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Why The Narc Buff Isn't Enough To Make Narc Viable...


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#21 Mizore

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Posted 07 May 2013 - 02:13 PM

I'm sorry to tell you, but the 40 damage cap is way too low and the 15 secs is a massive drawback, because thats just enough for a max of 2 salvos if you recognice the signal very early.

Oh and the range boost... have you ever tried to hit something moving with Narc thats away more than 50 meters?
It's nearly impossible!!!

You'll see... at the beginning there'll be some people trying to use Narc, but I promise you, this just takes some days and Narc will be vanished again from the battlefield, because it's still useless, even if it's not countered by ECM this time.


Oh and btw. you still have to keep the enemy in the target, so that all your allies can see the enemy... they still not solved this problem!!!

Edited by Mizore, 07 May 2013 - 03:02 PM.


#22 Sybreed

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Posted 07 May 2013 - 06:03 PM

Useful NARC:

- Fired from 500m
- Stays on target for 20 secs, independant of dmg done
- Makes LRMs use a sharper angle of attack, making it easier for them to bypass cover

A pretty decent poptard nemesis.

#23 Xendojo

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Posted 08 May 2013 - 04:04 AM

NARC originally lasted 20 seconds per beacon for a total beacon time of 2 minutes per ton of ammo.

The first buff NARC received upped the beacon duration to 30 seconds per beacon for a total of 3 minutes of beacon time per ton of ammo. It made a brief appearance in game then disappeared again because it was still useless.

The second buff NARC received added the damage mechanic ON TOP of the timer. So the beacon lasts for X amount of damage done(35 in this case) to the ENTIRE NARC'd MECH, or 30 seconds, whichever came first. It again made a brief appearance on the battlefield only to disappear shortly afterwards because is was indeed, still useless.

So as it stands 1 ton of NARC ammo gets you 3 minutes of beacon time or a *maximum* of 210 damage. That might be acceptable if that 210 damage was guaranteed but if the timers run out you get less damage, much less on a mech with a good pilot who is actively trying to run the timer out. And that damage is not component specific. So even if it was guaranteed, it could be just spread out all over a mech....kind of like LRMs tend to do.

The timed beacon mechanic needs to go.

The X amount of damage per beacon mechanic needs to go.

For a viable NARC:
Make the beacon last until the component it attaches to is destroyed. This makes NARC's other attributes make more sense(short range, dumb-fire, low ammo).

Let the beacon be nullified by friendly ECM while inside the bubble(which it already does). Let the beacon also be knocked out permanently by PPC EMP.

Edited by Xendojo, 08 May 2013 - 04:51 AM.






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