 April 2013 - 06:10 PM

Imagine a CPLT-A1 with 5 SRM6s + Artemis and a NARC that locks on so it gets within 270 meters range then locks you and tags you with a NARC beacon now for the next 20sec or more if they buff the time 30SRMs come flying at you homing in on the beacon. That's 45 damage every 4 seconds plus any enemy LRMs and SRMs now lock on too and on top of that your IFF marks you as an enemy to your own team. I can see these becoming very OP very quickly without a lot of drawbacks, but that's not to say that it doesn't need a buff and PGI should follow the TT with them.

#30 Egomane

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Posted 23 April 2013 - 02:20 AM

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