Is there a write up on how it works?
I don't quite understand it...from the receiving end.
Thats a serious question btw, I don't quite understand its mechanics to be able to mitigate it.


How Does Narc Work?
Started by Humpday, May 26 2018 07:11 PM
4 replies to this topic
#1
Posted 26 May 2018 - 07:13 PM
#2
Posted 26 May 2018 - 07:39 PM
Firstly, MWO's rendition of the rules VS tabletop have been changed.
The idea is that Standard LRMs are barely guided at all, likely with input from the targeting computer at launch, and then fired. They're holdovers from the succession wars. Indirect fire can be spotted by any infantry with a radio, so tabletop indirect fire could be summed up as broadcasting spoken coordinates and punching them into a targeting computer. It also explains how hard it is to hit anything with IDF in tabletop.
TAG is not supposed to help those LRMS at all. Until very recently due to players of tabletop having the mandela effect and the catalyst guys saying "Screw it whatever", all TAG did was designate a target, not spot it. In fact, Tag only existed at first to guide Arrow IV missiles, not LRMs, and you couldn't fire any weapons on the same turn. TAG is meant to be the laser-guided system, giving laser-guided missiles the ability to home in on designated targets. Later, Semi-Guided LRMs were invented in the lore to let LRMs take advantage of TAG, but they were late-era. Tag was never meant to assist LRMs.
NARC, on the other hand, was more like radio homing, transmitting radio signals that helped specifically equipped missiles (NARC-SRMs and NARC-LRMs cost double the standard), and while they didn't improve your chance to hit, they improved the number of missiles that did hit. Effectively, they worked almost the same as Artemis IV systems, except that you'd have to equip one Artemis IV to each launcher. Units that didn't come standard with Artemis IV could still take advantage of those speciality ammo types, so an old 3025 Javelin, for example, could be given NARC SRM6es, and take advantage of narc beacons other mechs fired. In the Total Warfare days, they also expanded the NARC's capabilities to allow indirect fire as though the target hit with a NARC beacon were being spotted for indirect fire.This also explains why NARC is affected by ECM, which garbles the radio transmission.
Artemis IV is similar, but instead of a beacon that broadcasts from the target, Artemis IV keeps in radio contact with the missiles during flight in order to correct the flight paths, again no targeting bonus, only keeping the missile spread tighter. Again, that makes ECM able to jam the transmissions and make missiles operate as regular missiles.
Generally speaking though, the NARC beacon is treated as far inferior to Artemis IV and TAG. Recent tabletop buffs to TAG's functionality don't help to remedy this solution.
tl;dr: TAG=Laser-Guided. NARC = Radio-guided.
The idea is that Standard LRMs are barely guided at all, likely with input from the targeting computer at launch, and then fired. They're holdovers from the succession wars. Indirect fire can be spotted by any infantry with a radio, so tabletop indirect fire could be summed up as broadcasting spoken coordinates and punching them into a targeting computer. It also explains how hard it is to hit anything with IDF in tabletop.
TAG is not supposed to help those LRMS at all. Until very recently due to players of tabletop having the mandela effect and the catalyst guys saying "Screw it whatever", all TAG did was designate a target, not spot it. In fact, Tag only existed at first to guide Arrow IV missiles, not LRMs, and you couldn't fire any weapons on the same turn. TAG is meant to be the laser-guided system, giving laser-guided missiles the ability to home in on designated targets. Later, Semi-Guided LRMs were invented in the lore to let LRMs take advantage of TAG, but they were late-era. Tag was never meant to assist LRMs.
NARC, on the other hand, was more like radio homing, transmitting radio signals that helped specifically equipped missiles (NARC-SRMs and NARC-LRMs cost double the standard), and while they didn't improve your chance to hit, they improved the number of missiles that did hit. Effectively, they worked almost the same as Artemis IV systems, except that you'd have to equip one Artemis IV to each launcher. Units that didn't come standard with Artemis IV could still take advantage of those speciality ammo types, so an old 3025 Javelin, for example, could be given NARC SRM6es, and take advantage of narc beacons other mechs fired. In the Total Warfare days, they also expanded the NARC's capabilities to allow indirect fire as though the target hit with a NARC beacon were being spotted for indirect fire.This also explains why NARC is affected by ECM, which garbles the radio transmission.
