

Don't Be A Light Narc?
#41
Posted 16 April 2015 - 05:48 AM
If it gets used, it's not a waste. If it doesn't get used, it's a waste. It doesn't matter if it's direct or indirect. LRM can be effective at more than just killing. They can shape the way the match is played. I have been in matches where I spent more time looking for cover than I did shooting. Did I take massive amounts of damage from the barrage? No, but I couldn't deal out as much damage either.
Now on to the is there a NARC/light combo that works question. I like this one myself:
JR7-O (Oxide)
Full armor
XL280 engine
SSRM 2 x 3 w/3 ton ammo
NARC w/1 ton ammo
NARColeptic
I like to watch for snipers that are on the edges of the enemy group. Circle around, charge, NARC, then use my own SSRM to harass. The SSRM can also conceal the NARC attack. It's also an effective ECM light hunter.
#42
Posted 16 April 2015 - 06:12 PM
NARCs on lights can be effective. It really depends upon what you intend to be doing. They are better when LRMs are around, but as others have pointed out, it also provides information on where at least a single enemy unit is for some time, and has the bonus of not being able to be shot off or down unlike the UAV. It costs the weight of an SRM6 launcher, but a single ton of ammo is often all it needs for a battle, maybe a ton and a half (depending upon situations of course).
If you are trying to use NARCs in PUGs, your results will probably very. It's experience and c-bill making ability, as well as "damage" abilities, will depend upon if you have any LRM users on your team (notice how I didn't say boats, as not all LRM users are running LRM boats). If there are no LRM users on your team, they can still be handy.
If you are in team plays, you can have a team that can support your NARC easier, or use you as a target designator for their direct fire weapons. Sometimes, one person in the group taking less weapons to help coordinated the team faster is more helpful to the group than a mech going with more weapons and dealing more damage. This is a team game after all.
In CW, once again depends on if you are in a team or not, and if LRMs are present or not. The target information can be helpful here, but of a bit more limited use.
If you are ever in a competitive playing scene (if this is your goal), then no. NARC will be fairly useless to you and your team most likely. Same with LRMs for those players.
I'm going to presume you are like 95% (random number, not actual percentage of players) of players in this game and you are not going to be playing this competitively, at least not for now. With this statement, I'd have to say, sure. Why not use it? Honestly, I suggest one uses all the weapons in the game, at least a few times. Learn how every weapon behaves and what every weapon is capable of doing.
For actual NARC mechs I have used, I only have one NARC mech personally. It's a strange Raven 3L design and not made for everyone. It's made with a very specific (and I find fun) combat style. It's come in very handy on some teams, and other teams it was only helping itself get locks.
If you are new to this game, I'd recommend exploring NARCs at a later time, when you have more survival skills learned and have a better grasp on he concepts of this game. Otherwise, you probably will be wasting NARC pods on targets that shouldn't/don't need to be NARCed, or you'll try to "NARC all the things" which also isn't exactly overly helpful most times.
As a final note of advice, I really can't stress enough about testing out all the weapons you can in this game. Experiment with everything, at least a little bit. Check out flamers for a tiny bit. Use LRMs and see how they behave (and if you even like them). Try a Gauss and learn it's charge mechanics. Every thing you experiment with, no matter how silly it might look at times, will help you learn more about the game. Don't be afraid to ask either. As you can see, there are plenty of people here who are willing to try and help you out, from all different walks of the game.
#43
Posted 16 April 2015 - 06:17 PM
YCSLiesmith, on 16 April 2015 - 05:05 PM, said:
Hate to say this to you, but is it possible that the team rolled out without him, leaving him behind because they all were faster? I've had it happen in my Awesome before (wanted to check it out). Because I kept my engine stock, I wasn't moving very fast. People kept ditching me with their faster machines, leaving me alone and vulnerable.
Sometimes, it's not the player's fault, but the team's/lancemate's fault. Other times, it is the player's fault and not the team's. Sometimes, it's just the luck of the game that the Atlas got knocked down in the first shot of the game by a head shot (or whatever other example).
#44
Posted 16 April 2015 - 06:32 PM
YCSLiesmith, on 12 April 2015 - 07:15 AM, said:
It's like piling LRMs onto an Atlas, then.
Modo44, on 12 April 2015 - 08:57 AM, said:
All true; now, it's also true that you can still compensate for many or all of these things to some degree - but when these conditions occur, your LRM boat is still less effective than a direct-fire build. If not all the time (see above.) I still recommend that people learn to use LRMs while they're in low Elo/learning the game - but be aware of the system's limitations and that in its current form it will not be something to use when you're seriously trying to win.
