Best Narc Loadout?
#1
Posted 23 March 2014 - 09:21 PM
NARC itself is heavy: a 5 ton investment gets you 24 shots, and they move slow with a max range of 450m. This means that equipping it is a balancing act between fitting it on a fast mech that can get in NARC's effective range easily, and putting it on a heavier mech that sacrifices less to fit it on.
Also, it's imperative that a good NARC vehicle can maintain line of sight to the NARC'd target without getting shot to shreds immediately. This points toward either ECM or looking like a less rewarding target (think that blackjack standing behind an atlas, nobody shoots the blackjack first).
I'm of the opinion that being a dedicated spotter by itself is not a valid role. All mechs need to be able to contribute damage in order for the team to succeed. Therefore a good NARC mech must be able to do the following:
1. Not sacrifice too much firepower while equipping NARC.
2. Have enough speed to close on enemy mechs quickly.
3. Have a way of not drawing aggro from enemy team.
With all that in mind, this raven-3L build is my first pass at a build that can use NARC without sacrificing too much.
http://mwo.smurfy-ne...ba3ae213d5e86db
It brings as much firepower as a spider 5D, ECM deflects enemy team aggro, and 24 shots has been plenty in the games I've taken part in. I'm honestly considering cutting the second ton of NARC ammo to upgrade the engine to an XL295.
What do you guys think of my build? What have you been doing differently? How would you build the optimal NARC mech?
#2
Posted 23 March 2014 - 09:52 PM
solar levitas, on 23 March 2014 - 09:21 PM, said:
NARC itself is heavy: a 5 ton investment gets you 24 shots, and they move slow with a max range of 450m. This means that equipping it is a balancing act between fitting it on a fast mech that can get in NARC's effective range easily, and putting it on a heavier mech that sacrifices less to fit it on.
Also, it's imperative that a good NARC vehicle can maintain line of sight to the NARC'd target without getting shot to shreds immediately. This points toward either ECM or looking like a less rewarding target (think that blackjack standing behind an atlas, nobody shoots the blackjack first).
I'm of the opinion that being a dedicated spotter by itself is not a valid role. All mechs need to be able to contribute damage in order for the team to succeed. Therefore a good NARC mech must be able to do the following:
1. Not sacrifice too much firepower while equipping NARC.
2. Have enough speed to close on enemy mechs quickly.
3. Have a way of not drawing aggro from enemy team.
With all that in mind, this raven-3L build is my first pass at a build that can use NARC without sacrificing too much.
http://mwo.smurfy-ne...ba3ae213d5e86db
It brings as much firepower as a spider 5D, ECM deflects enemy team aggro, and 24 shots has been plenty in the games I've taken part in. I'm honestly considering cutting the second ton of NARC ammo to upgrade the engine to an XL295.
What do you guys think of my build? What have you been doing differently? How would you build the optimal NARC mech?
I tested a similar build just with a slower engine and more armour... and it sucked balls compared to my mixed load-out previously. It has no heavy punch to intimidate foes, has no anti-light function to shoe off enemy light's from your LRM boats, and whilst the NARC does provide a nice bonus is so slow, heavy and cumbersome that to get shots off means either high risk passes or high co-ordination with a team (which in pugs doesn't happen).
I might try to rotate into a smaller engine with a heavier 2ndry load out... I'll see... the 4 games I've played since patch shows how broken LRM speed is... and the trajectory seems like it's exactly the same as the artemis LRMaggedon fiasco with it's INSANE arch profile (old code used which is explaining how cover is useless against most volley alongside speed being overbuffed, 150 m/s would've been a good first step... not over kill the nerf a month later).
#3
Posted 23 March 2014 - 11:54 PM
This is the build i'm running right now RVN-3L (random armor distribution) not very good vs other lights but otherwise it works nicely
Edited by JeanMarks, 25 March 2014 - 09:46 AM.
#4
Posted 24 March 2014 - 09:42 AM
JeanMarks, on 23 March 2014 - 11:54 PM, said:
This is the build i'm running right now RVN-3L (random armor distribution) not very good vs other lights but otherwise it works nicely
Why run a 3L with no ECM?
#5
Posted 25 March 2014 - 06:13 AM
@JeanMarks, I assume you meant to put an ECM where that BAP is, right?
