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How To Make The Narc A Viable Option.


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#1 Jazzbandit1313

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Posted 19 October 2013 - 05:58 PM

I've rarely seen anyone ever use this weapon. Anyone have any ideas to make it a more viable option to take up a missle hardpoint?

#2 MortVent

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Posted 19 October 2013 - 07:18 PM

simple ... NARC= no ecm protection from being targeted (have to increase the duration of the beacon to something nicer than one salvo and then nada)

Or increase the duration and give us the ARROW IV to home in on it! (and work with TAG too)


Just think...

Raven pings ya with a beacon... the sky turns black with the rain of LRMS coming down on yer head

#3 CheeseThief

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Posted 19 October 2013 - 07:38 PM

It's been so long since I've actually looked at a NARC, but doesn't it fall off after a single volley, not work under an ECM shield, or with Artemis missiles, or for a very long duration?


If my SRMs could lock onto a NARC for minimal homing like Sarna says they should, I'd be all over it like a rash though.

Edited by CheeseThief, 19 October 2013 - 07:40 PM.


#4 RandomLurker

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Posted 19 October 2013 - 07:54 PM

View PostCheeseThief, on 19 October 2013 - 07:38 PM, said:

It's been so long since I've actually looked at a NARC, but doesn't it fall off after a single volley, not work under an ECM shield, or with Artemis missiles, or for a very long duration?

Correct on all counts.

So, you have a short range, dumbfire aimed, 3 ton weapon, with 6 shots per ton of ammo, that TAG's a target for 20 seconds, or until a missile hits it, whichever happens first.

It's only use is for teh lulz when a noob puts an LRM 20 into a Narc hardpoint, resulting in a hilarious stream of 20 bursts of one missile each. Wait- is that actually useful? Debatable. Hmmm.

#5 TheMadTypist

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Posted 19 October 2013 - 07:58 PM

Narc has two main problems- it weighs as much as an SRM6 (Or ART SRM4), and it's split between two utility roles.

The first problem is simple. You're potentially sacrificing a pretty hefty punch for a utility item. If you're losing out on that damage, you've got to have something to make up for the potential contribution it would make. Right now, NARC doesn't guarantee that, mostly as a result of the second problem.

It's split between two roles: A scouting/tracking tool, which relays target locations through terrain and walls, and a missile guide, which enhances the guidance and spread of missiles onto a target. The combination of the two roles necessitates the inclusion of two methods of getting the pod off- a timer, and the (paltry) damage limit.

The timer keeps it from being too good as a tracking tool- it will drop off eventually, even if the target stays out of combat. If he does get into combat, it won't matter so much that it fails, because the team already knows where he is and has him under fire. If he stays away long enough though, he can reposition and nullify any further advantage from having known where he was. So the timer is the limiting factor on the tracking role.

The damage limit keeps if from being good as a missile guide. This problem is made worse as the pod is short ranged deadfire, meaning a scout has to get into SRM/AC20 mauling range to apply it. First salvo strikes, the pod's off, and the scout has to reapply it to keep the missiles coming. Considering one of the supposed advantages of NARC over the lighter, longer ranged and ammunition independent TAG system is that the scout DOESN'T have to stick around, the damage limit actually nullifies whatever role the NARC might've had as a missile guide.

The way I see it, PGI have to decide what they want the NARC to do. If they want a tracker, leave the damage limit alone and increase the time a target stays marked for. If they want a missile guide, leave the time marked alone and increase the damage limit.

What I would do if I had creative control goes a bit further- I'd make the damage limit apply ONLY to the specific section the pod is attached to. It's easy for a salvo to do damage to the entire 'mech. It's less easy for a single salvo do to that much to a single section. Pop one in the back armor of an opponent and laugh as he instinctively shields the pod from the incoming damage. Also I'd perhaps trade the increase in tracking strength bonus it grants for an increase in the speed NARC guided missiles travel.

#6 Foxfire

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Posted 20 October 2013 - 06:50 AM

To make the NARC worthwhile, they need to significantly increase the duration of it and remove the damage cap.

Another option is to increase the duration a little bit, remove the damage cap, and make it where you are targetable even if no one has LOS on you while the NARC is active.

#7 Zyllos

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Posted 20 October 2013 - 07:03 AM

TAG, NARC, BAP, LRMs, and ECM all need to changed, along with team wide automatic C3.

#8 ImperialKnight

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Posted 20 October 2013 - 07:09 AM

Make it permanent until damage cap is hit. It makes no sense that the beacon should randomly drop off

#9 Xendojo

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Posted 20 October 2013 - 07:13 AM

I've been saying this since NARC came out, and after every buff for it(when i made the mistake of equipping it).

THE TIMER ON THE BEACON NEEDS TO GO!!!!!

After the last buff(nerf?) that added the damage mechanic to the beacon, it was immediately obvious to me that this mechanic also needed to go.

So to sum up:

Remove the timer mechanic, remove the damage mechanic. Keep it a dumb-fire, short range weapon, and let the beacon last till the component it is attached to is destroyed. This not only makes NARC viable, but also REWARDING.

If these changes are not made NARC will never be worth the tonnage. Period.

Edited by Xendojo, 20 October 2013 - 07:24 AM.






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