#1
Posted 21 May 2014 - 05:25 AM
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
Posted 21 May 2014 - 05:26 AM
#3
Posted 21 May 2014 - 05:30 AM
#4
Posted 21 May 2014 - 05:37 AM
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
Posted 21 May 2014 - 05:41 AM
#6
Posted 21 May 2014 - 05:44 AM
#7
Posted 21 May 2014 - 05:59 AM
Asakara, on 21 May 2014 - 05:37 AM, said:
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
Posted 21 May 2014 - 06:28 AM
Gigastrike, on 21 May 2014 - 05:59 AM, said:
ECM from another friendly mech still keeps NARCed targets un-lockable per the normal ECM rules.
#9
Posted 21 May 2014 - 06:39 AM
#10
Posted 21 May 2014 - 06:43 AM
Khajja  nar Jatargk, on 21 May 2014 - 06:39 AM, said:
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
Posted 21 May 2014 - 06:51 AM
					
					#12
Posted 21 May 2014 - 06:56 AM
#13
Posted 21 May 2014 - 07:00 AM
Khajja  nar Jatargk, on 21 May 2014 - 06:39 AM, said:
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
Posted 21 May 2014 - 07:01 AM
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
Posted 21 May 2014 - 07:16 AM
Edited by King Arthur IV, 21 May 2014 - 07:20 AM.
#16
Posted 21 May 2014 - 08:23 AM
#17
Posted 21 May 2014 - 08:36 AM
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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