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Tag & Narc Buff


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#21 MouseNo4

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Posted 04 December 2012 - 11:54 PM

View PostGeneral Taskeen, on 04 December 2012 - 10:00 PM, said:


Yeah, simple as that. Again, pay attention. ECM is designed after Table Top. Get it? Ok, good. Go look up the rules , almost word for word interpretation they used from TT. Narc/TAG, yeah, not so much designed like their TT counterparts.

Again, something X with full TT design vs. something Y with half-baked TT-based design in your MWO, supposedly not based on TT mech-shooter-big-robot-game.


Your arrogance is unbecoming, unwarranted and more to the point not wanted on this forum.

At the start of development, the developers specifically stated that even thought the game will be based on tabletop and therefore Battletech - they will not refrain from deviating from the rules if they deem it appropriate for the purpose of enjoyable gameplay and mechanics. (Iirc it was Paul who stated this - feel free to dig through the forums to quote his statement)

He even states the words - "this isn't tabletop" which is why is specifically said that.

#22 verybad

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Posted 05 December 2012 - 12:14 AM

Adding 5 seconds to the Narc last time will make it 5 seconds more of still being useless.

The Narc pods weigh FAR too much to be able to compete with TAG. NARC shouldn't have a last time. They should last forever unless you're in ECM bubble, or maybe if the location on the mech that has a NARC on it is damaged or destroyed (a chance with damage, definately if destroyed.

It simply doesn't have anywhere NEAR the value verse risk for it's tonnage and use of ammo.

Make it indefinate, or just take it out of the game, because nobody will use it unless it gets MUCH better.

Even at indefinate, it still wouldn't be better tha TAG. It would have a value however, and be capable of different strategies.

#23 Taizan

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Posted 05 December 2012 - 12:26 AM

View Postverybad, on 05 December 2012 - 12:14 AM, said:


Adding 5 seconds to the Narc last time will make it 5 seconds more of still being useless.

The Narc pods weigh FAR too much to be able to compete with TAG. NARC shouldn't have a last time. They should last forever unless you're in ECM bubble, or maybe if the location on the mech that has a NARC on it is damaged or destroyed (a chance with damage, definately if destroyed.


Same thought. NARC essentially is a buoy attached to the targeted mech until removed by damage or other mechanical interaction. Setting it to 1 minute, it would still be way too heavy for the single purpose utility it brings with it, especially in lieu of the ECM module / BAP weight to utility values.

MWO WIki quote defines it as "sticky" although I think they attach magnetically.

Quote

The NARC Beacon in an invaluable tool for Missile Boat Spotters, basicly a sticky homing beacon shot at the enemy, the NARC Beacon attracts any friendly missiles within a certain range to the target.
Maybe they just need to change the glue formula :-D

Still its good that this is now given a second look after ECM has been implemented.

Edited by Taizan, 05 December 2012 - 12:30 AM.


#24 Kobold

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Posted 05 December 2012 - 12:36 AM

PGI introduces ECM which completely breaks direct fire missiles, then patches on a new bandaid to let people direct fire missiles again.

At no point does anyone ever think to examine the underlying missile mechanics. Instead we play an elaborate game of "odds or evens" to see who comes on top in the equipment war.

#25 Taizan

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Posted 05 December 2012 - 12:38 AM

View PostKobold, on 05 December 2012 - 12:36 AM, said:

At no point does anyone ever think to examine the underlying missile mechanics. Instead we play an elaborate game of "odds or evens" to see who comes on top in the equipment war.
Where is it said that missile mechanics are not being further looked into?





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