For the longest time I thought my NARC had ****** hitreg, and then I realized it doesn't. In fact, it has one of the better hitreg's in the game.
What's making it so difficult then?
1: AMS destroys NARC beacons. Since there is only one, and AMS can destroy up to 5 in a volly of 20, it's EZ-PZ for it to destroy your NARC beacon. If there is an AMS in range, don't even bother.
2: ECM counters NARC, and not the other way around. Right now, let's say an enemy mech has ECM and is covering 5 other 'mechs with a cloud. If you NARC any one of those 'Mechs, nothing happens. Literally nothing. The NARC beacon is there, but ECM screws it over and makes it useless.
3: The only way to stop #2 is to NARC the ECM-carrying mech. Many of the current ECM-carrying mechs are lights. You are trying to shoot a slow, unguided missle at a light. Possibly multiple lights. If the team has multiple ECM-mechs, you can NARC the entire team and not see a single goddamn one of them as long as one of the ECM mechs is still not NARC'd.
This is why people don't use NARC. It sucks. NARC doesn't appear to be like LRM's, it doesn't have a propulsion source (perhaps why it's so slow?) so I don't know how AMS could target it based on heat signiture. Also the fact that it fires at such a weird angle compared to LRM's should throw AMS out of the equation.
NARC should allow locks and targeting of a mech even if they are covered by another 'Mechs ECM. However, this would only do so for THAT mech. All other mechs covered by ECM would still be fine.
I think this would finally give NARC a purpose.
Thanks.
Narc Is In A ****** Place
Started by Night Thastus, Jun 23 2015 07:00 PM
8 replies to this topic
#1
Posted 23 June 2015 - 07:00 PM
#2
Posted 23 June 2015 - 08:38 PM
Just needs its Cbill rewards that it used to have...
#3
Posted 23 June 2015 - 08:57 PM
Mister D, on 23 June 2015 - 08:38 PM, said:
Just needs its Cbill rewards that it used to have...
That wouldn't come close to fixing the issue. The fact is that in it's current state, it's damn near unusable. Use it near AMS, it gets destroyed. Use it near ECM, and it's completely worthless. Those two things are pretty big in this game if you haven't noticed. Can't play a single gave without 3 or so of the mechs on both teams being ECM.
#4
Posted 23 June 2015 - 09:24 PM
The AMS has never been an Issue, if you use it under 200m. It has 2hp, so a single AMS can't take it out. The main problem is the sheer proliferation of ECM mechs around at the moment. Narc one, and three others can still cover it.
If ECM only did what it was meant to, and prevent NARC, Artemis, and BAP from working, we wouldn't have this problem. But they wanted ECM to be a Ninja Assassin Stealth System of Death for EWar/Role Warfare.....
If ECM only did what it was meant to, and prevent NARC, Artemis, and BAP from working, we wouldn't have this problem. But they wanted ECM to be a Ninja Assassin Stealth System of Death for EWar/Role Warfare.....
#5
Posted 24 June 2015 - 03:28 AM
The thing is that whole electronic warfare from mwo you can throw to toilet.
Now implement BT mechanics please.
Now implement BT mechanics please.
Edited by Jaeger Gonzo, 24 June 2015 - 03:32 AM.
#6
Posted 24 June 2015 - 10:57 AM
Are you sure ECM counters NARC? I swear I get hit with NARC in my ECM mechs and take all kinds of missiles for it...
I actually fear NARC these days, as it makes me obvious to the whole enemy team while it's active. Though, I still never actually equip one ^^; Too much tonnage I could be using to i flict that harm myself!
I actually fear NARC these days, as it makes me obvious to the whole enemy team while it's active. Though, I still never actually equip one ^^; Too much tonnage I could be using to i flict that harm myself!
#7
Posted 24 June 2015 - 02:11 PM
Greetings all,
I would agree that NARC and some of the other sensors seen within MWO are not modeled 'per the Battle Tech Spec's'
- One of the 'other battle tech games' actually has a time lock-on for NARC, hold the target for a few seconds, the NARC locks on and when launched it tracks and latch's onto that target, (even a moving target) It also broadcasts that there is an 'active' NARC present on all the friendly 'Mechs HUD's.
- Now this lock-on timer beeps and then buzzes when lock is achieved, so the launching Pilot has a sound queue when ready, and for the target it's a very deadly device, as any LRM or SRM within range can point up and launch, the missiles will track to the effected 'Mech.
- One of the few escapes for the effected 'Mech is to seek cover, of have a friendly 'Mech fire a PPC at or near there 'Mech, the PPC has the effect of 'disrupting' the mag lock and the NARC falls off. (deactivating it)
Again, that other game also does generic sensors so much better than MWO. With two levels of sensor mode's, Active and Passive.
- Active mode is about the same we have now in MWO.
- Passive mode will not give the 'quite 'Mech' a target lock on any enemy, is makes it more difficult for the Enemy to actually lock onto your 'Mech at any range, (if within 300mtrs locks are normal) this mode allows for undetected flank maneuvers inside the max range of the Enemy. (if they physically see you, the gig's up, but you won't show up on sensor detection.)
- We really need this type of dual mode sensors for MWO!
Just some info,
Aim True and Run Cool,
9erRed
I would agree that NARC and some of the other sensors seen within MWO are not modeled 'per the Battle Tech Spec's'
- One of the 'other battle tech games' actually has a time lock-on for NARC, hold the target for a few seconds, the NARC locks on and when launched it tracks and latch's onto that target, (even a moving target) It also broadcasts that there is an 'active' NARC present on all the friendly 'Mechs HUD's.
- Now this lock-on timer beeps and then buzzes when lock is achieved, so the launching Pilot has a sound queue when ready, and for the target it's a very deadly device, as any LRM or SRM within range can point up and launch, the missiles will track to the effected 'Mech.
- One of the few escapes for the effected 'Mech is to seek cover, of have a friendly 'Mech fire a PPC at or near there 'Mech, the PPC has the effect of 'disrupting' the mag lock and the NARC falls off. (deactivating it)
Again, that other game also does generic sensors so much better than MWO. With two levels of sensor mode's, Active and Passive.
- Active mode is about the same we have now in MWO.
- Passive mode will not give the 'quite 'Mech' a target lock on any enemy, is makes it more difficult for the Enemy to actually lock onto your 'Mech at any range, (if within 300mtrs locks are normal) this mode allows for undetected flank maneuvers inside the max range of the Enemy. (if they physically see you, the gig's up, but you won't show up on sensor detection.)
- We really need this type of dual mode sensors for MWO!
Just some info,
Aim True and Run Cool,
9erRed
Edited by 9erRed, 03 August 2015 - 07:47 PM.
#8
Posted 24 June 2015 - 02:27 PM
Night Thastus, on 23 June 2015 - 08:57 PM, said:
That wouldn't come close to fixing the issue. The fact is that in it's current state, it's damn near unusable. Use it near AMS, it gets destroyed. Use it near ECM, and it's completely worthless.
Use it on ECM, it neutralizes ECM.
Use it at less than 150 meters near AMS and even AMS Overload can't stop it. (For some reason you can do it from 200+ meters when firing it from behind and have success even against AMS Overload. Guess the old bug never got fixed right).
#9
Posted 28 June 2015 - 05:13 AM
Shoot some SRM a fraction of second before your NARC to punch true multiples ams at 300 range.
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