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Help Support Jack Of All Trades Mech

Narc Tag Support

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#1 Tycon

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Posted 25 May 2014 - 05:53 AM

I've looked at mech specs for quite some time but only a handful of mechs suggested really fit the type of play style i want to use. Damage isn't a priority but having at least a back up weapon for most ranges would be ideal. The main focus is using both Narc and TAG. AMS is also completely necessary in most situations. I'm also considering adding a single flamer for a blinding effect but I'm unsure how effective it will work.

Ideally the mech I want to build has a tag, BAP and narc for team support, preference with tag in the head if possible. Streak srm 2's would benefit since you need to be 450m for narc and 750 from tag making lrms not particularly viable. Mediocre speed is a priority if your a flanking support mech and not a brawler. Jump jets not required. I'd prefer to avoid ecm since I already use a cicada-3m and a spider-5d.

Ideally I'd also want at least a way to deal damage at all ranges even if minimal with something like a large laser, on maps like alpines forcing long range engagements your practically useless.

So far the only mech that really seams to fit what I want is the wolverine and the possibly the 9m awesome. The shadow hawk with a head narc seams possible also.

Does a narc in a dragon center torso allow for decent support, even so the tag doesn't have a particularly great spot on a dragon with the high mobility of the mech.

*Edit* - forgot the AMS, possibly use a flamer to blind enemies
Here's an example build [ http://mwo.smurfy-ne...b6a8f051ad43fe7 ]

Edited by Tycon, 25 May 2014 - 06:04 AM.


#2 Gigastrike

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Posted 25 May 2014 - 03:11 PM

First off, NARC and TAG don't stack, so your better off bringing one or the other.

If you want to bring NARC, you're gonna want to be fast so that you can safely make sticking runs. A RVN-3L would be good for this because it moves quickly, and the ECM makes you difficult to find, as well as protecting your allies.

If you want to bring TAG, you will probably want to have a good way to make use of it. That WVR-7K that you mentioned would be fine if it was rebuilt as an LRM boat.

#3 Ustarish

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Posted 25 May 2014 - 03:17 PM

CDA-3M
cicada.
this is my vision of support mech.
tried 2ppc. 2erll. 2erll+tag.
this is most fun i could get from them all.

#4 Vassago Rain

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Posted 25 May 2014 - 03:20 PM

Why do you want to make such a monstrosity?

#5 InspectorG

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Posted 25 May 2014 - 04:59 PM

Get a Raven 3L, remove the narc, add streak srm's, maybe go with one ER LL and 2 medium or small lasers.
With this you can: snipe with the Er LL, but not worry about heat since you only use one.
Ssrm's for light deterrent/hunting - this WITH your EMC will help hit lights and get the small bonus for counter EMC.
2(cant remember the hardpoints) small or medium lasers for utility damage.


Also, remember, the more bases you cover, the less good you are likely to be at each base.

In Battletech, mechs(as seen in stock variants here at MWO), usually had a short/medium/long range weapon arrangement. The current meta in MWO is ppc+ac+jump jets. It is not varied for a reason: front loaded pinpoint damage while jumping. Which is very specific/specialized.

Hope this helps

#6 SethAbercromby

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Posted 25 May 2014 - 05:23 PM

I think what you're looking for is a balanced build rather than a Jack of all trades. You'll wand some specialization, but taking aspects that cover each others weaknesses.

Let's take my time-proven Stalker 5S for a minute.

The build uses a weapons configuration for seamless multiple range coverage. Twin LRM10s to hit targets at long range and behind cover with indirect suppressive fire. ER Large Lasers melt any armor at direct range at even longer distances that LRMs can actually hit at. The hit scan properties combined with the burn time almost guarantee you to hit for at least some damage with each shot fired. The two pairs of Medium Lasers will tear apart any 'Mech that gets too close for their own good and the twin SSRMs will assist in opening up their armor for the kill as well in hitting fast moving targets.

The twin AMS are invaluable in shooting down the popular macro-salvo LRM spams that are used quite often in a lot of builds (popular in most Stalker missile boat configurations), the benefits of BAP assist this build in almost any way (enhanced sensor range: better missile locks and improved target identification, faster target information gathering: improved target identification and faster detection of any weak spots in the enemy armor, counter-ECM: SSRM locks against ECM targets and breaking ECM blankets when engaging priority targets to supply the team with better locks).

This configuration allows the 5S to perform in a transition-role, capable of acting as both a front line fire support 'Mech as well as a heavily armored spearhead, switching between the roles as the battle progresses.