Artemis IV is similar, but instead of a beacon that broadcasts from the target, Artemis IV keeps in radio contact with the missiles during flight in order to correct the flight paths, again no targeting bonus, only keeping the missile spread tighter. Again, that makes ECM able to jam the transmissions and make missiles operate as regular missiles.
Generally speaking though, the NARC beacon is treated as far inferior to Artemis IV and TAG. Recent tabletop buffs to TAG's functionality don't help to remedy this solution.
tl;dr: TAG=Laser-Guided. NARC = Radio-guided.
Edited by ice trey, 26 May 2018 - 07:44 PM.
#3
Posted 26 May 2018 - 08:05 PM
Simple version of narc: narc is 3 tons add 2-3 tons ammo. Shoot enemy and enemy shows up to entire team on mini map. Also has nice bonus of canceling ecm if enemy had ecm and makes lrm track better. down side is all those tons for it that could have gone to other stuff and narc itself is very slow.
#4
Posted 26 May 2018 - 08:16 PM
The NARC Missile Beacon is a missile that replaces the explosive warhead of a missile with a homing beacon. When fired at a 'Mech, the missile clamps onto the target and transmits homing information for friendly missiles. Unlike TAG that requires the firing 'Mech to maintain a Line-of-Sight on the missile target, the NARC Beacon allows a 'Mech to fire the homing missile and disengage the targeted 'Mech, allowing a more of a hit and run style missile spotting.[3]
The homing signal increases the tracking strength of friendly missiles by 50%, allowing for more missiles to land on target. Additionally, the target lock will take longer to decay for the missile carrying 'Mech. The tracking strength of the NARC does stack with the TAG's tracking bonus, but does not stack with the Artemis IV FCS's bonus. The beacon will stay active for 20 seconds before the homing signal stops. NARC Beacon Missiles are an unguided missile much like SRMs, so care will be needed to land a successful hit on a target. This is especially important when considering the low number of missiles per ton carried by the Narc Beacon (12). A successful NARCing of a target will be indicated by a series of bars above the targets target box (pictured below).
NARC Beacons will counter ECM if it hits the source of the ECM. Targets that are NARCed but shrouded by another BattleMech's ECM will still be protected by ECM.
The NARC Beacon will also provide XP and C-Bill rewards. This reward is given to pilots that use NARC to mark a hostile, and that hostile takes damage from other friendlies. Given once per hostile 'Mech per match.
Narc Beacon
The homing signal increases the tracking strength of friendly missiles by 50%, allowing for more missiles to land on target. Additionally, the target lock will take longer to decay for the missile carrying 'Mech. The tracking strength of the NARC does stack with the TAG's tracking bonus, but does not stack with the Artemis IV FCS's bonus. The beacon will stay active for 20 seconds before the homing signal stops. NARC Beacon Missiles are an unguided missile much like SRMs, so care will be needed to land a successful hit on a target. This is especially important when considering the low number of missiles per ton carried by the Narc Beacon (12). A successful NARCing of a target will be indicated by a series of bars above the targets target box (pictured below).
NARC Beacons will counter ECM if it hits the source of the ECM. Targets that are NARCed but shrouded by another BattleMech's ECM will still be protected by ECM.
The NARC Beacon will also provide XP and C-Bill rewards. This reward is given to pilots that use NARC to mark a hostile, and that hostile takes damage from other friendlies. Given once per hostile 'Mech per match.
Narc Beacon
- 50% bonus to missile tracking strength
- 50% faster missile lock on time
- Target lock takes 25% longer to decay
- Min 1 ton of ammo needed (12 shots/ton).
- Does not require LOS once attached to target.
- Counters ECM while beacon is active.
- Lasts 20 seconds.
- Multiple NARC Beacons do not improve the bonuses to accuracy and targeting.
Edited by IIXxXII, 26 May 2018 - 08:17 PM.
#5
Posted 27 May 2018 - 07:13 AM
Narc basicaly lights up an oponent on radar if they get hit, so if you get shot you apear on the enemy radar and if there are lrms next thing you will hear is "incoming missiles". Its very handy fi you want to keep tabs on targets when they are going to pop out.
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