Difference between pages "NARC" and "Standard Lasers"

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[[File:NARC.jpg|thumb|210px|NARC Missile Beacon]]
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The '''Standard Laser''' is the most basic energy weapon available in MWLL, allowing units to operate independently of ammunition supplies unlike [[Ballistic_Weapons | Ballistic]] or [[Missile_Weapons | Missile Weapons]].
'''NARC''', or '''Narc Missile Beacon''', is a missile homing beacon that can be planted on enemy targets, causing friendly missiles, that have acquired no lock from the firing unit, to lock on to them. For this to happen, the missiles still have to be fired from an unit with active radar. They are particularly useful when used in tandem with [[LRM]]s and [[Arrow IV]]s.
 
  
Upon striking a hostile vehicle, NARC acts as a missile guidance beacon for 25 seconds. While the NARC missile itself does no damage, when successfully "stuck" to a target, the NARC will begin broadcasting; in-range friendly vehicles will receive a notification that a NARC is active, and any friendly dumbfired missiles will automatically home in on the beacon once they get within 1000 meters of the beacon, provided they were launched with active radar. NARC beacons will also override a TAG laser if both are active at once.
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==Overview==
 +
[[File:BASBL.gif|framed|[[BA|Battle Armor]] firing the BA Small Laser]]
 +
As you can probably guess, Standard Laser fires a laser beam that damages anything it comes into contact with. There is no travel time to the target and the beam can be swept across an area, damaging everything it touches, making it difficult to dodge completely.  The beam does deal damage over time, however, meaning that to obtain the full benefit of the weapon's capabilities it needs to be directed at a single target, or better yet a single location on the target, for the duration of its firing time.  Another possible pitfall is that Standard Lasers (like all [[Energy weapons|Energy Weapons]]) generate comparatively large amounts of waste heat. It should be noted however, that Inner Sphere lasers output much less waste heat than their Clan counterparts, though with mildly less damage.
  
NARC missiles are very bulky, sharply limiting the number of extra NARC missiles a vehicle can carry.
 
__TOC__
 
 
<div style="clear: both"></div> <!-- Stops the text flow beside the picture-->
 
<div style="clear: both"></div> <!-- Stops the text flow beside the picture-->
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==Weapon Stats==
 
==Weapon Stats==
  
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{| class= "wikitable sortable" style="text-align:center; font-size:13px; margin:auto; border-spacing:0px; border-collapse:separate; white-space:nowrap"
 
{| class= "wikitable sortable" style="text-align:center; font-size:13px; margin:auto; border-spacing:0px; border-collapse:separate; white-space:nowrap"
 
|- style="text-align:center; height:70px; white-space:normal"
 
|- style="text-align:center; height:70px; white-space:normal"
! data-sort-type="number" style="width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''
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! data-sort-type="number" style="width: 100px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''
! data-sort-type="number" style="width: 70px" | '''Min Range'''
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! data-sort-type="number" style="width: 80px" | '''Max<br>Range''' <!-- calculated and/or approximated max range to cause damage -->
! data-sort-type="number" style="width: 70px" | '''Max Range''' <!-- calculated and/or approximated max range to cause damage -->
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! data-sort-type="number" style="width: 80px" | '''Beam Duration'''
! data-sort-type="number" style="width: 70px" | '''Lock On<br>Range'''
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! style="width: 85px" | '''Hit Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot-->
! data-sort-type="number" style="width: 70px" | '''Lock On<br>Time'''
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! class="unsortable" style="width: 110px; padding: 5px;" | '''[[Damage types|Damage<br>Type]]'''
! data-sort-type="number" style="width: 70px" | '''Beacon<br>Active'''
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! data-sort-type="number" style="width: 90px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
! data-sort-type="number" style="width: 70px" | '''Beacon<br>Range'''
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! style="width: 80px" | '''Sustained<br>[[DPS]]''' <!-- average sustainable max DPS against assets (mechs,tanks,hovers,asf,vtol)-->
! style="width: 80px" | '''Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot-->
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! style="width: 70px" | '''Speed'''
! style="width: 70px" | '''Speed<br>(m/s)'''
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! style="width: 80px" | '''[[Heat]]<br>/Shot'''
! data-sort-type="number" style="width: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
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|-
! style="width: 70px" | '''[[Heat]]<br>/Shot'''
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! style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton -->
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| data-sort-value="1" style="position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''[[Battle_Armor_Weapons#Small_Laser | BA Small Laser]]
! style="width: 70px" | '''Ammo cost<br>/ton'''
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| 400m
 +
| 0.5s
 +
| Data-sort-value="279" | 279
 +
| Energy
 +
| 24
 +
| 117
 +
| rowspan="6" | Hitscan
 +
| ---
 +
|-
 +
 