#45
Posted 16 April 2015 - 06:44 PM
JC Daxion, on 15 April 2015 - 09:43 AM, said:
You know i have been pondering this topic over the last few days.. and, mechs that came to mind that a NARC could work in builds are, Kintaro, trebutchet, Quickdraw, stalker, and highlander, perhaps even a centurion. Especially if you play in pugs, as some times that ECM is just a total PIA. It can really help target mechs of priority, or get people to focus. Especially when learning to play, often as a new player your job is not to do top damage, and have 4 kills. It is to help add damage, maybe drop an ECM, or add it to your own team, help pop a target on radar, stick with the main group and adding weight.
Though i still kinda think anything under 50 tons, it might not be worth using.
but to the OP's topic, i do agree with others that lights might not be the best choice, though i do think a spider can add a BAP, as with the death's Knell. Perhaps the 45 ton vindicator might be a decent narc mech. (personally i have not played this mech, but i could see some potential builds that fit a narc on it, that might be worth trying.) Both of which can help take the place of Narc to some degree.
I was being facetious, but I run NARC on my Raven 3L. Mainly, put NARC on lights with medium/long range weaponry designed to poke. It's pretty easy with Enhanced NARC to hill hump and dump a quick NARC on an enemy before they return fire. You are sacrificing some DPS, but you aren't going to be a heavy weapons guy unless you are running a Raven 2x.
I don't see NARC as critical for LRMs, but it does help. I think it's more valuable to counter enemy ECM and to draw your teams attention to priority mechs. Be smart with who you NARC and when, and you can drive your team with it.
#46
Posted 16 April 2015 - 06:56 PM
If you play a slow, powerful Assault, you're going to have difficulties based on that lack of mobility, but there are things you can do about it. Make sure you're not maxing out at 48kph with speed tweak, keep in motion and trust your armor (and your torso twisting) under fire, and spend $10-$30 (or your local equivalent) on a microphone headset to talk to your team. You'll still have matches where your team screws you over. You can't help that; it happens with every chassis - but you can be sure you don't help them do it.
PPS: If you have some kind of technical or financial issue that prevents you from correcting these factors, you have my profound sympathy - but these issues are few and far between, and they are your issues. I don't/didn't have the money to buy any Clan packages; I mean, it was that tight, I seriously didn't have the money. This limits my ability to play in a non-loyalist merc unit, as we may one day take a Clan "contract." But though that would suck for me, and I can't wave a magical money wand to give myself Clan Battlemechs (though I am saving c-bills,) I still choose to play the game (because it's fun!) and it's my issue to deal with.
Edited by Void Angel, 16 April 2015 - 08:37 PM.
#47
Posted 17 April 2015 - 08:49 AM
Void Angel, on 16 April 2015 - 06:56 PM, said:
The C-bill grind isn't THAT bad. All of my clan mechs were C-bill buys or event awards, and the ones I regularly use in CW are the ones I bought and customized with C-bills. I have 3 Stormcrows (since they were my original drop deck) an Adder (that I won in that super-grindy challenge) and two Hellbringers (that I have been picking up because I feel like ecm on a fast heavy is pretty freaking sweet.)
My current deck is two Stormcrows and two Hellbringers, but I may yet change that up. My original deck was two Stormcrows (one of which was the trial) and the trial Timber Wolf and Kit Fox. Using trial mechs in CW IS possible, you just want to pick the good ones to use for it. In my experience, this means nothing with duel ERPPCs. The trial Adder and Hellbringer let me down pretty hard, especially given how much I loved that exact weapon setup in older mechwarrior games.
Also, as an off-topic aside, is it just me, or is something really wonky with PPC hitreg lately? I've seen a great number of my Panther's projectiles appear to fly straight through enemies when they once were pretty ok for burning light mechs that came to duel me.
#48
Posted 17 April 2015 - 09:08 AM
Tim East, on 17 April 2015 - 08:49 AM, said:
On the first part, you can use dual ERPPC setups (I love the Adder Prime and do well with it). You just really have to be careful with that heat curve. Don't alpha those ERPPCs unless you know you can cool down afterwards. I chain fire them and get decent results.
As far as Hit Reg... It isn't just PPCs. I've recently had a match with my Zeus where all I basically had left were 3 SRM6s (and a med laser). I went "well, CHARGE" into the enemy. I was face to face, couldn't miss, with a Timberwolf. Unloaded my SRMs and did 0 damage. Then I promptly died after two 0 damage SRM alphas. (DIdn't even turn the person's armor from yellow.)
