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Remove The Narc Hp


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Poll: Remove NARC HP (8 member(s) have cast votes)

Do you want NARC HP removed?

  1. Yes (7 votes [87.50%])

    Percentage of vote: 87.50%

  2. No (1 votes [12.50%])

    Percentage of vote: 12.50%

  3. Abstain (explain) (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 Sybreed

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Posted 09 July 2013 - 08:13 AM

So, in another thread I mentionned that I would test NARC a little to figure out if it's worth using or not.

It's not.

Because of that unnecessary and frustrating HP per beacon idea that PGI decided to stick with.

This needs to go, now. Any kind of weapon fire on a NARCed target will cancel the NARC. I tested it, I saw the uselessness. I NARced a hunchback that was already being fired at from our team and I didn't have time to fire one LRM salvo before the NARC was already destroyed by non-LRM fire.

Also, It may be a bug, but I swear that if I didn't have someone already targeted, the NARC beacon wouldn't attach. I need to target first, then fire the NARC (this needs further testing).

Still, HP per NARC beacon has to go. They can't make ECM this strong and this permanent and NARC this useless, it's utter non-sense.

Also, a range increase woulnd't be bad.

I know my poll is biased, but PGI is biased towards now NARC so it cancels it out?

Edited by Sybreed, 09 July 2013 - 08:14 AM.


#2 General Taskeen

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Posted 09 July 2013 - 08:20 AM

The Devs are biased in not making the NARC powerful, and canceled by ECM because it should be powerful.

As outlined in my many posts, and the 'test server' thread in my sig.

NARC needs to do what it did in other games:
  • NARC should work in combination with SRMs (lock-fire)
  • NARC should work in combination with dumb-fired LRMs
  • NARC should have a limited lock and fire, to have the narc missile gain slight tracking to make it easier to hit with
  • Should be canceled by ECM if the above changes occur by making it a powerful multi-utility equipment, like it was in Battle Tech and other games
  • The beacon should not shut off by damage taken on enemy Mech (keep the timer)
  • The beacon should fall off (maybe) from sustained PPC fire (not PPC damage, but PPC causing an 'emp' effect)
It should be a competitive piece of gear to utilize for different functions as outlined.

Edited by General Taskeen, 09 July 2013 - 08:22 AM.


#3 Sybreed

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Posted 09 July 2013 - 08:21 AM

View PostGeneral Taskeen, on 09 July 2013 - 08:20 AM, said:

  • The beacon should fall off (maybe) from sustained PPC fire (not PPC damage, but PPC causing an 'emp' effect)


they wouldn't last long in the current meta :D

#4 General Taskeen

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Posted 09 July 2013 - 08:22 AM

View PostSybreed, on 09 July 2013 - 08:21 AM, said:


they wouldn't last long in the current meta :D


That is why I said 'maybe,' pending any changes that could occur. ECM, however, should remain the canon counter to shutting off the beacon, but not canceling the timer, (if the ECM Mech is in the vicinity), but only if it is made useful.

Edited by General Taskeen, 09 July 2013 - 08:23 AM.


#5 Unbound Inferno

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Posted 09 July 2013 - 08:25 AM

View PostGeneral Taskeen, on 09 July 2013 - 08:20 AM, said:

The Devs are biased in not making the NARC powerful, and canceled by ECM because it should be powerful.

As outlined in my many posts, and the 'test server' thread in my sig.

NARC needs to do what it did in other games:
  • NARC should work in combination with SRMs (lock-fire)
  • NARC should work in combination with dumb-fired LRMs
  • NARC should have a limited lock and fire, to have the narc missile gain slight tracking to make it easier to hit with
  • Should be canceled by ECM if the above changes occur by making it a powerful multi-utility equipment, like it was in Battle Tech and other games
  • The beacon should not shut off by damage taken on enemy Mech (keep the timer)
  • The beacon should fall off (maybe) from sustained PPC fire (not PPC damage, but PPC causing an 'emp' effect)
It should be a competitive piece of gear to utilize for different functions as outlined.


No on the last two parts. The Timer and falling off from anything.

In the meta of this game now, both of those two latter ones are bad ideas.


Keep most of the NARC mechanics for now, but just have it last the duration of the match, enable indirect LRM fire so long as its not canceled by an ECM.

That would make the NARC worth it.

#6 Sybreed

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Posted 09 July 2013 - 08:32 AM

View PostUnbound Inferno, on 09 July 2013 - 08:25 AM, said:

No on the last two parts. The Timer and falling off from anything.

In the meta of this game now, both of those two latter ones are bad ideas.


Keep most of the NARC mechanics for now, but just have it last the duration of the match, enable indirect LRM fire so long as its not canceled by an ECM.

That would make the NARC worth it.

^^

yes to all of this

but, if people can still boat 80 LRMs, it might become OP

#7 Unbound Inferno

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Posted 09 July 2013 - 08:36 AM

View PostSybreed, on 09 July 2013 - 08:32 AM, said:

^^

yes to all of this

but, if people can still boat 80 LRMs, it might become OP

Learn to cover? Or huddle for AMS.

#8 Sybreed

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Posted 09 July 2013 - 10:06 AM

bump for great narc justice





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