Wabbit Swaya, on 29 July 2014 - 11:28 AM, said:
Again, you're asking for a straight out buff to the system. This time a rather ludicrous one by giving a zero crit slot system and then again wanting to buff it by giving it a module bonus and a quirk.
Put a little.more thought into it next time.
You want more range... give it heat... or an additional crit slot. You want it totally invisible... reduce range...add a crit slot...give it heat. There, you get something for giving something.
Let me detail the idea for you
TAG, one slot, one crit. Original long range 15 (x 30)= 450m
Unmodified, what I'd like to see for MWO is an Infrared beam that can be seen with Thermal and Night Vision, a fair trade-off IMHO.
Then modified, consider having changing visibility only for gameplay purposes, with extending range.
TAG Module - equip-able in a Module Slot (or possibly in a Weapon Slot, due to the numbers provided in the
Patch Notes and
Smurfy's)
(if only keeping two ranks)
Rank 1: +75m, beam visibility increased 25%
Rank 2: +150m, beam visibility increased 50%
Otherwise:
Rank 1: +30m, beam visibility increased 10%
Rank 2: +60m, beam visibility increased 20%
Rank 3: +90m, beam visibility increased 30%
Rank 4: +120m, beam visibility increased 40%
Rank 5: +150m, beam visibility increased 50%
From the
Spider 5V (Note: only two weapon hardpoints in the CT, so to currently use TAG on the 5V, it needs to make a sacrifice to do so, it shouldn't need to).
SDR-5V TAG quirk: +150m, beam visibility increased 5%
So going with a max ranked module stacking with the variant quirk the new max range would be (450+150+150)= 750m and a 55% increased beam visibility.
Also, allowing TAG to be mountable like BAP without an Energy Hardpoint allows mechs to use it without making a sacrifice (all of the 2 or 1 energy mechs for example) and it allows mechs like the Oxide, Huginn, CPLT-A1 access to TAG, where they currently cannot mount TAG.