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Pssst... Want A Narc Update?

Weapons Loadout

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#121 Dymlos2003

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Posted 22 January 2014 - 02:27 PM

Of course the usual posters come in here and **** on some good news. Good Job!

#122 Chronojam

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Posted 22 January 2014 - 02:34 PM

View Postdymlos2003, on 22 January 2014 - 02:27 PM, said:

Of course the usual posters come in here and **** on some good news. Good Job!

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 nemesis271989

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Posted 22 January 2014 - 02:35 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 - :)



Finally Catapult A-1 will be usefull

#124 Sephlock

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Posted 22 January 2014 - 02:37 PM

Does anyone have a list of Narc's current effects and properties (I don't think I'm fully up to date)?

#125 Coralld

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Posted 22 January 2014 - 02:38 PM

What's this? A NARC buff?

Posted Image

Ooooooooooh YEAH!! Thank you Paul!! :)

Edited by Coralld, 22 January 2014 - 02:40 PM.


#126 Kjudoon

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Posted 22 January 2014 - 02:38 PM

Imagine how irritating the RVN L would be with this instead of a second LL? for the same weight, you have 24 shots to disable mech's ECM for 30 seconds each time AND put essentially a 'crybaby' on them saying 'shoot here shoot here! I'm an ECM Mech you want to kill!'

Oh I'm so down with this, I'm Dig Dug.

#127 Bagheera

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Posted 22 January 2014 - 02:41 PM

View PostTerciel1976, on 22 January 2014 - 11:43 AM, said:

So any hit on an ECM mech will provide C-ECM bonuses? Interesting.

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.


#128 DocBach

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Posted 22 January 2014 - 02:41 PM

View Postnemesis271989, on 22 January 2014 - 02:35 PM, said:



Finally Catapult A-1 will be usefull


it'll have a way to defeat ECM on its own to use LRMs, since Beagle only could defeat ECM within LRM min range.

#129 Iqfish

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Posted 22 January 2014 - 02:51 PM

View PostSephlock, on 22 January 2014 - 02:37 PM, said:

Does anyone have a list of Narc's current effects and properties (I don't think I'm fully up to date)?


http://mwo.smurfy-net.de/

Click on Mech and Weaponstats and scroll down :)

#130 TinFoilHat

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Posted 22 January 2014 - 02:53 PM

How the heck did I miss this one? Sneaky devs ..... :)

#131 wanderer

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Posted 22 January 2014 - 02:55 PM

This effective iNARC system also makes a nice option for bigger units. ECM unit orbiting your unit? Pop a NARC beacon on him and he's no longer a ghost flitting through the night, he's a trackable, easily LRMed unit instead and you've likely just flagged him for fire from everyone in the area as he suddenly pops up on sensors.

#132 Nicholas Carlyle

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Posted 22 January 2014 - 03:00 PM

View Postwanderer, on 22 January 2014 - 02:55 PM, said:

This effective iNARC system also makes a nice option for bigger units. ECM unit orbiting your unit? Pop a NARC beacon on him and he's no longer a ghost flitting through the night, he's a trackable, easily LRMed unit instead and you've likely just flagged him for fire from everyone in the area as he suddenly pops up on sensors.


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 Bront

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Posted 22 January 2014 - 03:05 PM

View PostCyclonerM, on 22 January 2014 - 12:34 PM, said:

Well the damage destroying the NARC was kind of realistic.. But unless its target gets hit by a PPC even in MW:LL the NARC always remains stuck on the target 'Mech for its full duration so i am fine with it.


As it was (is currently) working, it falls off the first time the mech takes damage, which is way too soon.

#134 Coralld

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Posted 22 January 2014 - 03:05 PM

With this buff to NARC's, I can totally see mechs with a single missile hard point will finely have a use for that weapon slot. Raven 4x with 2x LLs and NARC any one?

Edited by Coralld, 22 January 2014 - 03:08 PM.


#135 Pjwned

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Posted 22 January 2014 - 03:15 PM

Neat, after it gets buffed I might slap it on my Jenner-D and see how it works out.

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.

View PostNicholas 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 Roadkill

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Posted 22 January 2014 - 03:17 PM

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

And what is the practical application of this?

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 Sephlock

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Posted 22 January 2014 - 03:18 PM

View PostIqfishLP, on 22 January 2014 - 02:51 PM, said:

http://mwo.smurfy-net.de/

Click on Mech and Weaponstats and scroll down :)

No, I meant, like... does it allow anyone to get a lock while it is attached? It does, right?

That's the kind of thing I was asking about.

#138 Coralld

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Posted 22 January 2014 - 03:22 PM

View PostSephlock, on 22 January 2014 - 03:18 PM, said:

No, I meant, like... does it allow anyone to get a lock while it is attached? It does, right?

That's the kind of thing I was asking about.

Yes.

#139 Varent

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Posted 22 January 2014 - 03:24 PM

View PostMister 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 Skyfaller

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Posted 22 January 2014 - 03:24 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 - :)


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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