After that, I changed to 3 LRM5s (for now) and have had much better results. (And the lasers all to 3 LLs, which I was tempted to do before hand anyway.) But yeah, anything that isn't a laser seems to be having hit reg issues again...
#49
Posted 17 April 2015 - 12:49 PM
Tim East, on 17 April 2015 - 08:49 AM, said:
My accumulative c-bills per match is almost 111K right now. What if I take that number, assume 5 matches an hour, and ask myself, "how long will it take me to buy three Mad Cat variants, before I even customize them?" The answer works out to one hundred and two hours for that one chassis. Even if I resort to speed dropping and get in 8 drops an hour, I'm still at about 51 hours of solid game time. That's a job; a full work week with 11 hours of overtime. Now, I can bump that down somewhat by buying Premium Time and using C-Bill bonus 'mechs (my /hour is rising lately, because Pirates' Bane,) but understand: this is before modules! Even at the lower figure, if I play two hours a day, 7 days a week, it would take me the better part of a month to buy just the bare 'mechs (3.6 weeks.) That's an insane amount of time to spend just to master and module one chassis - and I can't even think about cross-leveling weapon modules because I'm just breaking into Clan 'Mechs.
On the subject of hitreg, I think something's up with it lately - I suspect that's part of why PGI put up their Let's Talk About Ping thread. It may just be our imagination, but at least people are complaining about it, and at best PGI is on the trail of some more fixes.
Edited by Void Angel, 17 April 2015 - 12:58 PM.
#50
Posted 17 April 2015 - 01:20 PM
Void Angel, on 17 April 2015 - 12:49 PM, said:
On the subject of hitreg, I think something's up with it lately - I suspect that's part of why PGI put up their Let's Talk About Ping thread. It may just be our imagination, but at least people are complaining about it, and at best PGI is on the trail of some more fixes.
Well, I didn't say you'd be done overnight. I said that you could start with one and work for the rest as you played. Heck, all that talk about modules and whatnot is pretty wild to me, since I drive the vast majority of my mechs without even consumables, let alone expensive modules. I also went with the Stormcrow first, which is a little bit cheaper than the Timber Wolf and a good bit lighter.
All I'm saying is, trial mechs are leagues better than they were when I first started playing this game, even though for some reason PGI is treating the clan trials like they did the IS ones way back when. Stock builds. Hah! With that said, some mechs aren't too bad stock, and clan mechs tend to benefit from this more than most since upgrades are integral to chassis anyway, so it's not like you're going to be driving something with SHS unless it could never equip DHS in the first place.
If you are considering the grind a "job" it defeats the purpose of playing the game imho. I play for fun in mechs I enjoy, and the C-bills earned thus are used to experiment with new mechs that I think I may enjoy or upgrade my very few top favorites with hyper-expensive modules. Mostly the former, actually. If I already like a mech, I rarely feel the need for a module to make me like it more, with the possible exception of advanced zoom, which has been calling out to me of late. My point is, play for fun, and the C-bills will rain down on you as you do it. I make about 200K a match with premium enabled, though this fluctuates up or down on any given match. Really, as long as I make 80K, which is pretty nearly always, I feel good, because it means that my willingness to forgo consumables is being directly converted to "money" in my account.
One final aside: the Pirate's Bane is amazing, and I commend you for the wisdom of your purchase, oh fellow Locust pilot.
#51
Posted 17 April 2015 - 02:40 PM
Sure, I can get new stuff via c-bills eventually. But even if I buy Premium Time constantly (so I'm paying for the game) it would take me - if I recall correctly; I did the math a while back - more than a decade just to get all the chassis in the game by grinding it out. And that's if PGI closed up shop and just left the game as-is with the servers running. If I'm not playing with friends, it takes so long between measurable rewards that I find myself playing less and less. Since I do socialize with my unit, this isn't an immediate problem, but I think that increasing the c-bill gain would really help the game be more fun for itself - particularly it would allow new players (who often feel overwhelmed by complexity and punished for picking a 'mech they then have trouble using) more latitude in experimenting with the game.