#6
Posted 25 March 2014 - 09:46 AM
Trevor Belmont, on 24 March 2014 - 09:42 AM, said:
Why run a 3L with no ECM?
solar levitas, on 25 March 2014 - 06:13 AM, said:
Yeah just corrected the build (it's easy to mistake BAP and ECM in smurfy when you build xD)
Edited by JeanMarks, 25 March 2014 - 09:48 AM.
#7
Posted 25 March 2014 - 09:56 AM
Though i would stay with 24 shots solar simply because the chances of missing and only having enough ammo for 12 shots is not worth the 4 tonn investment
though this perhaps has been the most effective for me
http://mwo.smurfy-ne...a24f55203daf51f
surprisingly i can still fend off or even leg some lights with just 2 mid pulse lasers
managed to make 37 K in spotting assists without uav and more xp so this playstyle certainly can payoff even if your not damaging too many guys
good modules to use -
Advanced target Decay
Advanced Target info gathering
Advanced Sensor range
Advanced UAV
or advanced AMS for this build here
Edited by kesuga7, 25 March 2014 - 10:02 AM.
#8
Posted 25 March 2014 - 10:07 AM
What kind of damage numbers can you get with just the 2 med pulse lasers? I'm worried that if a narc spotter gives up on doing damage effectively the team doesn't benefit enough from spotting alone.
#9
Posted 25 March 2014 - 10:25 AM
http://mwo.smurfy-ne...7f0fb964f98b5af
AC2 for some long range damage, MGs to make the lights afraid for their legs, and ERPPC because ERPPC.
#10
Posted 25 March 2014 - 11:13 AM
solar levitas, on 25 March 2014 - 10:07 AM, said:
What kind of damage numbers can you get with just the 2 med pulse lasers? I'm worried that if a narc spotter gives up on doing damage effectively the team doesn't benefit enough from spotting alone.
lol no problems
though perhaps a 55-60 tonner with jumpjets and narc could mark effectively
aim for the legs on all enemy lights though
or really low damage and no kills but lots of spotting assists
here is a 2 lrm 15 , 1080 ammo , 2 mids , 1 small , narc 90 kph wolverine
http://mwo.smurfy-ne...8c070e0175379ea
could also be done on the wolverine
and here is a thunderbolt bralwer with narc and a standard engine 78 kph
http://mwo.smurfy-ne...43ca2380fc27ba7
and kintaro brawler with narc and 3 mids 3 srm 4
http://mwo.smurfy-ne...420363ac905a9be
Edit:
heres a XL 300 dragon
uac 5 , 2 mg's ,
one large pulse laser , 1 medium pulse laser with NARC and 12 doubles
http://mwo.smurfy-ne...f4ffd068b13d8e2
Edited by kesuga7, 27 March 2014 - 01:51 PM.
#11
Posted 25 March 2014 - 06:24 PM
vectorpirate, on 25 March 2014 - 10:25 AM, said:
http://mwo.smurfy-ne...7f0fb964f98b5af
AC2 for some long range damage, MGs to make the lights afraid for their legs, and ERPPC because ERPPC.
I'm digging this idea, but I think you may want a bit more consistent firepower in a mech as fragile as the Dragon. So this is my take on your idea:
http://mwo.smurfy-ne...51bbe7ca5db4ab4
Rather than going in a couple directions, this attempts to do one thing really well: kill everything heavier than it brutally and efficiently. 3xAC2 is scary fast damage, and the narc might synergize nicely with the firepower you have. It's a tad faster than your build, but the XL requires you to be careful not to end up in anyone's crosshairs.
If you're worried about light harrassment, dropping an AC2 and putting some armor in the energy arm with a pair of MLas might work out, and that'd give you enough tonnage to throw another couple heat sinks on there if you drop ferro-fibrous and some AC2 ammo.
Edited by solar levitas, 25 March 2014 - 06:26 PM.
#12
Posted 27 March 2014 - 01:58 PM
solar levitas, on 25 March 2014 - 10:07 AM, said:
scratch those 'average' numbers i typed
Average damage per match is 161.59
7918 total damage done
49 total matches
however my win loss is better considering i should avoid fighting in this build
Matches W/L ratio Kill/death ratio damage
Edited by kesuga7, 27 March 2014 - 01:59 PM.
