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So How Exactly Does Narc And Tag Work?


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#1 BOOMLegShot

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Posted 07 November 2012 - 05:00 PM

I get the general concepts, but I'm not seeing any posts where the actual mechanics and numbers are listed.

The Tag fires like a regular laser. Do you have to constantly hold the target in your reticule? If not, how long does the target painting last after you hit someone?

NARC: What are the specifics? Does it last the entire match once you hit someone? Limited time?

#2 MagicHamsta

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Posted 07 November 2012 - 10:23 PM

Aye, you has to constantly track them. (Unless they stop moving me suppose.)
Tag will tighten the spread of missiles on the target.

NARC currently has several disadvantages which makes it the undesirable.
You shoot a projectile which has a travel time, it also has limited ammo, etc.
.-.

#3 Mu

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Posted 08 November 2012 - 07:51 AM

Narc doesn't last very long at all. Like 15 seconds.

TAG, it doesn't fire like a normal laser...it's just a beam that comes out as long as you hold the buttons. It causes no heat or anything, so you can just put it in all your weapon groups.

I don't really know the specifics about them other than that. I was using them quite a bit last night though.

#4 Supercakers

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Posted 08 November 2012 - 08:49 PM

Narc is a 3 ton missile launcher, with 6 missiles per ton of ammo. The missiles have a range of 270m before they are ineffective, and if they hit an enemy target they last about 15 seconds. This means you do not need to maintain a lock or line of sight after you have hit a target with a Narc missile, as the Narc missile gives that guidance. You can just back around from a building/cover, pop an enemy with narc and duck back behind cover or take off, and for 15 seconds the Narc gives targeting information for friendlies to fire LRM's at etc.

#5 p00k

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Posted 08 November 2012 - 10:30 PM

View PostSupercakers, on 08 November 2012 - 08:49 PM, said:

Narc is a 3 ton missile launcher, with 6 missiles per ton of ammo. The missiles have a range of 270m before they are ineffective, and if they hit an enemy target they last about 15 seconds. This means you do not need to maintain a lock or line of sight after you have hit a target with a Narc missile, as the Narc missile gives that guidance. You can just back around from a building/cover, pop an enemy with narc and duck back behind cover or take off, and for 15 seconds the Narc gives targeting information for friendlies to fire LRM's at etc.

or that's how it's supposed to work. unfortunately narc currently still requires you maintain LOS. hot very useful, huh?

#6 BOOMLegShot

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Posted 08 November 2012 - 11:56 PM

View Postp00k, on 08 November 2012 - 10:30 PM, said:

or that's how it's supposed to work.  unfortunately narc currently still requires you maintain LOS.  hot very useful, huh?


Whaaaaaaaa? Really? Doesn't that defeat the entire point?Yeah I was looking for the "real" info like this, on how it actually works in the game. So you have to keep the TAG held down constantly on the other mech the whole time? And all it does it make the missiles converge more, something that Artemis already does? If anything it seems like TAG makes it worse. Right now Artemis pretty much converges on the head. Why would you want to divert it from that with TAG?

#7 Itsacon

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Posted 09 November 2012 - 01:23 AM

Important to note:
With both items, an extra icon appears next to the red triangle above the enemy Mech (for TAG this is a square targeting reticule, for NARC a radio symbol). All teammates can see this (so if you're a missile boat, and see a diamond with one of those symbols, you know there's a dedicated spotter targeting that enemy).

TAG also stays active for a small period after being hit. I estimate about 1 to 2 seconds. So if you just paint the beam left and right, you can keep a moving mech targeted.

#8 Kmieciu

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Posted 09 November 2012 - 02:42 AM

According to the game files, TAG has a parameter TAGDuration="1" , and NARC has TAGDuration="15.0" .
So the NARC should work identically to TAG, but 15 times longer.

Edited by Kmieciu, 09 November 2012 - 02:42 AM.


#9 VXJaeger

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Posted 09 November 2012 - 05:42 AM

View PostKmieciu, on 09 November 2012 - 02:42 AM, said:

According to the game files, TAG has a parameter TAGDuration="1" , and NARC has TAGDuration="15.0" .
So the NARC should work identically to TAG, but 15 times longer.

