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Narc Still Doesn't Make Sense...


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#21 Khobai

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Posted 07 August 2013 - 11:18 PM

Just give NARC the functionality of iNarc. iNarc is essentially the same as Narc but with 5-6 different types of ammo that all do different things. Its pretty much the swiss army knife of the battletech universe. They already gave Guardian ECM the functionality of Angel ECM... so theres precedent.


1) add in the ability for weapons to switch between different types of ammo (would fix the lb10x too).
2) add two or three different types of ammo for narc as follows:
3) double the range of narc (inarc has twice the range of narc)

-explosive/haywire pod (explodes on contact doing 6 damage as well as temporarily countering ecm and disrupting targetting systems on the enemy mech)

-homing/nemesis pod (same effect as a normal homing beacon but also makes nearby enemy missiles home in on the enemy mech with nemesis pod attached to it)

-ecm pod (works exactly the same as ecm in disrupt mode but attaches to an enemy mech temporarily and has a 180m radius around the enemy mech)

Basically I combined the explosive and haywire pods. And also combined the homing and nemesis pods. That gives you three different types of ammo instead of five, which was just too much.

Now NARC can do three useful things instead of zero useful things.

Edited by Khobai, 07 August 2013 - 11:40 PM.


#22 Stormwolf

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Posted 08 August 2013 - 12:44 AM

The problem is that pretty much all the special equipment pieces aren't really doing what they should be doing.

NARC, really shouldn't have a limit to how long it can transmit, it should only have a chance to be destroyed whenever the NARCed mech gets hit.

#23 Elizander

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Posted 08 August 2013 - 02:07 AM

Just make Narc a fixed duration and increase damage on a mech by 5% :)

#24 Alex Warden

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Posted 08 August 2013 - 02:14 AM

NARC makes sense,it´s just not worth it in 99% of cases. i for my part had the idea to use it for group operations to mark focus targets...but it´s just not worth the tonnage :)

#25 Alex Warden

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Posted 08 August 2013 - 02:19 AM

View PostKhobai, on 07 August 2013 - 11:18 PM, said:

Just give NARC the functionality of iNarc. iNarc is essentially the same as Narc but with 5-6 different types of ammo that all do different things. Its pretty much the swiss army knife of the battletech universe. They already gave Guardian ECM the functionality of Angel ECM... so theres precedent.


1) add in the ability for weapons to switch between different types of ammo (would fix the lb10x too).
2) add two or three different types of ammo for narc as follows:
3) double the range of narc (inarc has twice the range of narc)

-explosive/haywire pod (explodes on contact doing 6 damage as well as temporarily countering ecm and disrupting targetting systems on the enemy mech)

-homing/nemesis pod (same effect as a normal homing beacon but also makes nearby enemy missiles home in on the enemy mech with nemesis pod attached to it)

-ecm pod (works exactly the same as ecm in disrupt mode but attaches to an enemy mech temporarily and has a 180m radius around the enemy mech)

Basically I combined the explosive and haywire pods. And also combined the homing and nemesis pods. That gives you three different types of ammo instead of five, which was just too much.

Now NARC can do three useful things instead of zero useful things.

somehow like it... but for MWO´s sake, i would give certain lights and meds a narc hardpoint. else i see everyone running around with a homing beacon launcher, hoping that THEIR narced target will be LRM-terrored down...

it would be about time to declare some "true" definite scout/ recon / ewf mechs which focus on assist-equipment.

could be one specific variant from any light and medium chassis. NARC slot, ECM, command console (with fancy tools)advanced sensors (maybe add a module to the CC?) tag laser and 2 light lasers... looks more like a scout of my taste and leaves more ideas open :)

Edited by Alex Warden, 08 August 2013 - 02:28 AM.


#26 Belphagor

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Posted 08 August 2013 - 07:31 AM

First- make it a single target UAV that lasts for 30 seconds. (transmits a lockable target through ECM)

It can be seen on the mech it attaches to, and it can be targetted and destroyed by friendly mechs (with hopefully good aim)- also missile splash damage can destroy it too, but it is made resistant to splash damage and takes some good direct fire to disable.

A 'slight' homing ability would be nice if the NARC projectile speed isn't increased, but don't let it deviate more than 15 degrees from it's initial path to connect with the nearest mech in it's path. (so it will mostly likely attach to the mech you aimed it at out of a group of close mechs)
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While the Narc is 'on', LRM locks cannot be broken unless the LRM pilot changes targets on their own.

That ^ would make Narc worth it's current weight & ammo/ton.

#27 MaddMaxx

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Posted 08 August 2013 - 09:22 AM

View PostRoland, on 07 August 2013 - 11:39 AM, said:

If a Narc Beacon survived until the panel it was attached to was destroyed, it'd potentially be useful.


Even if that panel was your CT? B)

#28 MustrumRidcully

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Posted 08 August 2013 - 10:28 PM

View PostMaddMaxx, on 08 August 2013 - 09:22 AM, said:


Even if that panel was your CT? :)

Than it would be very useful.
Given the range and projetile speed of Narc, I'd appreciate the enemy scout's valor and maneuvering that put it there.





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