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Narc Op?

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#1 One of Little Harmony

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Posted 21 May 2014 - 05:25 AM

This is probably a topic that few people have seriously considered with the NARC being under utilized and the state of LRMs, but I think the way the NARC is currently implemented might be overpowered.


Narc's ability to counter ECM, tighten missle spread, stay on regardless of damage and enable non-line of sight targeting is extremely damaging to any mech that's hit with it unless they're in close proximity to cover. It's a near death sentence if there's any serious amount of LRM launchers on the other side. .

I am a bit surprised more mechs aren't taking NARC personally, but I do understand it does require a bit of a team aspect to play. Some of my favorite matches have been poptarting in a "Narcapult" with multiple narc launchers, and watching the rain. With the poptart mechanic, there's nothing better than jumping, narcing, and watching a blaze of fire come from the sky.

In any case, NARC's ability to do all this leads to its overpowered state. I think PGI needs to nerf at least one factor of NARC, or otherwise provide a counter besides position. Perhaps re-institute the damage cap to something reasonable like 60-100 points or so. Perhaps shortening the duration of NARC on an ECM mech? There are lots of options here. Personally, I think you should be able to get it removed if you shut down or perhaps a nearby friendly ECM mech switching to counter could remove it. Really, only a small touch is needed to make this weapon balanced.

#2 Shae Starfyre

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Posted 21 May 2014 - 05:26 AM

Your actually playing the game right now?

#3 GrandLocomon

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Posted 21 May 2014 - 05:30 AM

I thought the title was a joke to attract attention, and that the OP would outline how NARC isn't OP, or in fact might need further buffing. If it were remotely OP, everyone would use it. Its a good weapon, if you are sure you got someone with LRMS.

#4 Asakara

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Posted 21 May 2014 - 05:37 AM

A minimum of:
4 tons (gotta have at least 1 ton for ammo)
3 crit slots (including 1 for ammo)

For:
12 un-guided, zero damage rockets fired singly
With a hard range cap of 450m

To:
Jam ECM
Provide a 50% bonus to missile tracking strength
Provide a 50% faster missile lock on time
Make it so target lock takes 25% longer to decay

Duration:
For 30 seconds per un-guided rocket out of a potential 900 second game (max of 360 seconds if you hit with all 12 un-guided rockets)

Seems all right to me.

#5 Kotzi

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Posted 21 May 2014 - 05:41 AM

No it doesnt there are plenty of letdowns to that weapon.

#6 lol lol lol lol lol lol lol lol

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Posted 21 May 2014 - 05:44 AM

A poptarting dual Narc Catapult, eh? What map does this build work for you in which you don't die, I'm curious?

#7 Gigastrike

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Posted 21 May 2014 - 05:59 AM

View PostAsakara, on 21 May 2014 - 05:37 AM, said:

A minimum of:
4 tons (gotta have at least 1 ton for ammo)
3 crit slots (including 1 for ammo)

For:
12 un-guided, zero damage rockets fired singly
With a hard range cap of 450m

To:
Jam ECM
Provide a 50% bonus to missile tracking strength
Provide a 50% faster missile lock on time
Make it so target lock takes 25% longer to decay

Duration:
For 30 seconds per un-guided rocket out of a potential 900 second game (max of 360 seconds if you hit with all 12 un-guided rockets)

Seems all right to me.

You forgot that it also perma-reveals the target for the entire duration, regardless of literally anything short of powering down.

#8 Asakara

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Posted 21 May 2014 - 06:28 AM

View PostGigastrike, on 21 May 2014 - 05:59 AM, said:

You forgot that it also perma-reveals the target for the entire duration, regardless of literally anything short of powering down.


ECM from another friendly mech still keeps NARCed targets un-lockable per the normal ECM rules.

#9 Fang01

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Posted 21 May 2014 - 06:39 AM

It only kills the slow and the stupid. Any light driver worth his salt would do better saving the tonnage for larger weapons instead of relying on a no talent lrm assault cowering behind the line

#10 Fut

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Posted 21 May 2014 - 06:43 AM

View PostKhajja nar Jatargk, on 21 May 2014 - 06:39 AM, said:

It only kills the slow and the stupid. Any light driver worth his salt would do better saving the tonnage for larger weapons instead of relying on a no talent lrm assault cowering behind the line


Why do the LRMs have to be coming for a LRM Assault?
Seems like somebody has a beef... perhaps you should make a thread to vent a little.

#11 A banana in the tailpipe

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Posted 21 May 2014 - 06:51 AM

and what's the deal with that TAG? It doesn't give you the "IT" factor, it doesn't freeze anyone, and tag-backs are always allowed.

Posted Image

#12 Varik Ronain

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Posted 21 May 2014 - 06:56 AM

And with everything it can do all you have to do is power down to counter it... stand under a ledge or get in range of a friendly ECM...

#13 Kotzi

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Posted 21 May 2014 - 07:00 AM

View PostKhajja nar Jatargk, on 21 May 2014 - 06:39 AM, said:

It only kills the slow and the stupid. Any light driver worth his salt would do better saving the tonnage for larger weapons instead of relying on a no talent lrm assault cowering behind the line

Well if you are a solo player maybe. But devoting your tonnage for the team is another excellent way to play a light/medium. Dont get mad getting lrmed to death its harder than you know. Just get that lrmboat and dont hide like frightened chickens. Or get that spotter at least, do anything than hide and be passiv.

#14 Levi Porphyrogenitus

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Posted 21 May 2014 - 07:01 AM

NARC is pretty much fine. Plus, unless you pop it on the ECM carrier, a group with a sinlge ECM mech can shut down any number of NARCs. It may cancel ECM on the target, but any other ECM in the area will still shut it down.

If any change is going to happen, though, this is the only thing that I could see being helpful:

Have people who are stuck see a NARC beacon symbol on the HUD, probably in the same area where the Low Signal and Friendly ECM Coverage symbols show.

Doing this would let PUG pilots know when they're NARC'd. Currently the only way to tell is to guess, or to be told, and until PUGs get voice comms nobody is going to tell a solo player that he's been stuck.

#15 King Arthur IV

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Posted 21 May 2014 - 07:16 AM

so many other op things, narc not even close.

Edited by King Arthur IV, 21 May 2014 - 07:20 AM.


#16 Spheroid

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Posted 21 May 2014 - 08:23 AM

NARC is still garbage. Anyone who is serious about missiles usually has artemis and thus deprives the spotter of massive points even if said fire is done so indirectly without LOS.

#17 Octantis

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Posted 21 May 2014 - 08:36 AM

Before this latest patch I'd run narcs on my raven and surprisingly enough brawling mediums. If you have two lrms boats on your team and you can get a clear narc on something like caustic it is the "Finger of God" grinding your enemy into the ground. But if you pug it could be 4 - 5 tons wasted.

The overlapping ECM is a real pain and narcing fast ecm lights is way difficult.

It's best use is to tag an enemy LRM boat where you can keep a lock and not have to worry about the murder ball focusing fire on you.

All this being said I would say that it is great for the tonnage you have to spend on it. My narc raven has 1 er LL, 1 tag, and Narc. I burn a lot of tonnage making my lrm boats more useful.





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