Difference between revisions of "NARC"

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{{Out of date}}
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'''NARC''', or '''Narc Missile Beacon''', is a missile homing beacon that guides friendly missiles to the target.
==Weapon Stats==
+
__TOC__
All stats are current as of release 0.9.1.
+
==Overview==
 +
Upon striking the target 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 guidable 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. While relying on allies for NARCed targets is often an effective tactic, especially when allies are coordinating well, sometimes [[Gameplay_Tactics#Self-NARCing.2FTAGing|Self-NARCing]] may be necessary.
  
{| border="1" width="100%" cellspacing="0" cellpadding="1" class="wikitable" style="border: 1px solid #2d936b; text-align:center; background:#101010;"
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NARC missiles are very bulky, sharply limiting the number of extra NARC missiles a vehicle can carry.
|- class="stripe_green" style="height:50px; text-align:center"
 
! style="width: 10%" | '''Weapon'''
 
! '''Lock Range'''
 
! '''Max Range'''
 
! '''Min Range'''
 
! '''Ammo/ton'''
 
! '''Heat'''
 
! '''Damage'''
 
! style="width: 6%" | '''[[Damage types|Damage Type]]'''
 
! '''Secondary Damage'''
 
! style="width: 6%" | '''Secondary Damage Type'''
 
! '''Splash Radius'''
 
! '''Shots/min'''
 
! '''Mech Damage/sec'''
 
! '''Heat/sec'''
 
! '''Ammo Cost/ton'''
 
! '''Max Damage/ton Ammo'''
 
! class="unsortable" | '''Notes'''
 
|-
 
  
<!-- Use this template when adding new missile weapons. It should match the column format above.
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==Weapon Stats==
| [[Weapon]]
+
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
| Lock Range
+
{| class= "sortable hoverTable statTable stickyCol"
| Max Range
+
|- style="height:70px;"
| Minimum Range
+
! data-sort-type="number" style="width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''
| Ammo/ton
+
! data-sort-type="number" style="width: 70px" | '''Min Range'''
| Heat
+
! data-sort-type="number" style="width: 70px" | '''Max Range''' <!-- calculated and/or approximated max range to cause damage -->
| Damage
+
! data-sort-type="number" style="width: 70px" | '''Lock On<br>Range'''
| Damage Type
+
! data-sort-type="number" style="width: 70px" | '''Lock On<br>Time'''
| Secondary Damage
+
! data-sort-type="number" style="width: 70px" | '''Beacon<br>Active'''
| Secondary Damage Type
+
! data-sort-type="number" style="width: 70px" | '''Beacon<br>Range'''
| Splash Radius
+
! data-sort-type="number" style="width: 80px" | '''Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot-->
| Shots/min
+
! data-sort-type="number" style="width: 70px" | '''Speed<br>(m/s)'''
| Mech Damage/sec
+
! data-sort-type="number" style="width: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
| Heat/sec
+
! data-sort-type="number" style="width: 70px" | '''[[Heat]]<br>/Shot'''
| Ammo Cost/ton
+
! data-sort-type="number" style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton -->
| Max Damage/ton Ammo
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! data-sort-type="number" style="width: 70px" | '''Ammo cost<br>/ton'''
| Notes
 
 
|-
 
|-
-->
 
  
| BA NARC Grenade
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! data-sort-value="1" | '''NARC'''
| ---
+
| rowspan= "3" | ---
| 50-100m
+
| Data-sort-value="500" | 500m
| ---
+
| Data-sort-value="500" | 500m
| 1 (max 3)
+
| rowspan= "3" Data-sort-value="1.4" |  1.4s
| ---
+
| rowspan= "3" Data-sort-value="25" | 25s
| ---
+
| rowspan= "3" Data-sort-value="1000" | 1000m
| ---
+
| rowspan= "3" | ---
| ---
+
| rowspan= "3" | 400
| ---
+
| rowspan= "3" | 60
| ---
+
| rowspan= "3" | 20
| 60
+
| rowspan= "3" | 6
| ---
+
| rowspan= "2" | 1500
| ---
 
| 500
 
| ---
 
| Attracts friendly missiles for 60s
 
 
|-
 
|-
  
| NARC
+
! data-sort-value="2" | '''CNARC'''
| 500m
+
| Data-sort-value="700" | 700m
| 460m
+
| Data-sort-value="700" | 700m
| ---
 
| 6 (Max 120)
 
| 20
 
| ---
 
| ---
 
| ---
 
| ---
 
| ---
 
| 60
 
| ---
 
| 20
 
| 1500
 
| ---
 
| Attracts friendly missiles for 30s
 
 
|-
 
|-
  
| CNARC
+
! data-sort-value="3" | '''iNARC'''
| 700m
+
| Data-sort-value="900" | 900m
| 632m
+
| Data-sort-value="900" | 900m
| ---
+
| 2000
| 6 (Max 120)
 
| 20
 
| ---
 
| ---
 
| ---
 
| ---
 
| ---
 
| 60
 
| ---
 
| 20
 
| 1500
 
| ---
 
| Attracts friendly missiles for 30s
 
 
|-
 
|-
  
| iNARC
 
| 900m
 
| 792m
 
| ---
 
| 6 (Max 120)
 
