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Pssst... Want A Narc Update?

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#101 Zyllos

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Posted 22 January 2014 - 01:40 PM

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 - :)


What thread did you read?

#102 East Indy

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Posted 22 January 2014 - 01:40 PM

Hate to contribute to the derail, but a 20% faster cooldown for the LBX wouldn't hurt. Increased damage just caters to the pinpoint fetish.

#103 Mister Blastman

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Posted 22 January 2014 - 01:44 PM

View PostPrezimonto, on 22 January 2014 - 01:26 PM, said:

It'd be interesting if the close range for the LBX was something like 270, but each pellet did 2 points of damage... or if each pellet did 3 and fell off to 1 by the listed "main" range. It'd be a pretty mean brawling weapon.


I'm not even sure the damage needs to fall off--it'd be neat if it did and I suppose if they set the range of the weapon to 270, the code to have it fall off is already built in.

But yeah, it needs a huge boost up close so it can be the mega-destructive shotgun that it was intended to be.

#104 Roadbeer

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Posted 22 January 2014 - 01:47 PM

View PostGeneral Taskeen, on 22 January 2014 - 01:37 PM, said:

Even previous MechWarrior titles got this right in 3 separate iterations, why can't MWO?


Previous MW titles were also single player games with multi-player tacked on, and things like balance and long term effects took a back seat to the story line. Just because they got TT right, doesn't mean that it translated well into multi-player dynamics.

#105 Asakara

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Posted 22 January 2014 - 01:47 PM

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

Wow what a massive change.

This might be too strong?


A minimum of:
4 tons (gotta have at least 1 ton for ammo)
3 crit slots (including 1 for ammo)

For:
12 un-guided, zero damage rockets fired singly
With a hard range cap of 450m

To:
Jam ECM
Provide a 50% bonus to missile tracking strength
Provide a 50% faster missile lock on time
Make it so target lock takes 25% longer to decay

Duration:
For 30 seconds per un-guided rocket out of a potential 900 second game (max of 360 seconds if you hit with all 12 un-guided rockets)

Seems all right to me.

Edited by Asakara, 22 January 2014 - 01:50 PM.


#106 Sug

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Posted 22 January 2014 - 01:48 PM

View PostZyllos, on 22 January 2014 - 01:40 PM, said:


What thread did you read?


I'm just going to guess this one

http://mwomercs.com/...__fromsearch__1

there were some well thought out posts and ideas. And it was a civil discussion for the most part.

#107 Mister Blastman

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Posted 22 January 2014 - 01:48 PM

View PostRoadbeer, on 22 January 2014 - 01:25 PM, said:


I figured you'd be a bigger fan of the LBX, it's pinpoint accuracy is somewhat at the same level as your ability to stay on topic.


Just call me Toonces; and this thread is my car.



Look, these are important issues and Paul was watching the thread! You know how hard it is to find him? Carpe Diem, man.

#108 joedawg39s

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Posted 22 January 2014 - 01:50 PM

Maybe that Jenner K in my garage will finally have a purpose now.

#109 Zyllos

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Posted 22 January 2014 - 01:51 PM

View PostAsakara, on 22 January 2014 - 01:47 PM, said:


A minimum of:
4 tons (gotta have at least 1 ton for ammo)
3 crit slots (including 1 for ammo)

For:
12 unguided, zero damage rockets fired singly
With a hard range cap of 450m

To:
Jam ECM
Provide a 50% bonus to missile tracking strength
Provide a 50% faster missile lock on time
Make it so target lock takes 25% longer to decay

Duration:
For 30 seconds out of a potential 900 second game

Seems all right to me.


For 4t, you get 240s (if NARC lasts 20s) or 360s (if 30s) worth of ECM cutting, LRM supporting, target calling, team helping weapon. I see absolutely NOTHING wrong with this.

I agree that this is a very good change. But the only issue I have it that is really enforces the idea that PGI is going to keep GECM the way it is...

EDIT: Actually, NARC provides a non-LoS target, so target decay doesn't matter.

Edited by Zyllos, 22 January 2014 - 01:53 PM.


#110 Deathsani

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Posted 22 January 2014 - 01:52 PM

Hooray! Filling in the blanks, hopefully they set their sights on the other orphan items (command console, flamer, large pulse laser)

#111 El Bandito

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Posted 22 January 2014 - 01:53 PM

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 - :)



Aww, is he not merciful? IS. HE. NOT. MERCIFUL?!

