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Is The Narc Too Big?

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#41 Lykaon

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Posted 05 February 2016 - 03:34 AM

View PostGarrick Kael, on 04 February 2016 - 03:38 PM, said:


1) Intended for hardpoint and tonnage-limited Light mechs who can dart or stealth around that 450m range.




This is an assumption based upon a lack of out of the box thinking.

Slap a NARC on an Atlas and see how it works out. My Atlas AS7 S has an AC20,three SRM4 four medium lasers and a NARC launcher w/ BAP. 350 standard engine for "mobility"

This mech must be within NARC range to fight anyhow and the salvo of SRMs covers the NARC approach from AMS. The BAP cancels any ECM in the area that I can not locate or target directly.

Banshees are also nice chassis to sneak a NARC onto (the Hero and S model )

#42 CDLord HHGD

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Posted 05 February 2016 - 07:11 AM

It's not too big. It's just very situational. If your team is gonna run some LRMs, then it's a very potent tool. If no organisation, then taking it is a risk to uselessness.

#43 Pjwned

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Posted 05 February 2016 - 12:45 PM

As for the actual thread topic...

NARC really only needs 2 things to make it more worthwhile.

1) LRMs need to not be as bad so that you actually see LRMs on more mechs, which can be accomplished by nerfing the jesus box effect of ECM. This would in turn make NARC more valuable because it would be much more likely to assist with LRM rain rather than bringing NARC and then finding nobody has LRMs because LRMs are so unreliable.

2) NARC needs its rewards bumped back up, it doesn't make any sense that it got a nice c-bill & XP reward buff a while ago, which was then senselessly nerfed into the ground by making it only give a reward if the target was killed by LRMs while NARC'd; reverting it back to the way it was would do nicely.

Fix those 2 things and it's good.

#44 wanderer

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Posted 05 February 2016 - 01:03 PM

Quote

Just get in closer if your NARCs are being shot down, not like you need to stick around afterwards.


Given enough AMS in the area, you literally may have to get inside LRM range to stick a NARC as it's health can be totally depleted inside of 200m.

#45 Yosharian

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Posted 05 February 2016 - 01:17 PM

NARC itself is in a good place right now.

NARC rewards (cbills, score, etc) are not.

#46 Seal Farmer

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Posted 05 February 2016 - 02:31 PM

View PostMonkey Lover, on 04 February 2016 - 03:50 PM, said:

Narc is such a powerful weapon im not sure changing anything would be a good idea. I have won so many games because i narced with a light. I wouldnt want to see this being used more.

On maps like Caustic & Boreal Vault a good Narcer and a few good LRM boats and just watch as you slaughter the other team easily. In the right circumstances NARC is already powerful and doesnt need help.

Edited by Seal Farmer, 05 February 2016 - 03:45 PM.


#47 wanderer

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Posted 05 February 2016 - 03:04 PM

With LRMs generally being considered useless, nobody brings AMS- which also mitigate NARCs.

You basically can't NARC a target with him and his three friends AMS-equipped outside of very close range.

And given that, you may not survive to NARC a second time if you do.

#48 Bishop Steiner

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Posted 05 February 2016 - 03:13 PM

View PostFupDup, on 04 February 2016 - 03:44 PM, said:

PGI has a strict stance that they will never, ever, in a million gazillion years, change the tonnage or critical slots of any item ever.

As such, we have to try to make items worth their weight instead of just making them lighter/smaller.


Ammo counts per ton, however, are fair game.

and aside from in Comp Tiers, NARCs are currently very bloody effective (unless you end up on a team with no LRMs, lol), far moreso than TAG.

#49 Pjwned

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Posted 05 February 2016 - 07:14 PM

View Postwanderer, on 05 February 2016 - 01:03 PM, said:

Given enough AMS in the area, you literally may have to get inside LRM range to stick a NARC as it's health can be totally depleted inside of 200m.


That's not really a problem unless you're also carrying your own LRMs that you intend to use on your NARC targets.

View Postwanderer, on 05 February 2016 - 03:04 PM, said:

With LRMs generally being considered useless, nobody brings AMS- which also mitigate NARCs.

You basically can't NARC a target with him and his three friends AMS-equipped outside of very close range.

And given that, you may not survive to NARC a second time if you do.


If you're fast enough and you don't charge into a firing line of multiple mechs out in the open that clearly see you coming, then you can often enough get in close, fire a NARC, and then run off.

#50 Deathlike

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Posted 05 February 2016 - 07:42 PM

For NARC to be effectively "self-sufficient", using triple the natural value makes the most sense (default: 6, current: 12, proposed: 18).

While it has some value, the tonnage commitment AND its non-direct damaging use is part of its problem. I'd still trust SRMs more than NARC, despite the hitreg that SRMs tend to suffer from.

If you have to bring more than 1 ton of NARC, then PGI's doing it wrong.

#51 VirtualRiot

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Posted 05 February 2016 - 07:50 PM

NARC just needs 2x current projectile speed, and actual rewards.

It just needs NARC damage, and NARC stealth, just like tag.





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