Quickdraw Crobat, on 12 April 2015 - 01:49 AM, said:
Actually, NARC has another use, but it's hard to take full advantage of.
Specifically, this is based on the fact that a NARC beacon on an enemy 'mech will allow your team members to see its location and target lock it as though it were being observed by a teammate, regardless of whether or not anyone at all can see it.
Essentially, it becomes a hilariously effective scouting tool, assuming you can figure out the right time and place to peek at the enemy and NARC one (or more) of them. Once the beacon is on, you're free to flee or even die (though fleeing is probably preferable) and your entire team will now know where that enemy is until the beacon's internal battery (duration) wears out. This information benefits your whole team, no matter what weaponry they have.
It's really best used for this when you're part of a group that is used to working together, but it can still be handy in pure-pick-up matches as well. Unfortunately, it's not -really- worth the full weight of the launcher and ammo without someone out there using at least Streaks if not LRMs to take advantage of it.
Actually, information is even more useful when you're not dropping with a large group on Coms.
In the solo queue, a match can sometimes be determined by a single UAV. Letting your team know where all the enemies are, and potentially drawing LRM fire is a huge bonus. NARC works in a similar way, while only with one mech, it can't be shot off, and can counter ECM. Giving info to 11 other players without you having to say a single word.
That said, LRM boats should be willing and able to get their own targets. A NARC/TAG mech should be a bonus for them, not just a requirement. People complain LRMs is an easy button, but a good LRM mech pilot can make the best out of most bad situations and be quite valuable to the team.
Generally, my thoughts are this:
For CW:
Any vs IS - LRMs can play a role, but don't rely on them solely. ECM isn't easy to come by, but Direct Fire can generally trump LRMs if applied correctly, so it may help, but it needs to be used with caution, and not relied on as a sole method of attack.
Any vs Clans - ECM is easy to take for the clans. At best, LRMs may have some small use, but they're easy to counter and quite often there's enough ECM to make them nearly useless. Generally best to avoid it or at least not devote a lot of tonnage to it.
For the queues:
Solo/PUG - LRMs may work great, or may be useless. Lots of variance on ECM, Map, and helpful teammates make it a huge gamble. If you learn to spot for yourself, you can reduce the gamble quite a bit, but you can still get shut out.
Group - With coordination, LRMs can be deadly, but a competent team can simply charge your position if you go too LRM heavy. Still a gamble, but less so depending on your team, and possibly your group's ELO (The lower, the better for LRMs)
Comp - Unless the maps and setup make LRMs shine (A no ECM on Caustic conflict for example), LRMs are generally a no-show here. Too easy to counter, and most comp teams are filled with players who know how to avoid missiles in the air, as well as have modules like Radar Derp and know the maps. Too easy to be rendered useless.
But NARC? Has a possible place. It has several uses.