Reno Blade, on 20 March 2014 - 03:01 AM, said:
What ExAstris said with one change.
Where the old LRM speed and AMS Range (120ms/s and 200m) downed about 5 LRMs, the new values do about 4
You can see the difference in the graph in the lower left if you look at AMS(200) and LRM(120) (first purple spot at 5.8) vs AMS(240) and LRM(175) (second teal spot at 4.8):
Good call, I spitballed the math to quickly, 5.8 vs 4.8 are indeed the correct old and new numbers (with AMS range module 2 now giving you 5.12).
It should also be noted that the actual value you get to shoot down when immobile is usually a bit higher than the calculated numbers though since LRMs have arcing trajectories and often (not always) spend longer in your AMS zone due to that arc.
Ghost Badger, on 20 March 2014 - 07:12 AM, said:
Except I can shoot down a UAV...and do whenever I see one. In addition, in a group, popping UAV makes a BUNCH of mechs suddenly appear...and in PUGs it's difficult to coordinate fire on one target.
NARC is 30 seconds of guaranteed targeting on a SINGLE...that can be invaluable. A single target appears with a lock that can't be broken? You have just acquired your entire teams attention and focused them on that one, poor dude.
A few things, UAVs are rarely shot down in my experience pugging (at least not in any timely fashion), but in larger group drops perhaps this is different. That still doesn't change the fact that the UAV doesn't conflict with your main loadout and provides a lot more information than the NARC does.
But you do have a point about teams mindlessly following the first target lock they get. Information is hugely important in this game. But a few things should be noted here before accepting this as a completely justifying benefit.
First, anything that isn't ECM'd is going to automatically show up anyways, and unless its in a big group, you're probably going to be fighting it anyways, meaning intermittent locks at the worst, so you aren't gaining much info in a lot of circumstances. To compound that, you have to actually hit the target, which means you have to be inside 450 and make a good shot. Not terribly hard against an atlas, but good luck nabbing a light mech without closing to BAP/knife range where your lock is guaranteed anyways. And further, your lock isn't guaranteed with NARC the same way it is with TAG for two reasons, TAG shows up over multiple overlapping ECMs, NARC doesn't (this makes no real-world sense, but its the way the game is programmed). Also, TAG works at much longer ranges.
And even if you do get NARC to work and don't screw yourself in the process, you need LRMs on your team to take advantage of it. Even now as people are screaming LRMpocalypse, there are really only about 2-4 boats on a team, and most of those are trial stalkers. Once the novelty wears off and that champion gets rotated out, a few extra seconds of target contact aren't going to mean much difference as opposed to a good 5-10 second spot that lets people look&lock so they know what it is and where it is.
Not getting that information at all in the first place is what is insanely powerful, because then people can't plan anything, they just drive blind into the entire enemy lance. Hence why ECM is batshit crazy powerful. Its total denial of LRMs is just icing on the cake.
So while you're point isn't invalid, it isn't weighty enough to be a forceful counterargument. NARC might get used by non-LRM boats in the current environment the way ECMless variants of ECM mechs are.
You might see it every once in a while, but its usually for fun and in lieu of objectively better options. Hence, NARC needs a little more love.
Edited by ExAstris, 20 March 2014 - 12:24 PM.