#52
Posted 17 April 2015 - 04:05 PM
The best experience I've ever had with lrms was in my clrm50 mad dog with narc. I find that the high torso mount can really help you poke over hills, narc someone, duck back and rain doom upon the enemy. However, this setup mainly works because the mad dog is a glass-cannonish sort of mech with heaps of tonnage to spare. These sort of mechs are usually picked for lrming as they do not need to tank a lot of damage and can carry plenty of lrms and ammo. With lots of missle hardpoints you can afford to carry narc and it often benifits you alot more than tag as you do not need to keep LOS with the enemy. I think that alot of the struggle people have with using lrms is that they cannot maintain a consistent lock and will lose it before thier missles hit. Narc greatly improves your chances of keeping the lock and neutralises ECM (if you get a lock on an ecm mech make sure to pwn it so it doesn't keep interfering with your future locks). Make sure to also carry bap to further secure your locks. Again, most of these builds require heavier mechs to carry all of this equipment. BTW don't use lrm 20's as they have bad spread and are tonnage inefficent.
Another interesting point is positioning. Others have said it before and I am going to say it again that you should never be using lrms near the 1000 meter range bracket. YOU WILL MISS. I consistently do the most damage just behind the front lines in the 500-200 range bracket where you can narc enemies and the enemy usually cannot dodge them in time. On the other hand, do not be the guy to stand on the top of the hill and take 9000 erppcs to the face and die. Always be near or behind cover.
As to the lrm light mech users I would generally advise against it. You do not have the tonnage to carry sufficient firepower, ammo and equipment (adder excepted). Oftentimes I see troll builds running something like two lrm 5's on a commando (little ammo, no support equipment). What is the point. The most you will ever do is harrass lone assault mechs who refuse to stay undercover. In most cases AMS will eat your piddly lrms and you will do no damage. With no support equipment locks will be hard to aquire and you will have to do foolhardy pokes to aquire locks. I have seen people do well in adders as they can carry narc with some potent lrms and can be ignored to do alot of damage. Ravens and kitfoxes are borderline cases as you can carry some decent lrms but will be struggling to carry ammo and support equipment. The general rule with lrms is: 'go full spam or go home'. When it comes to mediums you can actually do ok as some of them have great quirks for lrms (get hunchie 4j, treb, griffon?) but you might not have enough hardpoints to carry narc. On the whole heavies and assaults make the best lrm boats as they have the tonnage to do what needs to be done.
When it comes to scout narcing with streaks I think that with your limited tonnage you would be better off carrying moar lazors or bap to augment your streaks. I could see a narc scouter working in comp play if you have a full battery of lrm boats behind you but for general pug-ing you probably wont do as well as a more aggressivly designed light.
In the end I would say to get narc plus a 60+ ton mech if you want to run lrms. Artemis is not really optimal for lrms as you only get bonuses for LOS locks. Always carry plenty of ammo and take off the chainfire and accept the ghost heat if they have ams.
Edited by The Blazer of Lasers, 17 April 2015 - 04:12 PM.
#53
Posted 17 April 2015 - 04:14 PM
Lengthy, possibly badly formatted, and fairly accurate explanation of basic LRM use: check!
Assertion that many "LRM haters" are simply incompetent with the weapon system: check!
Ignorance of the qualifications of many or all detractors of LRMs in the thread: check!
Your explanation of how to best use LRMs is fairly good (though you still want Artemis,) but don't assume that those of us telling you that LRMs are not generally a good weapon at high Elo (PuG or CW) are just doing it wrong.
Edited by Void Angel, 17 April 2015 - 04:15 PM.
#54
Posted 17 April 2015 - 06:12 PM
The Blazer of Lasers, on 17 April 2015 - 04:05 PM, said:
I'd post a lengthy rebuttal for the hundredth time, but just try bringing a LRM deck to a player-run league and find out why no one brings LRM decks.
#55
Posted 17 April 2015 - 07:22 PM
Void Angel, on 17 April 2015 - 04:14 PM, said:
I don't mind people presenting the faults of LRMs into threads. I don't mind people saying why they don't like or why they like them. But you have to at least give us some credit that LRMs are a viable weapon, even if they are not "the best" weapon around.
Our arguments aren't necessarily that LRMs are great, but are against the "Don't use them, flamers are better because you can make it look like you breath fire" people. LRMs are viable. I believe even you admit that. They are a weapon system that, there are worse out there and their are better out there. (We also often get told that having someone hiding behind cover 1000m away isn't effective, when many of us LRM users who know how to use them effectively don't do that. That comparison is as false as telling someone that all Gauss users hide 1500m away and don't use their armor to get shot at (take fire) for their team.)
