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Something That Really Needs A Buff


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#1 Sandpit

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Posted 31 December 2013 - 10:03 PM

Narc

Fire and it provides friendly missile lock for its duration. Completely negates ECM and lets scouts actually have more use.
Let those little missile hard points on some of the lights be dangerous and a good counter to ECM bubbles. Standing next to your ECM buddy Atlas no longer ensures safety from LRM support mechs
This would change strategies builds and mech usefulness across the board. It would also not involve anything to do with ballistics balance and would immediately offer a ton of changes without actually changing much
Narc is one of those things that needs attention much sooner than later and could use a lot more love

#2 Varent

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Posted 31 December 2013 - 10:05 PM

View PostSandpit, on 31 December 2013 - 10:03 PM, said:

Narc

Fire and it provides friendly missile lock for its duration. Completely negates ECM and lets scouts actually have more use.
Let those little missile hard points on some of the lights be dangerous and a good counter to ECM bubbles. Standing next to your ECM buddy Atlas no longer ensures safety from LRM support mechs
This would change strategies builds and mech usefulness across the board. It would also not involve anything to do with ballistics balance and would immediately offer a ton of changes without actually changing much
Narc is one of those things that needs attention much sooner than later and could use a lot more love


Narc 'works' but its very difficult to use wich detracts new players from using it at all. It could use a buff though. A nice change would be for it to break ECM. (why it doesn't.. no effing clue...). And another nice change would be for it to not be knocked off from damage. Have it anchor in or something.

#3 MoonUnitBeta

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Posted 31 December 2013 - 10:05 PM

and command console. Seriously I don't even know why they bother putting them on the mechs. Swap them out for ammo or something.

#4 Varent

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Posted 31 December 2013 - 10:08 PM

View PostMoonUnitBeta, on 31 December 2013 - 10:05 PM, said:

and command console. Seriously I don't even know why they bother putting them on the mechs. Swap them out for ammo or something.


http://mwomercs.com/...ommand-console/

#5 MoonUnitBeta

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Posted 31 December 2013 - 10:14 PM

View PostVarent, on 31 December 2013 - 10:08 PM, said:


thatd be nice

#6 Mcgral18

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Posted 31 December 2013 - 10:29 PM

I'm for the removal of its health, and keep the 30 or 45 second timer. It would then be pretty useful, even if it doesn't block ECM. A light with BAP might be required to do that.

#7 Sandpit

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Posted 31 December 2013 - 11:15 PM

View PostMcgral18, on 31 December 2013 - 10:29 PM, said:

I'm for the removal of its health, and keep the 30 or 45 second timer. It would then be pretty useful, even if it doesn't block ECM. A light with BAP might be required to do that.

I just think it would work more in the spirit of the system. Give it a 20-30 second timer. Make those ams systems work and extremely valuable. Make that quick little locust or locust packs terrors.

#8 Alcom Isst

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Posted 31 December 2013 - 11:57 PM

I'm glad someone finally got the nerve to post about this. :rolleyes:

My immediate ideal NARC:
  • 8 shots/ton
  • 500 m/s projectile speed
  • 450 m duration
  • 20 second duration
  • TAG effects through its duration
  • TAG effects are canceled out by a neighboring ECM
  • Disables ECM of target (PPC Style) through its duration
An ECM countering NARC would be a great D-DC counter, though its projectile nature would limit it against fast and evasive ECM Lights and Cicadas, which is absolutely positively fine.

Edited by Alcom Isst, 01 January 2014 - 12:01 AM.


#9 Sandpit

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Posted 01 January 2014 - 12:01 AM

View PostAlcom Isst, on 31 December 2013 - 11:57 PM, said:

I'm glad someone finally got the nerve to post about this. :rolleyes:

My immediate ideal NARC:
  • 6 shots/ton
  • 500 m/s projectile speed
  • 450 m duration
  • 20 second duration
  • TAG effects through its duration
  • TAG effects are canceled out by a neighboring ECM
  • Disables ECM of target (PPC Style) through its duration
An ECM countering NARC would be a great D-DC counter, though its projectile nature would limit it against fast and evasive ECM Lights and Cicadas, which is absolutely positively fine.

That's one of the best ideas I've seen. My only addition is that it not only negates the target mech but has a bubble area like ECM currently does

#10 Varent

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Posted 01 January 2014 - 12:06 AM

View PostAlcom Isst, on 31 December 2013 - 11:57 PM, said:

I'm glad someone finally got the nerve to post about this. :rolleyes:

My immediate ideal NARC:
  • 8 shots/ton
  • 500 m/s projectile speed
  • 450 m duration
  • 20 second duration
  • TAG effects through its duration
  • TAG effects are canceled out by a neighboring ECM
  • Disables ECM of target (PPC Style) through its duration
An ECM countering NARC would be a great D-DC counter, though its projectile nature would limit it against fast and evasive ECM Lights and Cicadas, which is absolutely positively fine.



