Dear Devs,
First I want to say for first run implementation ECM is pretty well balanced. In fact I think theirs only one small thing directly wrong with it. That is it blocks NARC beacons. Unfortunately as NARC is currently implemented it is almost an utter waste of tonnage. Allowing ECM to block it only makes it more so. However, I think if you make a few changes to NARCs it will dramatically improve them and the game. And it may even make people start loading them again.
First off is the aforementioned ECM jamming of NARC. It utterly kills NARC. Narc needs to burn through all ECM. Second is NARC duration which is currently way too short. It needs to be extended significantly to make it worth using. I'd argue a duration of up to 2 minutes is fair and should be at a minimum one minute maybe even have it semi random between one minute or two minutes. Third, if it's possible within the game engine it should be targetable. This would allow a teammate to try and shoot one off you. Of course this involves some risk and you are asking a teammate to shoot at you but I think it would add another dynamic to the game. NARC should also be targetable by incoming rounds so occasionally it will get blown off on its own. This tones it down somewhat. And fourth, but most importantly, it should broadcast that players position while active. It's called a beacon for a reason. Sensor range should be irrelevant. This brings in a counter to the ECM conga line stealth push tactic that has bloomed under ECM implementation. However all NARC beacons broadcasting targeting information should be tied to the launcher that launched it. So if you want to get that targeting info the mech that fired the NARC needs to stay alive. This prevents suicide runs to setup LRM barrages. Last but not least once NARCed bitching Betty should give you an update and a status tag should appear in a corner of the HUD (like the in friendly ECM pop up.)
I think these changes will add a bit more complexity to the game and add some new dynamics.
I hope you will consider these changes. I think they together make a NARC launcher worth carrying and fairly balanced. It will allow skilled teams to execute LRM barrage tactics while still removing the point and click gamer.
Thanks,
The Seanamal
A Couple Ideas Regarding Narc Implementation
Started by Seanamal, Dec 07 2012 09:40 AM
7 replies to this topic
#1
Posted 07 December 2012 - 09:40 AM
#2
Posted 07 December 2012 - 12:28 PM
I don't usually bump my own stuff but I think I make some good points and hope the devs see it.
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#3
Posted 07 December 2012 - 12:47 PM
1-2 min duration AND burn through ECM. Dear God man, that's not paper beats rock, but paper takes nine-pound sledgehammer to rock. Pop a NARC on someone and I have 60 uninterupted seconds to rain death on their head? Not a chance.
I agree NARC needs a duration increase, say 10-15 seconds, maybe 20. And NARC will always be blocked by ECM as it transmits from inside the bubble. Could use a shot/ton boost too, it currrently weighs more than an AC20 round.
The rest of it (knocked off with damage, ect) is pretty good but a signicant level and depends on if they have the abilty/desire to do it.
I agree NARC needs a duration increase, say 10-15 seconds, maybe 20. And NARC will always be blocked by ECM as it transmits from inside the bubble. Could use a shot/ton boost too, it currrently weighs more than an AC20 round.
The rest of it (knocked off with damage, ect) is pretty good but a signicant level and depends on if they have the abilty/desire to do it.
#4
Posted 07 December 2012 - 01:29 PM
If an LRM attacker is targeting a NARC-afflicted enemy and an ECM enemy gets in the way, the attacker should indeed lose the NARC bonus.
But remember, your own team member with ECCM (ECM set to counter) will put things back to normal.
But remember, your own team member with ECCM (ECM set to counter) will put things back to normal.
#5
Posted 07 December 2012 - 01:37 PM
This is the *bad* way to make NARC useful.
Leave ECM to counter NARC but make NARC provide non-LoS targetting for ~60s.
If you figured your NARCed, move into cover or get a Disrupting ECM near you (friendly or enemy ECM should go both ways for NARCs).
Leave TAG as is. Do not increas it to 750m, this just makes people sit way back and shoot TAG all day to break ECM. Instead, double or triple the range of Counter ECM and make it counter all ECMs in the area, not on the 1:1 ratio we have now.
Leave ECM to counter NARC but make NARC provide non-LoS targetting for ~60s.
If you figured your NARCed, move into cover or get a Disrupting ECM near you (friendly or enemy ECM should go both ways for NARCs).
Leave TAG as is. Do not increas it to 750m, this just makes people sit way back and shoot TAG all day to break ECM. Instead, double or triple the range of Counter ECM and make it counter all ECMs in the area, not on the 1:1 ratio we have now.
#6
Posted 07 December 2012 - 02:40 PM
Well as I said it should be able to be shot off. The main idea is it's weight versus it's effectiveness blows. For a four ton investment it should give a bigger bang for the buck than say TAG.
#7
Posted 07 December 2012 - 04:24 PM
More so they just need to allow NARC and Streaks to dummy fire, like it did in the tabletop. That way you can use it on ECM'ed mechs without a lock.
#8
Posted 08 December 2012 - 08:14 AM
Goreshade, on 07 December 2012 - 04:24 PM, said:
More so they just need to allow NARC and Streaks to dummy fire, like it did in the tabletop. That way you can use it on ECM'ed mechs without a lock.
NARCs are dummy fire.
Streaks do dummy fire, only we call those SRM-2s... And in TT streaks did not fire if you failed you the the to-hit roll.
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