 +
| data-sort-value="2" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Small Laser'''
 +
| 300m
 +
| rowspan="3" | 0.5s
 +
| Data-sort-value="160" | 160
 +
| rowspan="3" | Energy
 +
| 20
 +
| 56
 +
| 9
 
|-
 
|-
  
| data-sort-value="1" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''NARC'''
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| data-sort-value="3" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Medium Laser'''
| rowspan= "3" | ---
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| 500m
| Data-sort-value="500" | 500m
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| Data-sort-value="280" | 280
| Data-sort-value="500" | 500m
+
| 13.3
| rowspan= "3" Data-sort-value="1.4" |  1.4s
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| 65
| rowspan= "3" Data-sort-value="25" | 25s
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| 39
| rowspan= "3" Data-sort-value="1000" | 1000m
 
| rowspan= "3" | ---
 
| rowspan= "3" | 400
 
| rowspan= "3" | 60
 
| rowspan= "3" | 20
 
| rowspan= "3" | 6
 
| rowspan= "2" | 1500
 
 
|-
 
|-
  
| data-sort-value="2" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''CNARC'''
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| data-sort-value="4" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Large Laser'''
| Data-sort-value="700" | 700m
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| 700m
| Data-sort-value="700" | 700m
+
| Data-sort-value="560" | 560
 +
| 10
 +
| 98
 +
| 102
 
|-
 
|-
  
| data-sort-value="3" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''iNARC'''
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| data-sort-value="5" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Air SL'''
| Data-sort-value="900" | 900m
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| 400m
| Data-sort-value="900" | 900m
+
| rowspan="2" | 0.5s
| 2000
+
| Data-sort-value="140" | 140
 +
| rowspan="2" | Energy-air
 +
| 20
 +
| 56
 +
| 9
 
|-
 
|-
  
 +
| data-sort-value="6" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Air ML'''
 +
| 550m
 +
| Data-sort-value="280" | 280
 +
| 13.3
 +
| 74.7
 +
| 39
 +
|-
 
|}
 
|}
 
</div>
 
</div>
{{Version tag | Width = 1330px | Version= 0.11.3}}
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{{Version tag | Width = 1010px |Version=0.11.3}}
  
==Preventing/Fighting NARCs==
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===BA Small Laser===
 +
The default weapon of any newly spawned [[BA|Battle Armor]], the BA Small Laser is a surprisingly powerful weapon with a higher damage and rate-of-fire than the SL. Although there are other, more powerful [[Battle Armor Weapons]] the BA SL can be used against most targets effectively in skilled hands. While the damage is lower than the [[Battle Armor Weapons#Micro Heavy Laser|BA Micro Heavy Laser]], the BA SL is a much quieter weapon, able to be confused with any other small laser when seen on the battlefield. This can give the user much more time without being noticed by hostiles.
  
The NARC is a very powerful tool, but there are 2 major ways to fight them:<br>
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===Small and Medium Laser===
 +
Primarily short-range weapons, both the SL and ML generate a small enough heat load that they can often be fired without worry even in high temperature [[Maps|maps]]. In addition, their rate-of-fire is fast enough that units mounting several can keep up an almost constant stream of fire when using chain fire. SL's can be identified by the red color of the laser it fires, while ML's fire a green laser. Small and medium lasers are easy to underestimate, yet in groups or against already damaged components easily apply damage over time. The relatively low heat load and pinpoint damage is also excellent for dealing with hostile Battle Armor.
  
