Please... Buff Narc...
#1
Posted 21 June 2013 - 04:48 PM
More range
Tracking (like a lone SSRM)- alternatively, make the missile travel a lot faster.
Make the target show up on friendly radar as if they were within range of a seismic sensor.
Oh, and tweak the rewards so that this build becomes a virtual cash and GXP machine. Or at least cash.
#2
Posted 21 June 2013 - 04:59 PM
Dumbfire is a big reason it's worthless.
#3
Posted 21 June 2013 - 05:32 PM
In fact, I'd even settle for reduced ammo as long the range was increased and it had a faster velocity.
#6
Posted 22 June 2013 - 06:50 AM
Sephlock, on 21 June 2013 - 04:48 PM, said:
More range
Tracking (like a lone SSRM)- alternatively, make the missile travel a lot faster.
Make the target show up on friendly radar as if they were within range of a seismic sensor.
Oh, and tweak the rewards so that this build becomes a virtual cash and GXP machine. Or at least cash.
Narc is a complete waste. Its duration is too short. In fact, I don't even know WHY it has a timer to begin with. It already is set to fall off when X damage hits the target mech (40 dmg I believe).
Also, as a scout, if you equip PPC and NARC... and go to an ECM mech , pop it with a PPC shot to down its ECM, stick the narc and keep popping a shot to keep its ECM down... the NARC will not work. Even if you keep the ECM down the entire time it still won't work.
The short timer of the narc also makes it useless. even 20 seconds is too short considering friendly LRM mechs need to spot the NARC'd target (4 to 5 seconds) lock the target (2 to 3 seconds), fire (1 second) and the missiles need to get there (up to 10 seconds) ... well you get the idea of why almost every narc'd target has missiles flying to it and the lock/NARC breaks before the missiles even get there.
If they made NARC have no time limit, have more ammo per ton and fall off at 40 damage it's be a useful tool for a scout.
#7
Posted 22 June 2013 - 07:01 AM
Sephlock, on 21 June 2013 - 04:48 PM, said:
More range
Tracking (like a lone SSRM)- alternatively, make the missile travel a lot faster.
Make the target show up on friendly radar as if they were within range of a seismic sensor.
Oh, and tweak the rewards so that this build becomes a virtual cash and GXP machine. Or at least cash.
Oh and..
COM-2D
You lose 50kph but you have ecm and you're really small. Only other lights with direct fire weapons will take you down (and anyway, jenners would take you down even with the largest engine on the commando anyway). At least this way you have some firepower
#8
Posted 22 June 2013 - 08:01 AM
#9
Posted 22 June 2013 - 08:15 AM
FYI, I'm planning on eventually getting an Awesome 9M, and am uncertain if I should go with one that has a STD engine but with 2 Medium lasers in the CT and 1 in the head for being a zombie, or having a 385 XL engine, 2 streaks in the CT, and a Narc in the left arm for light mech hunting.
#10
Posted 22 June 2013 - 09:22 AM
Edited by General Taskeen, 22 June 2013 - 09:23 AM.
#11
Posted 22 June 2013 - 09:36 AM
General Taskeen, on 22 June 2013 - 09:22 AM, said:
In all honesty, I would hate that. I hated that in MWLL when it was brought in like that. I would dumbfire my LRM's and usually hit what I wanted, but when they had NARC doing that, you couldn't really dumb fire on a mech that was closing on you, and there were times when the missles wouldnt even hit the NARC'd target. As for SRM's, I think that would be even worse. They might be directed at something out of range, or out of range by the time they are about to reach the NARC, as well as possibly reduce the spread of them to nothing, making them WAY too powerful.
I do NOT want my MWO NARC to be changed into that. PERIOD!!!(EXCLAMATIONPOINT)(EXCLAMATIONPOINT)(EXCLAMATIONPOINT)
#12
Posted 22 June 2013 - 09:40 AM
#13
Posted 22 June 2013 - 10:16 AM
Skydrive, on 22 June 2013 - 09:36 AM, said:
In all honesty, I would hate that. I hated that in MWLL when it was brought in like that. I would dumbfire my LRM's and usually hit what I wanted, but when they had NARC doing that, you couldn't really dumb fire on a mech that was closing on you, and there were times when the missles wouldnt even hit the NARC'd target. As for SRM's, I think that would be even worse. They might be directed at something out of range, or out of range by the time they are about to reach the NARC, as well as possibly reduce the spread of them to nothing, making them WAY too powerful.
I do NOT want my MWO NARC to be changed into that. PERIOD!!!(EXCLAMATIONPOINT)(EXCLAMATIONPOINT)(EXCLAMATIONPOINT)
Guess what Active And Passive Radar and ECM are for? Countering NARC. And the NARC beacon only lasted 30 seconds in MW:LL, and on top of that, PPC fire made it fall off. That's called Balance.
#14
Posted 22 June 2013 - 10:35 AM
General Taskeen, on 22 June 2013 - 10:16 AM, said:
Guess what Active And Passive Radar and ECM are for? Countering NARC. And the NARC beacon only lasted 30 seconds in MW:LL, and on top of that, PPC fire made it fall off. That's called Balance.
True, but we don't exactly have Active and Passive, and how would ECM help me, unless the beacon is within range of enemy ECM. Should I ask the enemy to help me out by asking them to put NARC'd mech under ECM?
In MWLL, the narc could come so suddenly, and dissapear so suddenly. I would also dumbfire LRM's while also trying to get a lock, so going in and out of Active and Passive isn't exactly ideal.
MWLL is played differently then MWO, and having missles that are fired without a lock home in on a beacon in MWO is not the way to go, atleast not now.
First we would need more big maps with 12vs12. After that, and this is inclusive to making the NARC a homing beacon, seperate the missle ammunition to those that home in on the beacon, and those that don't. After that, there are a few more things that could be done, like only working with those that are in the same lance, or same group, where you can add or remove people in and out of game from a list of who's NARC beacons would you want your missles to follow, because in MWLL there were quite a few people who would spam the NARC, so your dumb fired missles would go somewhere else for more then 30 seconds. It was quite bad when you had someone like that on your team.
#15
Posted 22 June 2013 - 10:46 AM
#16
Posted 22 June 2013 - 11:18 AM
Skyfaller, on 22 June 2013 - 10:46 AM, said:
I kinda like that idea....
One of the reasons NARC was good in the source material was that there was no flight delay since it was turn based. So your scout could hit an enemy with NARC then your next mech to fire could make use of that NARC beacon.
Here the enemy can run for cover (or ECM, though I thought NARC punched through ECM now...if not, ugh.) in the 8-12 seconds it takes missiles to arrive.
Having unlocked missiles home in on a NARCed enemy would be very interesting.
#17
Posted 22 June 2013 - 01:18 PM
#18
Posted 22 June 2013 - 01:42 PM
#19
Posted 22 June 2013 - 01:54 PM
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