Edited by El Bandito, 22 January 2014 - 01:56 PM.


#112 9erRed

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Posted 22 January 2014 - 01:54 PM

Greetings all,

So finally an update for the Narc, thank you.


Now for a few questions:

1. Will this EMP pulse from the Narc shut down any ECM device within it's range?

2. Due to the speed of this missile (500m/s) will there be "semi-seeking" steering added?
(gain a lock on and fire the Narc, slow tracking but will track.)

3. Could we have a look into a "tone" lock sound for the Narc, like current air to air missiles.
(beep, beep, beep, beeeeeeep - Fire.)

[designed to not interfere with any streaks or LRM locking mechanisms or graphical clue's.]


- Update of the tone locking option: This beeping could get very annoying after a short time, so, here's the suggestion for that specific element.

- "R" to select/lock the target.
- select or press the Narc fire button, "seeker" head starts to acquire the target.
- The beeps start and when Narc locks on solid beep, press fire/launch.
[so you end up pressing the Narc fire twice to finally launch it. And functions very similar to how the streaks work for a lock.]


Just some idea's or suggestions,
thanks,
9erRed

Edited by 9erRed, 23 January 2014 - 04:24 PM.


#113 MadcatX

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Posted 22 January 2014 - 01:57 PM

good stuff

#114 BlackDrakon

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Posted 22 January 2014 - 01:59 PM

NARC changes will do nothing to the current meta, its not a bad idea and I embrace with happiness the fact that something will be done to a non usable scout system, but the fact remains. Meta will not change with this.

Fix SRM's and ull see it change in less than 24 hours. Bring the brawling/skirmisher "A" weapon system to the battlefield, and glorius things will come out of it.

SRM's need Hit detection fixed + 2.5 damage per missile + splash damage fixed. Get that done, and it will be a game change.

#115 Featherwood

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Posted 22 January 2014 - 02:01 PM

The general trend of Paul's posts for last two days just cannot but rejoice me. It's second time for almost a year PGI has admitted existence of feedback and even going to follow it. The ice is broken, well, I hope so. NARC was crying for improvement since its reveal, but I find this fix very strange and close to ghost heat solution - it contradicts logic and few laws of physics, oh well. Yes few stock Mechs will be more helpful on the battlefield, but I bet you won't see NARC often in competitive 12 vs 12 matches and it surely won't affect meta ayhow, these 4-5 tons of equipment are still not worth it from many points of view. I'm looking forward for further improvements (including one more for NARC).

P.S. White knights in this thread are disgusting.

#116 Kjudoon

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Posted 22 January 2014 - 02:07 PM



#117 Nicholas Carlyle

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Posted 22 January 2014 - 02:19 PM

View PostFeatherwood, on 22 January 2014 - 02:01 PM, said:

The general trend of Paul's posts for last two days just cannot but rejoice me. It's second time for almost a year PGI has admitted existence of feedback and even going to follow it. The ice is broken, well, I hope so. NARC was crying for improvement since its reveal, but I find this fix very strange and close to ghost heat solution - it contradicts logic and few laws of physics, oh well. Yes few stock Mechs will be more helpful on the battlefield, but I bet you won't see NARC often in competitive 12 vs 12 matches and it surely won't affect meta ayhow, these 4-5 tons of equipment are still not worth it from many points of view. I'm looking forward for further improvements (including one more for NARC).

P.S. White knights in this thread are disgusting.



Ding, ding, ding

#118 Chronojam

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Posted 22 January 2014 - 02:23 PM

Posted Image

Aggressive!

#119 DONTOR

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Posted 22 January 2014 - 02:23 PM

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...

OMG YES! give me an LBX 36 on my atlas PLEASE! I swear it wont be OP.

#120 Chronojam

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Posted 22 January 2014 - 02:26 PM

View PostHelmer, on 22 January 2014 - 12:04 PM, said:

PGI reads the boards daily.

Unfortunately, the decision-makers do not. There are plenty of PGI and IGP staff I totally like, but the guys making choices do not swing by often enough. We've been graced by Paul's unusually frequent presence lately but this is a new development.





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