1. NARC beacons can not succesfuly broadcast from units under the protection of an [[AECM]] field, and every beacon fired at such a unit will seem not be able to activate. Already active beacons that come under the influence of a hostile [[AECM]] will deactivate and stop broadcasting until they leave the field again or their timer runs out.<br>
+
===Large Laser===
 +
The heaviest Standard Laser, LLs have the longest range, deal the most damage, and also generate the most heat. Although it has a slow rate-of-fire it makes an excellent sniping and long-range support weapon. If a unit is firing several LLs it should keep an eye on its heat levels or risk overheating. While Inner Sphere LLs do lack some of the damage of their Clan counterparts, they are still not to be underestimated. Additionally, the much lower heat load, combined with the generally heavier armor of Inner Sphere assets can allow for surprising amounts of suppressing fire.
  
2. Any EMP effect, like the one applied by [[PPC]]s of all sizes will remove NARCs, no matter where the PPC actually hits. With this it is possible to remove a NARC from a friendly unit by firing a PPC at the nearby wall; just hitting their foot however, won't help. The other source of EMP are critical fusion reactor explosions.
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<!-- ==MWLL History== -->
  
 
==Canon==
 
==Canon==
Causing quite a stir when it was introduced in 2587, the Narc system offered a radically different way of improve missile target acquisition. The culmination of project TATTLETALE by the Terran Hegemony, the Narc launcher fires a short-range missile whose explosive warhead was replaced with a special Homing Pod mounted behind a magnetic head. These pods broadcast a wide-range electromagnetic beacon, one which can be tracked by SRMs and LRMs whose guidance systems have been modified to home in on the signal. The end result is vastly improved accuracy against targets marked with a Narc beacon.
+
The SL and ML were both introduced by the Terran Hegemony circa 2300, with the LL to follow in 2316.  This most basic laser technology was so wide spread it managed to survive the Succession Wars, with over 50 different laser models in production by the time of the 4th Succession War. The Medium Laser is widely considered the most efficient weapon when system mass, heat, range, and damage are all taken into account.
 +
 
 +
As with [[Standard AutoCannons|Standard AutoCannon]], the Clans ultimately phased out Standard Laser technology completely in favor of [[Pulse Lasers|Pulse Laser]] and [[Extended Range Lasers|ER Laser]] designs.
  
[http://www.sarna.net/wiki/Narc_Missile_Beacon BattleTech reference]
+
[http://www.sarna.net/wiki/Laser  BattleTech reference]
  
 
==Usage==
 
==Usage==
The following assets equip NARCs:
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The following Inner Sphere assets equip Standard Lasers:
  
 
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
 
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
{| cellpadding="0" align="center" cellspacing="3" style="border:2px solid #e69710; border-radius: 8px; padding:0px 2px 10px 1px; margin-bottom:3px; white-space:nowrap"
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{| cellpadding="0" align="center" cellspacing="3" style="border:2px solid #e69710; border-radius: 8px; padding:0px 2px 10px 1px; margin-bottom:3px; white-space: nowrap"
 
|- style="text-align:center; font-size:14px; background:#2E2E2E;"
 
|- style="text-align:center; font-size:14px; background:#2E2E2E;"
! style="width: 200px;" | NARC
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! style="width: 150px;" | Air&nbsp;SL
! style="width: 200px" | CNARC
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! style="width: 150px;" | SL
! style="width: 200px" | iNARC
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! style="width: 150px;" | Air&nbsp;ML
|- style="vertical-align:top;"
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! style="width: 150px;" | ML
| style="padding-left:25px; padding-right:25px" |
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! style="width: 150px;" | LL
&nbsp;&nbsp;'''Inner&nbsp;Sphere'''
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|- style="vertical-align:top"
 +
| style="padding-left:5px; padding-right:5px" | <div style="margin-top: 0.5em;"></div>
 +
*[[Hawkmoth#Variant A |Hawkmoth&nbsp;(A)]]
 +
*[[Rusalka#Variant C |Rusalka (C)]]
 +
| style="padding-left:5px; padding-right:5px" | <div style="margin-top: 0.5em;"></div>
 
*[[Commando#Variant F |Commando (F)]]
 