#13
Posted 05 April 2014 - 06:38 PM
http://mwo.smurfy-ne...e689890a57bea78
95.6 KPH - 320 armor - TAG - NARC - Medium laser - 1 LRM 15 - 3 LRM 5's - LRM 30 total
narc could also go in the arm but that would make it to obvious to shoot at
To change a LRM 5 To a LRM 10 you would need to go 79 KPH
OR if you want to shave arm armor and change that medium laser to a small laser
you can fit in - BAP and AMS with same loadout as first post - but going 85.9 kph
http://mwo.smurfy-ne...3558886eac86913
one of teh fanciest lurm boats
Heres LRM - 25 artemis in total - with AMS taken out and no armor on the arm and no small laser but .50 tonn's more armor on the legs
http://mwo.smurfy-ne...5311add4ac10669
NO NARC on this one
LRM 30 Artemis total - BAP - TAG - AMS - 1260 lrm ammo - 90 KPH - 286 armor
http://mwo.smurfy-ne...142dd830c539ec3
take out artemis to change a lrm 5 to a lrm 15 for - lrm 40 total
or the Non artemis - LRM 35 - 97 kph - 352 armor - medium laser - TAG - BAP - 1260 ammo version
http://mwo.smurfy-ne...52cf34ccdab3b5d
Edited by kesuga7, 05 April 2014 - 06:55 PM.
#14
Posted 06 April 2014 - 03:59 AM
Lrm 15 - LRM 10 - 4 mediums - with narc and 1 jumpjet - 1080 ammo - 87 kph - 12 doubles
http://mwo.smurfy-ne...6324c5644c4f48f
If you want another tonn of ammo go 83.3 kph with xl 280
And here it is with 3 medium lasers - 10 heatsinks with TAG and Two LRM 15's
http://mwo.smurfy-ne...1bc9628619b268d
You could also do LRM 10 - LRM 15 artemis if you want
- drop a tonn of ammo to go 87.6 kph with XL 295
*************************************************************************************************************
Catapult C4
Here is a LRM 35 Artemis - 1260 lrm ammo - NARC - TAG - AMS - 1 jumpjet - 384 armor
http://mwo.smurfy-ne...75e73108adb63eb
3 Jumpjets - Two LRM 15 artemis - same build as above - jumpjets will help narc targets - 1 medium laser
http://mwo.smurfy-net.de/mechlab#i=24&l=463791c091474cedecc1e3bdd52f75ca84941eaf
Standard engine version at 74.0 kph
http://mwo.smurfy-ne...4ba0423af6f4b42
Non artemis version with Three lrm 15's at 78 kph with 1280 lrm ammo and narc with tag
http://mwo.smurfy-ne...d9a0776095280ed
Non artemis Two Lrm 15 - 1 LRM 10 - TAG - narc - 1440 lrm ammo - 1 medium laser - 1 jumpjet - 78 kph
http://mwo.smurfy-ne...d40b9ba5e6185dc
Edited by kesuga7, 06 April 2014 - 04:18 AM.
#15
Posted 22 April 2014 - 09:54 PM
managed to narc most of the team pretty quickly in this 171 kph narc mando
24 shots - 2 medium lasers 171 kph
http://mwo.smurfy-ne...81a704fb6d51ebd
You can change a medium laser to a flamer and aim at enemies cockpits when performing hit and runs with NARC
#16
Posted 28 April 2014 - 10:10 AM
#17
Posted 14 May 2014 - 06:26 AM
#18
Posted 14 May 2014 - 06:35 AM
http://mwo.smurfy-ne...79519111954b5e1
With 1ML as your "weapon" and two tons of NARC ammo, it's clearly designed as a support mech. The ECM and the size of the Commando make it relatively hard to hit along with the 150kph speed.
All that said, if your team isn't rocking a LOT of LRMs, this build really isn't worth it.
I run it with Seismic, UAV, and then either another UAV or Artillery.
#19
Posted 21 May 2014 - 05:43 PM
This wasn't intended as a serious NARC build, as much as a "I need to do something different with my Locust" build. It's a bit light on NARC ammo at only one ton, but I feel that the AMS is necessary to help keep missiles off your back while you are zipping in to deliver your NARC, and the ML is needed to keep you from being completely useless.
#20
Posted 20 June 2014 - 09:04 AM
My jenner's name is Kim.
JR7-kardashian
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