This. Good Stuff.

#11 Mcgral18

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Posted 01 January 2014 - 12:33 AM

View PostSandpit, on 01 January 2014 - 12:01 AM, said:

That's one of the best ideas I've seen. My only addition is that it not only negates the target mech but has a bubble area like ECM currently does


That, I could get behind. Definitely worth the 4 tons with ammo to cancel the ECM. A counter ECM bubble...

#12 Thorqemada

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Posted 01 January 2014 - 01:48 AM

The thing with NARC is that it only works for Mechs that do not use Artemis bcs Artemis overrides NARC with and without LOS according to the Devs.

Enemy ECM cancels it out.

I dont see how anything other than a whole new NARC implementation may give it a sense.

Edited by Thorqemada, 01 January 2014 - 01:49 AM.


#13 Greyboots

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Posted 01 January 2014 - 02:20 AM

View PostSandpit, on 31 December 2013 - 10:03 PM, said:

Narc

Fire and it provides friendly missile lock for its duration. Completely negates ECM and lets scouts actually have more use.
Let those little missile hard points on some of the lights be dangerous and a good counter to ECM bubbles. Standing next to your ECM buddy Atlas no longer ensures safety from LRM support mechs
This would change strategies builds and mech usefulness across the board. It would also not involve anything to do with ballistics balance and would immediately offer a ton of changes without actually changing much
Narc is one of those things that needs attention much sooner than later and could use a lot more love


Balance is just fine as it is. Don't play with anything because everything is sweet at the moment. Nothing needs changing, everything is beautiful....

Sarcasm aside, I don't see why they don't just remove NARC. I think it's been proved by now that it's just not needed in terms of balance or gameplay strategies.

Edited by Greyboots, 01 January 2014 - 02:21 AM.


#14 Reitrix

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Posted 01 January 2014 - 02:51 AM

View PostGreyboots, on 01 January 2014 - 02:20 AM, said:


Balance is just fine as it is. Don't play with anything because everything is sweet at the moment. Nothing needs changing, everything is beautiful....

Sarcasm aside, I don't see why they don't just remove NARC. I think it's been proved by now that it's just not needed in terms of balance or gameplay strategies.


Which is kinda of what Sandpit was getting at. His suggestion would make getting NARC'd quite dangerous, and forcing you to pay attention to any Light 'Mechs in the area or (GASP) use your own Light 'Mechs as Scouts instead of high speed brawlers. Failure to ensure Lights aren't up your teams *** with NARCs would result in a painful hammering by LRM supports.

I'd like NARC to get a 'Lockon' for its projectile. It's incredibly difficult to hit a moving target with one as it is, and not very difficult to get rid of it. I know canon says they should be dumbfired, but just say the Targeting Computer is handling the flight path >_>

#15 Mudhutwarrior

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Posted 01 January 2014 - 04:39 AM

I agree, Narc is a waste as it stands. It should be far more useful.

And thanks for the break from all the nerf threads.

#16 A banana in the tailpipe

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Posted 01 January 2014 - 05:46 AM

I can't even justify the use of narc wile channeling the spirit of billy mays.

#17 3endless8oogie

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Posted 01 January 2014 - 06:31 AM

View PostMudhutwarrior, on 01 January 2014 - 04:39 AM, said:



And thanks for the break from all the nerf threads.

It´s a nerf ecm thread in disguise :D

#18 Noesis

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Posted 01 January 2014 - 08:13 AM

View PostAlcom Isst, on 31 December 2013 - 11:57 PM, said:

My immediate ideal NARC:
  • 8 shots/ton
  • 500 m/s projectile speed
  • 450 m duration
  • 20 second duration
  • TAG effects through its duration
  • TAG effects are canceled out by a neighboring ECM
  • Disables ECM of target (PPC Style) through its duration
An ECM countering NARC would be a great D-DC counter, though its projectile nature would limit it against fast and evasive ECM Lights and Cicadas, which is absolutely positively fine.



+1

#19 Varik Ronain

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Posted 01 January 2014 - 09:24 AM

Well as NARC is the least used hardpoint use out of everything I tend to agree that they need buffed. Right now though if an enemy mech force is under an ECM bubble it is a lot easier to drop a UAV and light up the DDC and anything else that says ECM to break down the enemy deathball. Even with tag being a beacon to yourself it is still much more usefull than a narc.

#20 Trauglodyte

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Posted 01 January 2014 - 09:55 AM

Lasers and Missiles cause ACs are ruining the game. Amirite?





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