Narc Still Doesn't Make Sense...
#1
Posted 07 August 2013 - 10:58 AM
As a side, but related note: given that release is just over a month away, don't you think you need to get the scout role sorted out and make it viable both in terms of in-game role and score equality (vs. killing)?
#2
Posted 07 August 2013 - 11:05 AM
#3
Posted 07 August 2013 - 11:12 AM
After firing NARC, the mech that gets it CANNOT be hit by ANYTHING until LRMs are nearly on it.
THE SLIGHTEST DAMAGE (including bumping a teammate or fall damage from JJs) KNOCKS OFF NARC.
Then, well, its off.
ECM blocks NARC as well, and the bonus of NARC does not stack with ARTEMIS.
It does stack with TAG... but ARTEMIS+TAG is only marginally worse missile spread than NARC+TAG, and the NARC bonus dissapears when it gets knocked off, so unless its a full salvo hitting at once...
So.. yeah. Waste of space, missile hardpoint and tonnage.
#4
Posted 07 August 2013 - 11:36 AM
#5
Posted 07 August 2013 - 11:38 AM
Volomon, on 07 August 2013 - 11:36 AM, said:
I'd rather have them just release the Arrow Launchers. Those things travel for miles.
#6
Posted 07 August 2013 - 11:39 AM
#7
Posted 07 August 2013 - 11:40 AM
I fear the Devs may have got owned by the last iteration of NARC in MW:LL, but that's just my conspiracy theory.
For now, PPC and Gauss it is.
Edited by General Taskeen, 07 August 2013 - 11:41 AM.
#9
Posted 07 August 2013 - 11:51 AM
could have a light mech with a narc run thru the enemy team narc the entire team and watch the LRM's fly.
#10
Posted 07 August 2013 - 12:00 PM
Volomon, on 07 August 2013 - 11:40 AM, said:
If they add that then they have to add sniper artillery and the long tom.
The problem with all 3 of those is they need mixed arm+torso critical spaces to shoe horn them onto mechs. It is why they always made more sense on vehicles. The clans fixed that by making them just barely fit in a torso (though by lore they were wildly unpopular).
#11
Posted 07 August 2013 - 12:02 PM
#12
Posted 07 August 2013 - 01:42 PM
#13
Posted 07 August 2013 - 04:31 PM
Sephlock, on 07 August 2013 - 01:42 PM, said:
Even though it should be opposite.
Its been pretty awesome to use in MW3, MW4, and MW:LL in combination with SRM's and LRM's.
So if it was made to be powerful in MWO, it would then make sense that ECM is the 'canon' counter to keeping in an 'off' state when ECM is present.
It is the way it is now, because it is weak and a ghost of its former use in past Mech Warrior games.
Edited by General Taskeen, 07 August 2013 - 04:32 PM.
#14
Posted 07 August 2013 - 05:05 PM
#17
Posted 07 August 2013 - 05:31 PM
Roland, on 07 August 2013 - 11:39 AM, said:
hey, that's what I was advocating in the latest ATD, but not enough people voted for my question about NARC. It got in 16th place...
General Taskeen, on 07 August 2013 - 11:40 AM, said:
I fear the Devs may have got owned by the last iteration of NARC in MW:LL, but that's just my conspiracy theory.
For now, PPC and Gauss it is.
devs are completely afraid of NARC being OP. Yet, ECM.
#19
Posted 07 August 2013 - 06:14 PM
1 - Give it a faster flight speed.
2 - Let is last for 60s or until the stuck location is destroyed.
3 - Let it broadcast a sensor return that can be targeted regardless of line of sight by any friendlies inside 600m. This entirely replaces lock-on, group size, or guidance boosts, which should be the province of TAG, Artemis IV, etc.
4 - Let ECM reduce its broadcast range by half, to 300m.
What does this do? It makes NARC a super handy fire-and-forget spotting tool that isn't hard-countered by anything, that is not redundant with other electronics (Artemis IV or TAG), and that is worth the high weight, low ammo count, and very short range.
#20
Posted 07 August 2013 - 10:59 PM
SubRyan, on 07 August 2013 - 05:05 PM, said:
Not with the current homing capabilities of SSRM. Now it'S better to rely on standard SRM flight paths...
Two problems with Narc that I think limit their usefulness extremely:
1) They drop off from very low amounts of damage. That means they never last long enough to matter.
2) A LRM user can't use them. Their range is shorter than LRMs and they are not homing themselves, so if you can use Narc, you already have LOS to the target. In this scenario, TAG or Artemis (if you have 4 or less launchers) would already help you way more for less weight investment. So even if 1 was fixed, this would still mean it's a weapon for scout mechs, but what scout can afford to spend 4-5 tons of equipment without having a guarantee that there would be a few LRM boaters in his team?
There are other problems, but I think these two are killing it.
Potential Fixes:
1) Narc lasts until the opponent has lost a component. (Or until the component it is attached to is destroyed, whatever PGI can implement here without wreaking havoc with their game system) or 3 minutes.
2) Several things that could be done here:
- Narc becomes a homing weapon that is indirect fire capable exatly like LRMs. That means that a missile using mech can equip Narc to benefit itself. That's a solid solution.
- Narc launcher drops down to 1 ton weight. That breaks stock mechs with Narc - just fill up the remaining weight with Narc ammo (hoping there are crit slots left for that), or just leave them as is because who the **** cares about stock anyway.
But this allows even scouts to equip a Narc launcher and would make carrying it worth the risk. 2 tons of investment (the launcher +1 ton of ammo) and you can play tag for your team with lower risk than using TAG (since you spot mech, fire the Narc, and run off, and the next 3 minutes, your allies can hammer the target). (But if you'd used TAG, you had infinite ammo and a ton more avaialble for gear)
Edited by MustrumRidcully, 07 August 2013 - 11:00 PM.
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