So after playing around a bit with a narc on a locust. And after trying the tag laser. I came to the following conclusion.
Holy **** the rewards for it are low as hell. Any chance we could maybe tweak this some? I understand they are starting to look at the role warfare mods but over a base increase to this would be sick- could we either have some thing to where we get a percent based on the number of LRMs or the damage they deal to the narced target instead of the flat amount?
The narc is hard enough to use and it takes up a lot of weight that you can just use for other weapons. so maybe make it more rewarding to use would help it see more use.
Also. Maybe we could see a pilot mod to enhance how long narc lasts or maybe had some protection from allied PPC blasts knocking it off? So frustrating to take the effort to duck and weave through a enemy team to narc a large assault mech only to have a ally knock it off with a PPC blast.


Narc/tag Rewards Too Low?
Started by ToxinTractor, Dec 12 2013 07:22 AM
5 replies to this topic
#1
Posted 12 December 2013 - 07:22 AM
#2
Posted 12 December 2013 - 07:31 AM
NARC sucks terribly and I don't recommend that anyone use it until it gets some buffs or is reworked entirely.
Having said that... I find LRM spotting to be extremely lucrative, provided that you have multiple missile boats on your team. If you only have 1 missile boat then that's just 1 spotting or TAG assist per target... but if you're running in a 4-man with 3 missile boats, and maybe have 2 other missile boats on your team, you can rake in 5 assists per target if they all manage to connect with their missiles. Granted, 5 missile boats is a little more than average, but still... that's 12500 C-bills per target in potential bonuses. Add in TAG bonuses and that's another 12500, for a total of 25000 C-bills per target!
Having said that... I find LRM spotting to be extremely lucrative, provided that you have multiple missile boats on your team. If you only have 1 missile boat then that's just 1 spotting or TAG assist per target... but if you're running in a 4-man with 3 missile boats, and maybe have 2 other missile boats on your team, you can rake in 5 assists per target if they all manage to connect with their missiles. Granted, 5 missile boats is a little more than average, but still... that's 12500 C-bills per target in potential bonuses. Add in TAG bonuses and that's another 12500, for a total of 25000 C-bills per target!
#3
Posted 12 December 2013 - 10:35 AM
Shlkt, on 12 December 2013 - 07:31 AM, said:
NARC sucks terribly and I don't recommend that anyone use it until it gets some buffs or is reworked entirely.
Having said that... I find LRM spotting to be extremely lucrative, provided that you have multiple missile boats on your team. If you only have 1 missile boat then that's just 1 spotting or TAG assist per target... but if you're running in a 4-man with 3 missile boats, and maybe have 2 other missile boats on your team, you can rake in 5 assists per target if they all manage to connect with their missiles. Granted, 5 missile boats is a little more than average, but still... that's 12500 C-bills per target in potential bonuses. Add in TAG bonuses and that's another 12500, for a total of 25000 C-bills per target!
Having said that... I find LRM spotting to be extremely lucrative, provided that you have multiple missile boats on your team. If you only have 1 missile boat then that's just 1 spotting or TAG assist per target... but if you're running in a 4-man with 3 missile boats, and maybe have 2 other missile boats on your team, you can rake in 5 assists per target if they all manage to connect with their missiles. Granted, 5 missile boats is a little more than average, but still... that's 12500 C-bills per target in potential bonuses. Add in TAG bonuses and that's another 12500, for a total of 25000 C-bills per target!
Agreed - I make *tons* of money spotting for LRMS
#4
Posted 12 December 2013 - 11:07 AM
If they removed the health on NARC beacon's, I think they would actually have a place. You could then just run in and place one, then high tail it out, without having to keep on target.
I think the bonus is at a decent spot, but could maybe use a slight buff.
I think the bonus is at a decent spot, but could maybe use a slight buff.
#5
Posted 12 December 2013 - 06:05 PM
Right now the NARC bonus doesn't match up with the durability (low health) or the resources required to field them (TAG is better, due to being "infinite" in ammo, combined with the natural LOS benefit/requirement). Right now, NARC is at a state of complete near uselessness of a weapon...
Unless NARC is reworked, a bigger buff to NARC bonuses is warranted (at least 50% to 100% more of what it is now).
Unless NARC is reworked, a bigger buff to NARC bonuses is warranted (at least 50% to 100% more of what it is now).
Edited by Deathlike, 12 December 2013 - 06:05 PM.
#6
Posted 13 December 2013 - 02:51 AM
back after more playing around with it. very hard to work with. the 12 rounds is nice.. but it still feels like it needs more simply because the bloody thing cant track/lock and because it gets popped off very easily. those are by far the biggest issues i have with the weapon. for its weight it just doesnt do enough.
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