| 20
 
| ---
 
| ---
 
| ---
 
| ---
 
| ---
 
| 60
 
| ---
 
| 20
 
| 2000
 
| ---
 
| Attracts friendly missiles for 30s
 
|-
 
 
|}
 
|}
<br>
+
</div>
'''NARC''', or '''Narc Missile Beacon''', is a missile capable of lock out to 900m (though with limited maneuverability) but effective out to 1200 meters, upon striking a hostile vehicle, acts as a missile guidance beacon for 30 seconds. While the NARC 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 [[dumbfire]]d missiles will automatically home in on the beacon once they close to within 1000m, provided they were launched with active radar. NARC missiles are very bulky, sharply limiting the number of extra NARC missiles a vehicle can carry. NARC beacons will also override a TAG laser if both are active at once; dumbfired missiles will seek the NARC. Missiles also will fly towards the beacon if passing over the NARC attraction area when fired from afar. This allows [[ArrowIV]] missiles to be fired from the other edge of the map, and hit the target when NARC is attached on their flight path.
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{{Version tag | Width = 1330px | Version149=0.14.9}}
  
[[Battle Armor]] can purchase throwable NARC beacons that operates as a normal NARC after attaching to a target, except that it lasts twice as long: 60 seconds. Up to 3 can be carried by a BA.
+
==Gameplay & Hints==
 +
There's two major ways to counter NARCs:
  
==Preventing/Fighting NARCs==
+
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 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.
The NARC is a very powerful tool, but there are 2 major ways to fight them.<br>
 
1. NARC beacons can not be attached to units under the protection of an [[AECM]] field, and every beacon fired at such a unit will simply not 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>
 
2. The EMP effect 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 ground, just touching their foot with a few points of negletable splash damage.
 
  
 +
2. Any EMP effect from [[LGB]]s or [[PPC]]s (of all sizes) will remove NARCs, '''as long as the EMP splash reaches the core''' of the NARCed unit (Mech center torso, Tank Hull, etc). With this it is possible to remove a NARC from a friendly unit, or from yourself, by firing a PPC to near environment (wall for example) or direcly to component. Just hitting mechs foot won't usually help, because the EMP splash won't reach the CT.
 +
 +
==Canon==
 +
[[File:NARC.jpg|thumb|210px|NARC Missile Beacon]]
 +
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.
 +
 +
[http://www.sarna.net/wiki/Narc_Missile_Beacon BattleTech reference]
 +
 +
{{Clear}}
 
==Usage==
 
==Usage==
The following vehicles equip this weapon.
+
The following assets equip NARCs:
  
{| cellpadding="4" align="center" cellspacing="0" style="background:#101010; border:1px solid #303030;"
+
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:635px">
|- class="stripe_green" style="text-align:center;"
+
{| class= "filterable sortable hoverTable statTable stickyCol stickyHead"
! NARC || CNARC || INARC ||
+
|- style="height:70px;"
|- style="vertical-align:top;"
+
! class="unfilterable" style="width: 150px; left:0; z-index:99999" | '''Asset'''
|
+
! class="unsortable" style="white-space:nowrap; width:90px" | '''Type''' <!-- filter instead of sorting-->
*[[Raven]]
+
! class="unsortable" style="white-space:nowrap; width:90px" | '''Faction''' <!-- filter instead of sorting-->
*[[Cougar]]
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! class="unfilterable" data-sort-type="number" style="width: 60px;" |'''Tons'''
*[[Shadow Cat]]
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! class="unfilterable" style="width: 50px;" |'''(c)NARC'''
*[[Loki]]
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! class="unfilterable" style="width: 50px;" |'''iNARC'''
*[[Argus]]
+
|-
*[[Avatar]]
+
![[Commando|Commando F]]
*[[Chimera]]
+
||Mech||IS||25||X||
*[[Corsair]]
+
|-
*[[Harasser]]
+
![[Locust IIC|Locust IIC B]]
*[[SparrowHawk]]
+
||Mech||CL||25||X||
|
+
|-
*[[Avar]]
+
![[Cougar|Cougar C ]]
*[[Blacklanner]]
+
||Mech||CL||35||X||
*[[Cauldronborn]]
+
|-
*[[Cougar]]
+
![[Raven|Raven Prime ]]
*[[Donar]]
+
||Mech||IS||35||||X
*[[Hephaestus]]
+
|-
*[[Loki]]
+
![[Raven|Raven D ]]
*[[Masakari]]
+
||Mech||IS||35||X||
*[[Shadowcat]]
+
|-
*[[Sulla]]
+
![[Chimera|Chimera G ]]
*[[Thor]]
+
||Mech||IS||40||||X
|
+
|-
*[[Atlas]]
+
![[Shadowcat|Shadowcat D ]]
*[[Raven]]
+
||Mech||CL||45||X||
*[[Thanatos]]
+
|-
*[[Hawkmoth]]
+
![[Blacklanner|Blacklanner D ]]
*[[Shiva ]]
+
||Mech||CL||55||X||
*[[SparrowHawk]]
+
|-
 +
![[Argus|Argus Prime ]]
 +
||Mech||IS||60||X||
 +
|-
 +
![[Cauldronborn|Cauldronborn B ]]
 +
||Mech||CL||65||X||
 +
|-
 +
![[Loki|Loki A ]]
 +
||Mech||CL||65||X||
 +
|-
 +
![[Avatar|Avatar E ]]
 +
||Mech||IS||70||X||
 +
|-
 +
![[Thanatos|Thanatos B ]]
 +
||Mech||IS||75||||X
 +
|-
 +
![[Masakari|Masakari F ]]
 +
||Mech||CL||85||X||
 +
|-
 +
![[Atlas|Atlas E ]]
 +
||Mech||IS||100||||X
 +
|-
 +
![[Kodiak|Kodiak E ]]
 +
||Mech||CL||100||X||
 +
|-
 +
![[Harasser|Harasser C ]]
 +
||Vehicle||IS||25||X||
 +
|-
 +
![[Hephaestus|Hephaestus C ]]
 +
||Vehicle||CL||30||X||
 +
|-
 +
![[Mars|Mars A ]]
 +
||Vehicle||CL||100||X||
 +
|-
 +
![[Mars|Mars F ]]
 +
||Vehicle||CL||100||X||
 +
|-
 +
![[Donar|Donar B ]]
 +
||VTOL||CL||25||X||
 +
|-
 +
![[Hawkmoth|Hawkmoth F ]]
 +
||VTOL||IS||25||||X
 +
|-
 +
![[SparrowHawk|SparrowHawk D ]]
 +
||ASF||IS||30||X||
 +
|-
 +
![[Sulla|Sulla C ]]
 +
||ASF||CL||45||X||
 +
|-
 +
![[Corsair|Corsair B ]]
 +
||ASF||IS||50||X||
 +
|-
 +
![[Corsair|Corsair H ]]
 +
||ASF||IS||50||X||
 +
|-
 +
![[Shiva|Shiva F ]]
 +
||ASF||IS||85||||X
 +
|-
 
