Raven 3L Quirks say "Narc Beacon Duration +10"
Narc lasts 30 seconds when my Raven 3L fires it,
but also lasts 30 seconds when my Griffon fires it....
(40 seconds with "Enhanced Narc" weapons module)
Am I reading this wrong? Does it instead apply to cooldown duration or something?
What am I missing here?
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Raven 3L Narc Duration Quirk Inop?
Started by MechWarrior3671771, Aug 01 2015 08:54 AM
8 replies to this topic
#1
Posted 01 August 2015 - 08:54 AM
#2
Posted 01 August 2015 - 12:43 PM
that seems to suggest ether a 10 second longer duration or a 10% (3 second) longer duration, I am not sure having never checked it, but that definitely looks like it should increase the time the NARC is broadcasting.
I tested and a NARC launched from the 3L only lasts 30 seconds, so I think that may be something which is not working properly,
I have submitted a ticket to general@mwomercs.com asking about it, hopefully they can tell us what is supposed to be happening, however I think support works office hours only, so Monday is the earliest we are likely to get a response
I tested and a NARC launched from the 3L only lasts 30 seconds, so I think that may be something which is not working properly,
I have submitted a ticket to general@mwomercs.com asking about it, hopefully they can tell us what is supposed to be happening, however I think support works office hours only, so Monday is the earliest we are likely to get a response
#3
Posted 01 August 2015 - 01:06 PM
"Hey guys, we made a quirk no-one will ever use because NARC is uselss!"
"Think anybody will notice if it doesn't do anything?"
"Naaaaaah".
:/
But in all reality, hopefully NARC will be a little better once ECM gets nerfed to 90m.
"Think anybody will notice if it doesn't do anything?"
"Naaaaaah".
:/
But in all reality, hopefully NARC will be a little better once ECM gets nerfed to 90m.
#4
Posted 01 August 2015 - 04:42 PM
Yah. I'm trying really hard to make this narc build useful. Not feeling it.
And wasting ammo on mechs covered by ecm. For 12 rounds per ton of ammo, that hurts.
And wasting ammo on mechs covered by ecm. For 12 rounds per ton of ammo, that hurts.
#5
Posted 01 August 2015 - 05:03 PM
Narc is hardly useless.... But really the whole point of the narc is to take out the ECM, or call a target. So target the ECM mech, not one near it and you should be good to go.. Nothing pisses off a ECM mech more than dropping their ECM for 30 seconds.. and by that time he should be dead, and you are free to narc away on other mechs, unless of course there is another ECM mech around, but then you have your target..
but sounds like Narc quirk is busted... Defiantly send in a ticket about it, or tweet Russ.
but sounds like Narc quirk is busted... Defiantly send in a ticket about it, or tweet Russ.
Edited by JC Daxion, 01 August 2015 - 05:04 PM.
#6
Posted 01 August 2015 - 05:17 PM
It is useless on the Raven 3L which is quirked for Narc.
Would you bring a 3 med pulse (18 alpha) with narc that doesn't do much with all the overlapping ecm
or a 3 Med laser / 12 SRM build (40 alpha) without narc?
I'd rather lose the narc quirks and get another laser hardpoint. Firestarter has EIGHT. Must be nice.
Or at least med laser or SRM range/duration/heat quirks.
Would you bring a 3 med pulse (18 alpha) with narc that doesn't do much with all the overlapping ecm
or a 3 Med laser / 12 SRM build (40 alpha) without narc?
I'd rather lose the narc quirks and get another laser hardpoint. Firestarter has EIGHT. Must be nice.
Or at least med laser or SRM range/duration/heat quirks.
Edited by Fenrisulvyn, 01 August 2015 - 05:19 PM.
#7
Posted 01 August 2015 - 05:45 PM
i don't use narc on my ravens.. I really don't use it on most of my mechs, but i did find a mech i wanna use it on.. but i think its a heavy, or is it an assault.. I forget.. i just built it the other day.. To me the smallest mech i would put it on would be a 55 ton medium.. You loose to much fire power, at least for pugs.. groups im sure it could be different as you are working much closer together. Pugs you just need the bonus fire power most of the time, it's just to heavy. Id rather stick in a BAP for 1.5 for ECM cancel, and you get bonus range too. But in a raven 3L, you have your ECM, and can just counter, so bap is pointless.
But my raven, i actually run dual SRM4's with a pair of ML's in the arm.. I run extra ammo and heat sinks, as over heating in a light is just bad news... I just rather them both be in the arm for aiming purposes.. 6's really need artemis, and that makes um to heavy.. 4's stay nice and tight, even with out it.
http://mwo.smurfy-ne...23de7b18b757c5f
But my raven, i actually run dual SRM4's with a pair of ML's in the arm.. I run extra ammo and heat sinks, as over heating in a light is just bad news... I just rather them both be in the arm for aiming purposes.. 6's really need artemis, and that makes um to heavy.. 4's stay nice and tight, even with out it.
http://mwo.smurfy-ne...23de7b18b757c5f
Edited by JC Daxion, 01 August 2015 - 05:49 PM.
#8
Posted 03 August 2015 - 01:10 AM
If a Moderator could move this thread into the right section (bug reporting?) please, would be appreciated.
#9
Posted 06 August 2015 - 04:03 PM
Hey guys,
So the +10 for the Narc Beacon Duration should be referring to +10 seconds, however there's currently an issue we're looking into where Narc Beacon Duration Quirks aren't working in general. We're working on getting this fixed in the near future.
Thanks everyone for bringing this issue up with us and for your patience on this matter. I'm now moving this over to Patch Feedback.
So the +10 for the Narc Beacon Duration should be referring to +10 seconds, however there's currently an issue we're looking into where Narc Beacon Duration Quirks aren't working in general. We're working on getting this fixed in the near future.
Thanks everyone for bringing this issue up with us and for your patience on this matter. I'm now moving this over to Patch Feedback.
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