IMHO NARC should be at least 1 minute and a flashing info on team members monitor, that missileboats actually realize that it has been set and take advantage of that.
It's actually rather dangerous to NARC some heavy/assault mech 'cause you need to get so close, so it would be fair if it actually would benefit somehow when scout is killed at process.

#10 B0NES

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Posted 09 November 2012 - 09:29 AM

View PostVXJaeger, on 09 November 2012 - 05:42 AM, said:

IMHO NARC should be at least 1 minute and a flashing info on team members monitor, that missileboats actually realize that it has been set and take advantage of that.
It's actually rather dangerous to NARC some heavy/assault mech 'cause you need to get so close, so it would be fair if it actually would benefit somehow when scout is killed at process.


So true. Right now narc is so much worse than tag that its not even worth running. Its six times heavier than tag, requires ammo, and you still have to keep LOS! lame. It really should be a fire and forget kind of weapon with a 30-60 sec duration. why the hell would you need LOS when you just planted a freaking radio transmitter on the enemy mech?

#11 KnightedChaos

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Posted 09 November 2012 - 09:59 AM

Also NARC does not stack with Artemis, and tag does as I have understood it though I may be wrong/have out dated info.

#12 Ateaxeate

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Posted 11 November 2012 - 08:16 AM

Would TAG and NARC combined work to any advantage if working with a friendly with SRMs?

#13 Mechrophilia

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Posted 22 December 2012 - 01:34 PM

NARC is also negated by any enemy ECMs that are in range.

http://www.mwowiki.o...tle=NARC_Beacon

Edited by Mechrophilia, 22 December 2012 - 01:34 PM.


#14 Lukoi Banacek

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Posted 22 December 2012 - 08:43 PM

Does TAG decrease the lock on time for STREAK?

#15 Snib

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Posted 23 December 2012 - 02:52 AM

View PostThomas Dziegielewski, on 20 December 2012 - 02:46 PM, said:

Does it work with SSRM? YES, faster lock, slower decay, better tracking but should already be 100%.
Does it do anything for SRM? NO.
Does it stack with TAG? YES.
Does it stack with Artemis? NO.
Does it require line-of-sight to work like Artemis now does? (I remember something about LOS being required in the beta patch notes when NARC was first put in) NO.


#16 Lukoi Banacek

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Posted 23 December 2012 - 02:02 PM

Thanks Snib.

#17 Lukoi Banacek

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Posted 23 December 2012 - 03:51 PM

sorry, just one follow-up...are those comments Snib quoted above coming from a Dev or from some ingame/forum official tutorial or is that player based commentary. I only ask because specific to my question, short of extensively testing it, how would anyone know that TAG decreases lock on time for example...unless the Devs have said so somewhere.

edit: oops, nvm. Tested it this evening and the difference with and without TAG on lock on times is absolutely impossible to not see the difference in. Thanks.

Edited by Lukoi, 23 December 2012 - 11:37 PM.


#18 Snib

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Posted 27 December 2012 - 11:38 AM

View PostLukoi, on 23 December 2012 - 03:51 PM, said:

sorry, just one follow-up...are those comments Snib quoted above coming from a Dev or from some ingame/forum official tutorial or is that player based commentary. I only ask because specific to my question, short of extensively testing it, how would anyone know that TAG decreases lock on time for example...unless the Devs have said so somewhere.

edit: oops, nvm. Tested it this evening and the difference with and without TAG on lock on times is absolutely impossible to not see the difference in. Thanks.

If you click the Posted Image icon in the top left corner of a quote box it takes you directly to the quoted post. In this case useful to see that the guy I quoted this works for PGI (he's listed as staff moderator but actually is a developer/coder).

Edited by Snib, 27 December 2012 - 11:38 AM.


#19 Volume

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Posted 27 December 2012 - 02:00 PM

I had no idea that NARC was implemented in such a useless manner. I haven't had the misfortune of equipping or using it yet.

#20 Void Angel

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Posted 27 December 2012 - 04:10 PM

Narc isn't working like I"m sure they intend it. I suspect that a lot of stuff that they would have fixed or tuned by now has been pushed back by fixing the netcode - which is a big part of the power of light mechs in general as well as ECM right now.





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