*[[Commando#Variant F |Commando (F)]]
*[[Raven#Variant D |Raven (D)]]
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*[[Anubis#Variant B |Anubis (B)]]
*[[Argus#Variant A |Argus (A)]]
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*[[Osiris#Variant C |Osiris (C)]]
*[[Avatar#Variant E |Avatar (E)]]
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*[[Owens#Variant C |Owens (C]],[[Owens#Variant D |D)]]
*[[Harasser#Variant F |Harasser&nbsp;(F)]]
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*[[Chimera#Variant C |Chimera (C)]]
*[[Sparrowhawk#Variant D |Sparrowhawk&nbsp;(D)]]
+
*[[Hollander_II#Variant A |Hollander&nbsp;II&nbsp;(A]],[[Hollander_II#Variant B |B)]]
*[[Corsair#Variant B |Corsair (B]],[[Corsair#Variant H |H)]]
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*[[Bushwacker#Variant E |Bushwacker (E)]]
| style="padding-left:25px; padding-right:25px" |
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*[[Catapult#Variant C |Catapult (C)]]
&nbsp;&nbsp;'''Clan'''
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*[[Warhammer#Prime |Warhammer (Pr)]]
*[[Locust IIC#Variant G |Locust IIC (G)]]
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*[[Rommel#Variant F |Rommel (F)]]
*[[Cougar#Variant C |Cougar (C)]]
+
| style="padding-left:5px; padding-right:5px" | <div style="margin-top: 0.5em;"></div>
*[[Shadowcat#Variant D |Shadowcat (D)]]
+
*[[Hawkmoth#Variant A |Hawkmoth&nbsp;(A]],[[Hawkmoth#Variant G |G)]]
*[[Black_Lanner#Variant D |Black&nbsp;Lanner (D)]]
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| style="padding-left:5px; padding-right:5px" | <div style="margin-top: 0.5em;"></div>
*[[Cauldron-Born#Variant B |Cauldron&#8209;Born&nbsp;(B)]]
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*[[Commando#Prime |Commando (Pr)]]
*[[Loki#Variant A |Loki (A)]]
+
*[[Anubis#Variant F |Anubis (F)]]
*[[Thor#Variant C |Thor (C)]]
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*[[Owens#Prime |Owens (Pr]],[[Owens#Variant C |C]],[[Owens#Variant E |E)]]
*[[Masakari#Variant F |Masakari (F)]]
 
*[[Hephaestus#Variant C |Hephaestus&nbsp;(C)]]
 
*[[Donar#Variant B |Donar (B)]]
 
*[[Avar#Variant C |Avar (C)]]
 
*[[Sulla#Variant C |Sulla (C)]]
 
| style="padding-left:25px; padding-right:25px" |
 
&nbsp;&nbsp;'''Inner&nbsp;Sphere'''
 
 
*[[Raven#Prime |Raven (Pr)]]
 
*[[Raven#Prime |Raven (Pr)]]
*[[Chimera#Variant G |Chimera (G)]]
+
*[[Chimera#Variant D |Chimera (D)]]
*[[Thanatos#Variant B |Thanatos (B)]]
+
*[[Uziel#Variant F |Uziel (F)]]
*[[Atlas#Variant E |Atlas (E)]]
+
*[[Catapult#Variant D |Catapult (D)]]
*[[Hawkmoth#Variant F |Hawkmoth&nbsp;(F)]]
+
*[[Avatar#Variant D |Avatar (D)]]
*[[Sparrowhawk#Variant B |Sparrowhawk&nbsp;(B)]]
+
*[[Warhammer#Prime |Warhammer (Pr)]]
*[[Shiva#Variant A |Shiva (A)]]
+
*[[Marauder#Variant C |Marauder (C)]]
 +
*[[Atlas#Variant D |Atlas (D)]]
 +
*[[Fafnir#Variant C |Fafnir (C)]]
 +
*[[Harasser#Variant B |Harasser (B)]]
 +
| style="padding-left:5px; padding-right:5px" | <div style="margin-top: 0.5em;"></div>
 +
*[[Owens#Variant G |Owens&nbsp;(G)]]
 
|}
 
|}
 
</div>
 
</div>
{{Version tag | Width = 610px | What = lists | Version=0.11.3}}
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{{Version tag | Width = 770px | What = lists | Version= 0.11.3}}
  
