Vernius Ix, on 05 December 2012 - 07:42 PM, said:
NARC needs to last 60 to 90 seconds and make the mech it is attached to able to be locked and fired upon from normal distances. I would also have it act as a active radar source for 10 seconds after being attached, showing detailed info on all the mechs around it to the commander on your team. Just the info for the mechs around, nothing else.
TAG is just useless since it is visible. Make it invisible and increase its range to 650m.
Sorry to be contradictory here but in the Battletech universe, ECM is specifically supposed to counter BAP, NARC, TAG, C3 and all of those other fancy targeting enhancements so making BAP counter ECM is just a silly notion in terms of canon.
TAG is supposed to be short ranged; again according to canon, the whole point of TAG is to be a spotting laser is for a scout to paint a target and call indirect fire support, NOT so fire support can be more accurate on their own. I'm guessing TAG is visible because when activated, it's supposed to be the electronic equivalent of having a giant spotlight on the target and someone shouting "YOU ARE GOING TO DIE NEXT" while the scout carrying the TAG is jumping up and down waving a flag going "It's me! I'm targeting you!"
I agree about the NARC though, I haven't seen any Mechwarrior game get NARC right. For the weight sacrifice and the ammo, it seems like a completely useless system. It's a physical homing beacon for pity's sake, it's supposed to call in all missiles that have any sort of guidance to hit that specific spot. It's not like it suddenly runs out of power after 15 seconds or whatever. Supposed to stay on the mech until the mech is destroyed.
On the subject of ECM imbalancing teams/PUGs, I actually find pugging to be easier at the moment but that may be an artefact of the hardcore 8 man teams only playing against other 8 man teams. In contrast, I find 8-manning much more difficult because of ECM. It really comes down to which side has more ECM because, if played correctly, the team with more ECM should be able to counter all of the other ECMs (assuming functionality is working correctly) and still have ECM shroud. This by itself makes calling focus targets and seeing allied/enemy positioning on the map very difficult and basically nullifies any advantage of voice chat and coordination. Panic sets in when you lose situational awareness in a large firefight and you don't know where your lancemates are. That said, that's really part of the game and really how it should be; warfare is not balanced nor is it fair. An easy solution is drop in 8 man groups with a couple 3-L Ravens and 6 D-DC Atlases (or some variation of this group make up). You may scoff but I see this group make-up quite a bit and it's difficult as the side without the ECMs to focus fire when nobody can target anything.