Jump to content

Narc And Tag


2 replies to this topic

#1 Tolocamp

    Rookie

  • Overlord
  • Overlord
  • 3 posts

Posted 12 March 2015 - 06:45 PM

Hello,

i am posting not that much, only if it is important to me. I would not wonder if this suggestions were posted word by word by someone else, but i don't care in this case because they are one of the many coder problems in dire need of being addressed to without being to complicated to run out of proportion.

I need to post especially in the suggestions department. Here i have a real problem, it is foremost with NARC's. NARC's have no use currently. They don't support the team in the least compared to the weight they afford.

My suggestion would be :

A successful NARC hit marks the mech _PERMANENTLY_ until the end of the match, breaking any ECM coverage (even its own coverage), even breaking the ECM camouflage for other mechs, as if he was affected by a disrupting ECM.

Exceptions :
The NARC Beacon hits a specific Zone on the Mech. Which becomes a critical hit area. This critical area can be hit even if the mech did not even lose all armor. Armor is treated as internal structure at this point. Each weapon may check for Crits as if it hit the internal Structure, just to see if it removed the NARC Beacon. The NARC Beacon is anchored in the Armor and each hit after that could "accidantly" remove it, by blasting away the chip of armor it was anchored to. In my opinion you may even add one point of armor for the NARC beacon anchored to it.

No timed behavior, no useless behavior, i mean its a real heavy "missile" thrower. It should have a "heavy" impact. Making it interesting. Anybody sees it in use, except for heavily specialized 12 men Teams ? Now the NARC is in Effect until removed. All Armor removed, NARC removed. If the NARC hit an Area with only Internal left. Then the area needs to be destroyed for the narc to be removed.

Getting hit in CT by a NARC becomes a problem ? Well, try avoiding it.

It is one fat Dolphin of a rocket, it is bigger then a SRM and packed with electronics and power sources. It is one hell of a "Hit Me!" beacon. Not a whispered "if you have time you might hit me harder" Beacon.

TAG's:

Make it toggable. The weapon is automatically a toggable weapon. The first fire switches it on, the second switches it off. This makes the weapon much more or at least a bit usable in close combat. In many cases you need to link it with other weapons, which in many situations causes you to neglect its use just for heat reasons or whatever. In Addition, TAG's should break ECM, no matter at which distance fired at the target. I mean nobody can scramble a Laser reflected from your own surface, this is technically not conceivable at whatever tech level we are talking.

This and the NARC are highly tactical options, _this_ is what makes games interesting, much like a good designed map does.

Using them or not should make a difference to playing a game. Not breaking it, but changing it. Currently their sheer existance does not change loadouts, not to mention the outcome nor the progress of any match i experienced.



Currently those two systems are just included, to have the old-school-Canonist quiet. But actually they have not even the least use equal to the original game or even any perceivable difference to game.

#2 Firewuff

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,204 posts
  • LocationMelbourne

Posted 15 March 2015 - 12:27 PM

This would be insane for narc. It would be instadeath to anyone narced and the opposing team had heavy lrm fire. Way over powered.

As for tag there is also zero reason to ever have it linked to another weapon. Mapp it to wep group 6 and add that to the space bar or shift key.

#3 FerrolupisXIII

    Member

  • PipPipPipPipPipPipPip
  • Caladbolg
  • Caladbolg
  • 502 posts
  • LocationCatapult Cockpit

Posted 15 March 2015 - 09:34 PM

i feel like you've never been NARC'd and LRM'd to death in less than 30 seconds of the NARC duration. a team of LRM's plus NARC support is very annoying in PUG drops. unbeatable? absolutely not. many maps have lots of cover. ECM can help if it doesn't get NARC'd. you just have to play very smart and kill the heck out of that NARC mech.

So, Indefinite NARC is a horrible idea. especially if it cuts through all ECM and forces whoever has been narced to hide behind a tall rock for the rest of the match. no fun at all.

Toggle TAG is something we have asked for for a very long time, and is actually an option if you like using scripts.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users