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Pssst... Want A Narc Update?

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#1 Paul Inouye

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Posted 22 January 2014 - 11:20 AM

After reading through that lovely NARC thread, I'm going to side with you guys and do 2 things to it.

First off, NARC will no longer be disabled/knocked off through damage. It will last its full duration.

Secondly, NARC will receive the EMP effect on ECM.

This will likely come shortly after Feb 4th due to the size of the Feb 4th patch.


Peace out - :)

#2 FupDup

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Posted 22 January 2014 - 11:21 AM

Narc buff? PRAISE THE LAWD!


Will it be enough? I dunno, but it's a step in the right direction.

Edited by FupDup, 22 January 2014 - 11:22 AM.


#3 MustrumRidcully

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Posted 22 January 2014 - 11:22 AM

QUick, let's start many threads on NArc so this thread will be buried and forgotten and it will be a pleasant surprise to everyone!

#4 AlmightyAeng

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Posted 22 January 2014 - 11:23 AM

:ph34r: No way. Seriously, what intern hacked Paul's account and is posting troll food? :)

Sweet...a useful tool for info warfare/missiles/teamlight/lights....

I'm with Fup...praise indeed.

Posted Image

Edited by Ghost Badger, 22 January 2014 - 11:26 AM.


#5 Eddrick

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Posted 22 January 2014 - 11:27 AM

Cool. It would both, let NARC be a Hard-counter for ECM and let it last longer.

#6 Bront

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Posted 22 January 2014 - 11:28 AM

Wait, so NARC will now counter ECM on a mech for 30 seconds? Nice!

Not sure it's enough (NARC really needs to stack with Artemis), but it at least is better than it used to be.

#7 Sybreed

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Posted 22 January 2014 - 11:28 AM

OMG FINALLY, THX PAUL.

But I've made threads about this for the last year :)

It's obvious Sandpit is one of PGI's favorite now

#8 Mister Blastman

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Posted 22 January 2014 - 11:29 AM

.....................

Okay. Step 1 in right direction.

Next step... what to do with PPCs/ACs?

Splash damage on PPCs mayhaps? (with decreasing splash to none at max effective range and big splash up close) Projectiles inherit mech velocity, mayhaps? Big ACs multi-shotting mayhaps? PPCs with beam duration?

Ammo explosion critical chance increased 1000x, mayhaps? Ammo explosion damage increased?

LBX Cannons doing MOAR damage... say 1.4x to 1.8x?

Field inhibitor override with dire possible consequences?
I know I'm asking a lot here... but...

Edited by Mister Blastman, 22 January 2014 - 11:30 AM.


#9 Sybreed

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Posted 22 January 2014 - 11:31 AM

View PostMister Blastman, on 22 January 2014 - 11:29 AM, said:

.....................

Okay. Step 1 in right direction.

Next step... what to do with PPCs/ACs?

Splash damage on PPCs mayhaps? (with decreasing splash to none at max effective range and big splash up close) Projectiles inherit mech velocity, mayhaps? Big ACs multi-shotting mayhaps? PPCs with beam duration?

Ammo explosion critical chance increased 1000x, mayhaps? Ammo explosion damage increased?

LBX Cannons doing MOAR damage... say 1.4x to 1.8x?

Field inhibitor override with dire possible consequences?
I know I'm asking a lot here... but...

now now, let's not scare him away

#10 FupDup

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Posted 22 January 2014 - 11:32 AM

View PostMister Blastman, on 22 January 2014 - 11:29 AM, said:

...
Ammo explosion critical chance increased 1000x, mayhaps? Ammo explosion damage increased?
...

Well, the thing about ammo explosions is that it affects all ammo-consuming weapons in the game, not just the "meta" ones.


Complete list of affected weapons:
  • LRMs
  • SRMs
  • SSRMs
  • AC/2
  • AC/5
  • UAC/5
  • AC/10
  • LB 10-X
  • AC/20
  • Machine Gun
  • AMS
Of that list, only the AC/5, UAC/5, and AC/20 really qualify as FoTM tier weapons. Most of the others are fairly sub-par or in some cases worse. We would need to buff those other ones to keep them useful if we nerfed them like this (particularly LRMs, which require insane amounts of ammo).