 
==See Also==
 
==See Also==
* [[TAG]]
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*[[Pulse Lasers]]
 +
 
 +
*[[Extended Range Lasers]]
 +
 
 +
*[[Heavy Lasers]]
 +
 
 +
*[[X-Pulse Lasers]]
  
[[Category:Grenade weapons]]
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*[[Particle Projection Cannons]]
 +
 
 +
[[Category:Battle Armor Weapons]]
 +
[[Category:Energy weapons]]
 
[[Category:Lists]]
 
[[Category:Lists]]
[[Category:Missile weapons]]
+
 
 
<br>{{Navbox Weapons}}
 
<br>{{Navbox Weapons}}

Revision as of 17:19, 5 January 2020

The Standard Laser is the most basic energy weapon available in MWLL, allowing units to operate independently of ammunition supplies unlike Ballistic or Missile Weapons.

Overview

Battle Armor firing the BA Small Laser

As you can probably guess, Standard Laser fires a laser beam that damages anything it comes into contact with. There is no travel time to the target and the beam can be swept across an area, damaging everything it touches, making it difficult to dodge completely. The beam does deal damage over time, however, meaning that to obtain the full benefit of the weapon's capabilities it needs to be directed at a single target, or better yet a single location on the target, for the duration of its firing time. Another possible pitfall is that Standard Lasers (like all Energy Weapons) generate comparatively large amounts of waste heat. It should be noted however, that Inner Sphere lasers output much less waste heat than their Clan counterparts, though with mildly less damage.

Weapon Stats

Weapon Max
Range
Beam Duration Hit Damage/Shot Damage
Type
Shots
/min
Sustained
DPS
Speed Heat
/Shot
BA Small Laser 400m 0.5s 279 Energy 24 117 Hitscan ---
Small Laser 300m 0.5s 160 Energy 20 56 9
Medium Laser 500m 280 13.3 65 39
Large Laser 700m 560 10 98 102
Air SL 400m 0.5s 140 Energy-air 20 56 9
Air ML 550m 280 13.3 74.7 39
All stats are current as of release 0.14.10

BA Small Laser

The default weapon of any newly spawned Battle Armor, the BA Small Laser is a surprisingly powerful weapon with a higher damage and rate-of-fire than the SL. Although there are other, more powerful Battle Armor Weapons the BA SL can be used against most targets effectively in skilled hands. While the damage is lower than the BA Micro Heavy Laser, the BA SL is a much quieter weapon, able to be confused with any other small laser when seen on the battlefield. This can give the user much more time without being noticed by hostiles.

Small and Medium Laser

Primarily short-range weapons, both the SL and ML generate a small enough heat load that they can often be fired without worry even in high temperature maps. In addition, their rate-of-fire is fast enough that units mounting several can keep up an almost constant stream of fire when using chain fire. SL's can be identified by the red color of the laser it fires, while ML's fire a green laser. Small and medium lasers are easy to underestimate, yet in groups or against already damaged components easily apply damage over time. The relatively low heat load and pinpoint damage is also excellent for dealing with hostile Battle Armor.

Large Laser

The heaviest Standard Laser, LLs have the longest range, deal the most damage, and also generate the most heat. Although it has a slow rate-of-fire it makes an excellent sniping and long-range support weapon. If a unit is firing several LLs it should keep an eye on its heat levels or risk overheating. While Inner Sphere LLs do lack some of the damage of their Clan counterparts, they are still not to be underestimated. Additionally, the much lower heat load, combined with the generally heavier armor of Inner Sphere assets can allow for surprising amounts of suppressing fire.


Canon

The SL and ML were both introduced by the Terran Hegemony circa 2300, with the LL to follow in 2316. This most basic laser technology was so wide spread it managed to survive the Succession Wars, with over 50 different laser models in production by the time of the 4th Succession War. The Medium Laser is widely considered the most efficient weapon when system mass, heat, range, and damage are all taken into account.

As with Standard AutoCannon, the Clans ultimately phased out Standard Laser technology completely in favor of Pulse Laser and ER Laser designs.

BattleTech reference

Usage

The following Inner Sphere assets equip Standard Lasers:

Air SL SL Air ML ML LL
All lists are current as of release 0.14.10

See Also