TAG and NARC, as support equipment for Missile weaponry, are usually used either by scouts (where NARC is almost exclusively used, because of the way it performs as well as its limited range) or the missile boats themselves. I've seen some people use TAG as a hit confirm weapons as some maps suffer from bad hitbox scaling. If the TAG doesn't hit, neither will the other weapons. On any other 'Mech they aren't exactly wasted, but you'll likely find a better use for those hardpoint locations. Multirole 'Mechs usually benefit from BAP, but finding enough tonnage to fit in in is often more difficult that it might sound.

EDIT:
I went ahead and made a quick mock build of your design with some alterations to a best of both worlds configuration. [ http://mwo.smurfy-ne...e0003502831b6c5 ]

TAG perform as a hit confirm for your Large Laser as well as to support your ALRM10 with improved spread and to break potential ECM. You also have some zombie capabilities with the Medium Laser mounted in the head. It's nothing final but it might not be too far off of where you wanted to go.

Edited by SethAbercromby, 25 May 2014 - 05:43 PM.


#7 Kin3ticX

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Posted 25 May 2014 - 07:08 PM

Not sure what you are expecting from the game is realistic, but here is a

QKD Jump-NARC
http://mwo.smurfy-ne...11dbef7aaa55e14

Edited by Kin3ticX, 25 May 2014 - 07:12 PM.


#8 Samziel

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Posted 26 May 2014 - 01:10 PM

SHD-2D2
This came straight into my mind. If you rather want the flamer than ability to hunt lights, 2D is your choice:

SHD-2D

Edited by Samziel, 26 May 2014 - 01:10 PM.


#9 Varik Ronain

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Posted 27 May 2014 - 10:26 AM

View PostGigastrike, on 25 May 2014 - 03:11 PM, said:

First off, NARC and TAG don't stack, so your better off bringing one or the other.


Even if they dont stack they have different uses. The tag has no ammo limit but must be constantly on target to get a benefit or counter an ecm. The narc on the other hand you can stick it to them and run away. I have been using a narc+tag+bap+uav cat for the last few weeks and it is fun as hell. Nothing like running into a giant slow LRM mech/ddc, narcing it and running away and killing it via indirect fire. Sometimes I will narc someone who gets to close as every LRM boat worth his salt will race to kill the narced target. Might as well rename the narc the rain maker because it brings the LURMSTORM quickly.

TLDR: Use both tag and narc and for different occasions

#10 Gigastrike

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Posted 27 May 2014 - 02:06 PM

View PostVarik Ronain, on 27 May 2014 - 10:26 AM, said:


Even if they dont stack they have different uses. The tag has no ammo limit but must be constantly on target to get a benefit or counter an ecm. The narc on the other hand you can stick it to them and run away. I have been using a narc+tag+bap+uav cat for the last few weeks and it is fun as hell. Nothing like running into a giant slow LRM mech/ddc, narcing it and running away and killing it via indirect fire. Sometimes I will narc someone who gets to close as every LRM boat worth his salt will race to kill the narced target. Might as well rename the narc the rain maker because it brings the LURMSTORM quickly.

TLDR: Use both tag and narc and for different occasions

Or you could build a mech specifically for one.

#11 Kin3ticX

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Posted 28 May 2014 - 12:16 PM

View PostGigastrike, on 25 May 2014 - 03:11 PM, said:

First off, NARC and TAG don't stack, so your better off bringing one or the other.



NARC works poorly in situations where there are multiple ECMs, especially lights. A single D-DC usually isnt a problem because you can light the whole team up once its NARC'd.

#12 Konril

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Posted 28 May 2014 - 06:24 PM

Did something change while I was away for a bit?

What I know from the 21 February 2013 Breakdown post (http://mwomercs.com/...0089-breakdown/) is that NARC and TAG do stack. Artemis and TAG stack as well. It is the Artemis and NARC systems that don't stack their bonuses. Which means that Artemis missiles do get the benefit of the target being spotted by the NARC beacon, but don't get bonuses when line of sight is broken. The NARC's tracking and lock bonuses go to standard missiles only. Is some of this now wrong?

Although it may not matter much.

I do have a dedicated LRM boat WVR-7k using the NARC system. It's actually proven to be both fun and effective for me. Popping out front to stick a NARC on a target will let me get back behind cover and actually get 5 or 6 salvos off in relative safety. The TAG does help when the enemy is outside of the 450m range of the NARC. Either way, every LRM carrier on my team benefits (even if only from the spotting). Stressing over the 750m range of the TAG is kind of silly, since basic radar only goes out to 800m to begin with, and shooting from farther than that becomes inefficient for any weapon.

Although I could imagine a WVR-6R with 2 AC/2s and a NARC could do well in both spotting and direct any-range combat.

BTW, the NARC system won't fit in the head, as it takes 2 space and the head only has 1 available. Just be aware of that if you use want to try a Shadowhawk NARC spotter.





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