No One Is Going To Use The Narc
#21
Posted 08 January 2013 - 12:27 PM
#22
Posted 08 January 2013 - 12:29 PM
Protip buddy, no one ever used the NARC, I've seen maybe one or two NARCs ever since the thing was introduced, it's just infinitely inferior to the TAG in every conceivable way and nothing they can do will make it any good.
#23
Posted 08 January 2013 - 12:33 PM
TT introduced TAG for ArrowIV guided artillery missiles, as far as I remember. Using it with LRM was only intended for some pretty advanced types of LRM Ammo. In MWO, this was mixed and TAG got the properties of the NARC. That of course makes TAG superior in the game.
#24
Posted 08 January 2013 - 12:38 PM
Increase the duration of the effect to 30 seconds or so, but don't make it "semi-permanent." This gives the scout enough time to coordinate with the team, gives the boats enough time to get into position, gives the missiles enough time to make it across the map, and gives a little room for error (so that even if someone screws something up, there's still a good chance of getting at least some use out of the darn thing).
EDIT: And, of course, let it work through ECM somehow.
Edited by Syncline, 08 January 2013 - 12:46 PM.
#25
Posted 08 January 2013 - 12:40 PM
#26
Posted 08 January 2013 - 12:44 PM
FrupertApricot, on 08 January 2013 - 12:00 PM, said:
This is the only way. stop dragging it out with tiny fixes and incentives and just make it work.
Yep. NARC being rendered useless by ECM makes any use of it just laughable. Every match now has a minimum of 2 ECM's per team.
Plus, if you can hit it with a narc you can hit it with an SRM or LRM and damage is better than the NARC effect.
Think about it... if NARC merely keeps the target lit for 15 or 30 seconds when is it really of any use?
When target goes out of LOS of anyone in your team it means they're behind cover... da-da-da it also means missiles wont hit it anyway.
Edit: Not to mention many mechs that have 1 narc launcher tube cant put narc in it because the game will always put the larger launcher in its slot. just outright dumb.
Edited by Skyfaller, 08 January 2013 - 12:45 PM.
#27
Posted 08 January 2013 - 01:15 PM
#28
Posted 08 January 2013 - 01:23 PM
NARC should work through ECM (removes ecm effect from its target) or work as counterecm on its target (2 ecm will negate 1 narcbeacon, 2narcbeacons will negate 2 ecm, 1narcbeacon+1counterecm will negate 2 ecm for the targeted mech), second seems a little more balanced ant lets more tactical options.
The speed of the narcbeacon must be faster, its so slow you can only shoot on standing targets or pb-range. Or make the narcmissile guided by tag but let it hit a random location so you can choose for a sure randomlocationhit or shoot it ungiuded on a specific location. Dont know if ams works against narc, but it shouldnt.
Edited by Galenit, 08 January 2013 - 01:28 PM.
#29
Posted 08 January 2013 - 01:29 PM
WORK THRU ECM
Last LONGER/Til X DMG done
More ammo per shot!
Done. Change it. useful and balanced in 5 minutes of work.
#30
Posted 08 January 2013 - 01:30 PM
#31
Posted 08 January 2013 - 01:30 PM
#32
Posted 08 January 2013 - 01:31 PM
#34
Posted 09 January 2013 - 05:04 PM
Tabrias07, on 08 January 2013 - 12:02 PM, said:
I used it once and it was awful.
I actually saw someone use it today, for the first time ever.
I saw the little icon thingy on an enemy mech, which I had literally never seen before.
The OP's suggestions would be very good, I believe.
#35
Posted 09 January 2013 - 06:34 PM
Let me tell you something about the beauty that is the Splatter-Cat MkII.
Start with a Catapult A1
Endosteel/DHS Upgrades
Throw in an XL300
Put 5 SRM6 launchers and 1 Narc Launcher
6 Tons of SRM/2 Tons of Narc Beacon Ammo
Narc your target, and behold the glory of converging SRMs clustering together to deliver their 75-damage payload to 1 area.
Now, I admit it's not quite as good as it should be to justify the tonnage cost. I think it does deserve a few buffs(counter ECM, increase ammo per ton and duration) but it's far from bottom of the barrel(that trophy is awarded to the flamer).
Edited by Omega Deity, 09 January 2013 - 06:40 PM.
#37
Posted 09 January 2013 - 07:38 PM
Abrissbirne, on 08 January 2013 - 12:33 PM, said:
TT introduced TAG for ArrowIV guided artillery missiles, as far as I remember. Using it with LRM was only intended for some pretty advanced types of LRM Ammo. In MWO, this was mixed and TAG got the properties of the NARC. That of course makes TAG superior in the game.
NARC requires LoS to use. If you fire NARC at a target and it attaches and you run away, you immediately lose any effect the NARC beacon was providin.
Its one of the many reasons its so so bad.
#38
Posted 09 January 2013 - 07:43 PM
#39
Posted 09 January 2013 - 08:03 PM
As is now, wont use it.
#40
Posted 09 January 2013 - 08:26 PM
seriously, the thing in MWO is downright useless. adding an explosive charge when the thing "expires" after 30 seconds of broadcasting position and accuracy would be nice.
*fire narc*
leave the guy to run around
*LRMS*
OW... but I'm safe
*blam*
"THE-NARC-USING-RAVEN has killed SomeIdiot"
what the hell?
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