Don't know if I'm still making sense here, but I'm sure you see what I'm trying to say at least. (You normally do.) Basically, the "Don't use LRM" crowd has it wrong, as much as the other side is wrong in some of their approaches. Each side want to typically present bad examples of situations where LRMs are either being used improperly (hide and shoot only indirectly at 800-1000m, then complain about locks) or specific situations where LRMs can do extremely well (but in this one situation, I could LRM someone as they cross out in the open (and direct fire weapons could be more effective)). Neither example is truly correct. Properly used LRMs can be a good asset, but with higher player skill comes more knowledge of maps, positioning and evasive tactics. This can give LRMs diminishing returns, but I don't think invalidates them either. For most average matches, LRMs can be effective, depending upon how they are played for the most part. (I could, but will avoid, saying how to use LRMs correctly. I'll also avoid trying to touch on their specific strengths and weaknesses. This thread is not about LRMs, but about NARC instead.)
#56
Posted 17 April 2015 - 07:43 PM
Krivvan, on 17 April 2015 - 06:12 PM, said:
What people don't get is that LRMs in MWO are the haduken fireball of Street Fighter. Yeah it can get you through the campaign on easy but along the way it is hoped you learned some different moves. Also, at the 1vs1 level, an LRM mech will occasionally beat a superior player that gets caught in a bad spot or what have you. LRMs would be completely broken if they couldn't get players some kills at least.
Some people want to keep including LRMs for the sake of LRMs themselves no matter what anyone says and thats fine. LRMs are a whole group of weapons in the game afterall. However, as players progress and climb the Elo rungs so to speak, the game is increasingly more like robot Quake and less like an arcade sim. Smart opponents will have positioning and ECM and you also depending on a favorable map.
.
#57
Posted 17 April 2015 - 08:36 PM
Kin3ticX, on 17 April 2015 - 07:43 PM, said:
What people don't get is that LRMs in MWO are the haduken fireball of Street Fighter. Yeah it can get you through the campaign on easy but along the way it is hoped you learned some different moves. Also, at the 1vs1 level, an LRM mech will occasionally beat a superior player that gets caught in a bad spot or what have you. LRMs would be completely broken if they couldn't get players some kills at least.
.
Exactly on point. We're not disputing that LRMs can't do well in lower brackets. They can clearly do very well and kill many mechs if those mechs are clueless. But you get exponentially diminishing returns and you eventually get horrible habits and get stuck in a corner where you haven't improved with any other playstyles at all.
If your fun comes from constantly striving to improve and seeing those results, then LRMs are not the way to go. If a player is interested in trying to figure out a good mech, that is when I would steer them away from LRMs. If they just care about pretty lights then okay whatever.
#58
Posted 17 April 2015 - 08:47 PM
Krivvan, on 17 April 2015 - 08:36 PM, said:
What about "fun"?
Besides that, you got most of it right. Never said LRMs were a premier weapon system, but they aren't trash either. (Not that you were pointing me out specifically. Just saying in general.)
#59
Posted 17 April 2015 - 08:54 PM
Tesunie, on 17 April 2015 - 08:47 PM, said:
Fun for many people comes from seeing themselves improve and the results of that improvement. Also from trying to find the best ways to win and achieving that. It's the thing that keeps people playing Starcraft, DoTA, CS:GO and etc. And that's what I'm saying. The type of player that plays those kinds of games should not look towards LRMs.
#60
Posted 17 April 2015 - 09:07 PM
Yeah, 4LL WOULD be more effective as a combat mech. Hell, it would be more effective in general! I'm posting this sentence because the NKVA guys are gonna post and tell me that LRMS blow {LT-MOB-25} if your only concern is winning in the most effective manner. They're right! Course, they'll usually just say "LRMs blow {LT-MOB-25}"...which I guess is also right.
Anyway, I rack about 500 damage in CW with this mech. With PUG groups in CW or in normals, NARC seems very effective at causing target-focusing without using communication. Yeah, you should always use communication, but sometimes you're too lazy, or you're trying to lead the group in another way. I LOVE slamming a narc home into a Daishi and running off chuckling. More often than not his exact position being transmitted will lead to proper maneuvering by the team, and a swift kill.
tl;dr: NARCing on certain mechs is fun and at least marginally useful. It isn't the best. Wouldn't use a light for it in any way, though.
@Tesunie
The guys arguing that LRMS are awful will NOT concede that they are viable. You gotta understand this. Their viewpoint is simply different. Their arguments assume that winning a game (and usually CW) in the most effective manner is top priority. For many people, it isn't. So you'll never agree, that I could see.
Edited by Sandersson Jankins, 17 April 2015 - 09:08 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users