Edited by FupDup, 22 January 2014 - 12:26 PM.


#11 LaserAngel

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Posted 22 January 2014 - 11:32 AM

I thought the NARC beacon already broke ECM on the target it landed on. Though damage would pop off the beacon and render it useless quickly. Unless this means that ALL ECM coverage provided is disabled by the NARC and all units under its umbrella are revealed as well.

#12 Mister Blastman

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Posted 22 January 2014 - 11:32 AM

View PostFupDup, on 22 January 2014 - 11:32 AM, said:

Well, the thing about ammo explosions is that it affects all ammo-consuming weapons in the game, not just the "meta" ones.


Complete list of affected weapons:
  • LRMs
  • SRMs
  • SSRMs
  • AC/2
  • AC/5
  • UAC/5
  • AC/10
  • LB 10-X
  • AC/20
  • Machine Gun
Of that list, only the AC/5, UAC/5, and AC/20 really qualify as FoTM tier weapons. We would need to buff the other ones to keep them useful if we nerfed them like this (particularly LRMs, which require insane amounts of ammo).



Yes, good point. SRMs would need a large buff (like they do already).

#13 Mordin Ashe

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Posted 22 January 2014 - 11:32 AM

NARC buff AND counter to ECM? Oooooooohhhh... Is this how canadian heaven looks like?

#14 Mister Blastman

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Posted 22 January 2014 - 11:33 AM

View PostSybreed, on 22 January 2014 - 11:31 AM, said:

now now, let's not scare him away


Okay, okay. I'll only bring out one torch.

Posted Image

#15 Felicitatem Parco

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Posted 22 January 2014 - 11:33 AM

So, many people thought that NARC should be able to "pierce" through ECM like the TAG effect does (a TAG'd target can be seen, even if they are inside an ECM bubble, but a NARC'd target is still currently cloaked).

I thought a little about it, and since the NARC beacon relies on broadcasting its own signal (as opposed to how TAG works), then it kind of makes sense for it to not pierce through an ECM bubble. The ECM bubble would disrupt the broadcast signal. However, since it's a sophisticated electronics munition, I guess it's okay that it does shut down an enemy's ECM if the ECM mech, itself, it directly NARC'd. It makes sense to have it not pierce through an active ECM bubble if the ECM Mech, itself, is unaffected, since the ECM would prevent the NARC beacon from broasting information through the bubble and to your team.

Edited by Prosperity Park, 22 January 2014 - 11:39 AM.


#16 Sandpit

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Posted 22 January 2014 - 11:34 AM

View PostPaul Inouye, on 22 January 2014 - 11:20 AM, said:

After reading through that lovely NARC thread, I'm going to side with you guys and do 2 things to it.

First off, NARC will no longer be disabled/knocked off through damage. It will last its full duration.

Secondly, NARC will receive the EMP effect on ECM.

This will likely come shortly after Feb 4th due to the size of the Feb 4th patch.


Peace out - :ph34r:

I take back half the mean things I've ever said about you lol
:) :ph34r: :) ;) ;) :D :wub:

#17 Felicitatem Parco

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Posted 22 January 2014 - 11:35 AM

View PostSandpit, on 22 January 2014 - 11:34 AM, said:

I take back half the mean things I've ever said about you lol
:) :ph34r: :) ;) ;) :D :wub:

But I stand by the other half.

By the way, Paul, I still want my wet hand actuator back.

#18 Nicholas Carlyle

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Posted 22 January 2014 - 11:36 AM

Of all the things to change...really? Thanks for trying to make it better, but this is what I mean by needing someone to focus your attention on important issues.

#19 Wispsy

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Posted 22 January 2014 - 11:39 AM

Wow what a massive change.

This might be too strong?

#20 FupDup

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Posted 22 January 2014 - 11:40 AM

View PostWispsy, on 22 January 2014 - 11:39 AM, said:

Wow what a massive change.

This might be too strong?

Unlikely. Remember, the Narc weighs 3 tons by itself and needs ammo. That's a fairly big weight sacrifice for a light or even medium mech.





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