#121
Posted 22 January 2014 - 02:27 PM
#122
Posted 22 January 2014 - 02:34 PM
dymlos2003, on 22 January 2014 - 02:27 PM, said:
I'm unclear on what "EMP Effect" means but if it means that NARC hits actually disable ECM equipment for its duration, I'm not sure if I like that at all from a gameplay or fiction standpoint. That would make NARC be a way to disable ECCM effects, correct?
If NARC makes any mech struck targetable for its duration, regardless of ECM environment, and allows no-LOS locks then it is looking really useful albeit perhaps a bit restricted due to its current fitting requirements (must have a tube, must have room for ammo, a bit bulky and heavy for what it is).
Would be weird to have a pesky light disabling your ECM cover, and you peg it with a NARC and suddenly your own ECM works again.
#123
Posted 22 January 2014 - 02:35 PM
Paul Inouye, on 22 January 2014 - 11:20 AM, said:
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 -
Finally Catapult A-1 will be usefull
#124
Posted 22 January 2014 - 02:37 PM
#125
Posted 22 January 2014 - 02:38 PM
Ooooooooooh YEAH!! Thank you Paul!!
Edited by Coralld, 22 January 2014 - 02:40 PM.
#126
Posted 22 January 2014 - 02:38 PM
Oh I'm so down with this, I'm Dig Dug.
#127
Posted 22 January 2014 - 02:41 PM
Terciel1976, on 22 January 2014 - 11:43 AM, said:
Still seems very heavy at 4 tons/12 shots, but...
Hmm. 12 shots, if you can keep them on is 360 seconds of ECM nullification. The trick is getting in close enough to use them effectively, but if one could do that I think 6 minutes worth of ECM null could be pretty useful. I could see chaining them on a single D-DC every 30 seconds or so.
More ammo for the weight would be better though. 18-24/ton would probably be a good range to try, but the utility change is excellent either way. Looking forward to trying it out actually.
Edited by Bagheera, 22 January 2014 - 02:43 PM.
#129
Posted 22 January 2014 - 02:51 PM
Sephlock, on 22 January 2014 - 02:37 PM, said:
http://mwo.smurfy-net.de/
Click on Mech and Weaponstats and scroll down
#130
Posted 22 January 2014 - 02:53 PM
#131
Posted 22 January 2014 - 02:55 PM
#132
Posted 22 January 2014 - 03:00 PM
wanderer, on 22 January 2014 - 02:55 PM, said:
Except even as one of the defenders mentioned earlier in this thread. Hitting a fast moving light with a NARC beacon is like pulling teeth.
If you have trouble with orbitting light mechs, that you'd need to NARC it, then you won't be able to hit it.
#133
Posted 22 January 2014 - 03:05 PM
CyclonerM, on 22 January 2014 - 12:34 PM, said:
As it was (is currently) working, it falls off the first time the mech takes damage, which is way too soon.
#134
Posted 22 January 2014 - 03:05 PM
Edited by Coralld, 22 January 2014 - 03:08 PM.
#135
Posted 22 January 2014 - 03:15 PM
I'm also wondering how much people will cry about streaktaros after this change, and I'm betting SSRMs will get a damage nerf because of it.
Nicholas Carlyle, on 22 January 2014 - 03:00 PM, said:
Except even as one of the defenders mentioned earlier in this thread. Hitting a fast moving light with a NARC beacon is like pulling teeth.
If you have trouble with orbitting light mechs, that you'd need to NARC it, then you won't be able to hit it.
There's a difference between doing effective damage to a light and hitting it just once, which is usually enough if you have a NARC available. It will still be hard of course, like it should be, but if you're just a lone assault mech it won't be as hopeless against 1 light if you pack a NARC in there somewhere.
Edited by Pjwned, 22 January 2014 - 03:19 PM.
#136
Posted 22 January 2014 - 03:17 PM
Nicholas Carlyle, on 22 January 2014 - 12:04 PM, said:
On several maps - Terra Therma, Alpine, and Caustic are examples - a well-placed Narc with these changes could virtually ensure the destruction of the target Mech. The hills on those two maps just don't provide good cover from LRM fire if the LRM boat is in the right spot. Narc the target and it's basically dead because it can't run for cover.
This Narc would be useful on other maps as well, which gives us more options. More options is a good thing.
#137
#139
Posted 22 January 2014 - 03:24 PM
Mister Blastman, on 22 January 2014 - 01:22 PM, said:
No.
They're bottom-tier trash. They do horrible damage at any reasonable range due to spread (the damage counts it just is spread between multiple components).
What they need is a bigtime damage buff per pellet so up close, they outperform the AC/10 and at range, they underperform it.
That's balance.
As it is now, there is little reason to take a standard AC/10 over the LBX unless you're desperate for that extra ton and you're hurting yourself if you do.
Actually they are. I run them with a few of my builds. Just because they dont fit the current 'meta' doesnt mean they are gargabe. Metas change and the only reason the meta is dominant is because of the way jump jets are implimented.
#140
Posted 22 January 2014 - 03:24 PM
Paul Inouye, on 22 January 2014 - 11:20 AM, said:
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 -
Thanks man! Now kindly make my Hero Spider purposely made for recon:
Spider 5R
Head: None
Left Arm: 1M (1 tube)
Right Arm: 2E
CT: None
RT: ECM
LT: AMS
Default Kit:
LA: NARC
RA: 1 Medium Laser + 1 TAG
CT: N/A
RT: ECM Module
LT: None
1 Ton NARC Ammo.
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