|}
 
|}
 +
</div>
 +
{{Version tag | Width = 625px | Version149=0.14.9}}
 +
  
==See Also==
+
----
* [[TAG]]
 
  
 
[[Category:Grenade weapons]]
 
[[Category:Grenade weapons]]
 
[[Category:Lists]]
 
[[Category:Lists]]
 
[[Category:Missile weapons]]
 
[[Category:Missile weapons]]
 +
<br>{{Navbox Weapons}}

Latest revision as of 13:15, 8 July 2022

NARC, or Narc Missile Beacon, is a missile homing beacon that guides friendly missiles to the target.

Overview

Upon striking the target 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 guidable 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. While relying on allies for NARCed targets is often an effective tactic, especially when allies are coordinating well, sometimes Self-NARCing may be necessary.

NARC missiles are very bulky, sharply limiting the number of extra NARC missiles a vehicle can carry.

Weapon Stats

Weapon Min Range Max Range Lock On
Range
Lock On
Time
Beacon
Active
Beacon
Range
Damage/Shot Speed
(m/s)
Shots
/min
Heat
/Shot
Ammo
/ton
Ammo cost
/ton
NARC --- 500m 500m 1.4s 25s 1000m --- 400 60 20 6 1500
CNARC 700m 700m
iNARC 900m 900m 2000
All stats are current as of release 0.14.10

Gameplay & Hints

There's two major ways to counter NARCs:

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 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.

2. Any EMP effect from LGBs or PPCs (of all sizes) will remove NARCs, as long as the EMP splash reaches the core of the NARCed unit (Mech center torso, Tank Hull, etc). With this it is possible to remove a NARC from a friendly unit, or from yourself, by firing a PPC to near environment (wall for example) or direcly to component. Just hitting mechs foot won't usually help, because the EMP splash won't reach the CT.

Canon

NARC Missile Beacon

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.

BattleTech reference

Usage

The following assets equip NARCs:

Asset Type Faction Tons (c)NARC iNARC
Commando F Mech IS 25 X
Locust IIC B Mech CL 25 X
Cougar C Mech CL 35 X
Raven Prime Mech IS 35 X
Raven D Mech IS 35 X
Chimera G Mech IS 40 X
Shadowcat D Mech CL 45 X
Blacklanner D Mech CL 55 X
Argus Prime Mech IS 60 X
Cauldronborn B Mech CL 65 X
Loki A Mech CL 65 X
Avatar E Mech IS 70 X
Thanatos B Mech IS 75 X
Masakari F Mech CL 85 X
Atlas E Mech IS 100 X
Kodiak E Mech CL 100 X
Harasser C Vehicle IS 25 X
Hephaestus C Vehicle CL 30 X
Mars A Vehicle CL 100 X
Mars F Vehicle CL 100 X
Donar B VTOL CL 25 X
Hawkmoth F VTOL IS 25 X
SparrowHawk D ASF IS 30 X
Sulla C ASF CL 45 X
Corsair B ASF IS 50 X
Corsair H ASF IS 50 X
Shiva F ASF IS 85 X
All stats are current as of release 0.14.10