Difference between revisions of "NARC"
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− | + | '''NARC''', or '''Narc Missile Beacon''', is a missile homing beacon that guides friendly missiles to the target. | |
− | '''NARC''', or '''Narc Missile Beacon''', is a missile homing beacon that | + | __TOC__ |
+ | ==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. | ||
− | + | NARC missiles are very bulky, sharply limiting the number of extra NARC missiles a vehicle can carry. | |
− | |||
− | |||
− | |||
==Weapon Stats== | ==Weapon Stats== | ||
− | |||
<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;"> | ||
− | {| class= " | + | {| class= "sortable hoverTable statTable stickyCol" |
− | |- style=" | + | |- style="height:70px;" |
− | ! data-sort-type="number" style="width: 90px" | '''Weapon''' | + | ! data-sort-type="number" style="width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon''' |
! data-sort-type="number" style="width: 70px" | '''Min Range''' | ! data-sort-type="number" style="width: 70px" | '''Min Range''' | ||
! data-sort-type="number" style="width: 70px" | '''Max 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 --> | ||
Line 19: | Line 17: | ||
! data-sort-type="number" style="width: 70px" | '''Beacon<br>Active''' | ! data-sort-type="number" style="width: 70px" | '''Beacon<br>Active''' | ||
! data-sort-type="number" style="width: 70px" | '''Beacon<br>Range''' | ! data-sort-type="number" style="width: 70px" | '''Beacon<br>Range''' | ||
− | ! style="width: 80px" | '''Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot--> | + | ! data-sort-type="number" style="width: 80px" | '''Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot--> |
+ | ! data-sort-type="number" style="width: 70px" | '''Speed<br>(m/s)''' | ||
! data-sort-type="number" style="width: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> | ! data-sort-type="number" style="width: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> | ||
− | ! style="width: 70px" | '''[[Heat]]<br>/Shot''' | + | ! data-sort-type="number" style="width: 70px" | '''[[Heat]]<br>/Shot''' |
− | ! style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton --> | + | ! data-sort-type="number" style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton --> |
− | ! style="width: 70px" | '''Ammo cost<br>/ton''' | + | ! data-sort-type="number" style="width: 70px" | '''Ammo cost<br>/ton''' |
|- | |- | ||
− | + | ! data-sort-value="1" | '''NARC''' | |
| rowspan= "3" | --- | | rowspan= "3" | --- | ||
| Data-sort-value="500" | 500m | | Data-sort-value="500" | 500m | ||
Line 34: | Line 33: | ||
| rowspan= "3" Data-sort-value="1000" | 1000m | | rowspan= "3" Data-sort-value="1000" | 1000m | ||
| rowspan= "3" | --- | | rowspan= "3" | --- | ||
+ | | rowspan= "3" | 400 | ||
| rowspan= "3" | 60 | | rowspan= "3" | 60 | ||
| rowspan= "3" | 20 | | rowspan= "3" | 20 | ||
Line 40: | Line 40: | ||
|- | |- | ||
− | + | ! data-sort-value="2" | '''CNARC''' | |
| Data-sort-value="700" | 700m | | Data-sort-value="700" | 700m | ||
| Data-sort-value="700" | 700m | | Data-sort-value="700" | 700m | ||
|- | |- | ||
− | + | ! data-sort-value="3" | '''iNARC''' | |
| Data-sort-value="900" | 900m | | Data-sort-value="900" | 900m | ||
| Data-sort-value="900" | 900m | | Data-sort-value="900" | 900m | ||
Line 53: | Line 53: | ||
|} | |} | ||
</div> | </div> | ||
− | {{Version tag | Width = | + | {{Version tag | Width = 1330px | Version149=0.14.9}} |
− | |||
− | |||
− | + | ==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 | + | 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 | + | 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== | ==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. | 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] | [http://www.sarna.net/wiki/Narc_Missile_Beacon BattleTech reference] | ||
+ | {{Clear}} | ||
==Usage== | ==Usage== | ||
The following assets equip NARCs: | The following assets equip NARCs: | ||
− | <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; max-height: 500px; max-width:635px"> |
− | {| | + | {| class= "filterable sortable hoverTable statTable stickyCol stickyHead" |
− | |- style=" | + | |- style="height:70px;" |
− | ! style="width: | + | ! class="unfilterable" style="width: 150px; left:0; z-index:99999" | '''Asset''' |
− | ! | + | ! class="unsortable" style="white-space:nowrap; width:90px" | '''Type''' <!-- filter instead of sorting--> |
− | + | ! class="unsortable" style="white-space:nowrap; width:90px" | '''Faction''' <!-- filter instead of sorting--> | |
− | + | ! class="unfilterable" data-sort-type="number" style="width: 60px;" |'''Tons''' | |
− | + | ! class="unfilterable" style="width: 50px;" |'''(c)NARC''' | |
− | + | ! class="unfilterable" style="width: 50px;" |'''iNARC''' | |
− | + | |- | |
− | + | ![[Commando|Commando F]] | |
− | + | ||Mech||IS||25||X|| | |
− | + | |- | |
− | + | ![[Locust IIC|Locust IIC B]] | |
− | + | ||Mech||CL||25||X|| | |
− | + | |- | |
− | | | + | ![[Cougar|Cougar C ]] |
− | + | ||Mech||CL||35||X|| | |
− | + | |- | |
− | + | ![[Raven|Raven Prime ]] | |
− | + | ||Mech||IS||35||||X | |
− | + | |- | |
− | + | ![[Raven|Raven D ]] | |
− | + | ||Mech||IS||35||X|| | |
− | + | |- | |
− | + | ![[Chimera|Chimera G ]] | |
− | + | ||Mech||IS||40||||X | |
− | + | |- | |
− | + | ![[Shadowcat|Shadowcat D ]] | |
− | + | ||Mech||CL||45||X|| | |
− | | | + | |- |
− | + | ![[Blacklanner|Blacklanner D ]] | |
− | + | ||Mech||CL||55||X|| | |
− | + | |- | |
− | + | ![[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> | </div> | ||
− | {| | + | {{Version tag | Width = 625px | Version149=0.14.9}} |
− | + | ||
− | | | ||
− | |||
− | + | ---- | |
− | |||
[[Category:Grenade weapons]] | [[Category:Grenade 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 |
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
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.
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 | |