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#1 le Jason

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Posted 23 September 2012 - 12:01 PM

What is the TAG good for?

#2 xX_Nero_Xx

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Posted 23 September 2012 - 12:05 PM

tag is a laser that lights a target up for missles to hit it.
it makes more missles hit the target

#3 Adridos

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Posted 23 September 2012 - 12:05 PM

It helps your LRM friends achieve lock and hit with greater accuracy.

#4 zer0imh

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Posted 23 September 2012 - 12:13 PM

sarna is your friend ;)

http://www.sarna.net...cquisition_Gear

#5 Hawks

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Posted 23 September 2012 - 02:04 PM

It looks really pretty ;)

#6 Redshift2k5

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Posted 23 September 2012 - 04:52 PM

Actual gameplay questions belong in the beta forum.

#7 Synthesys

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Posted 27 September 2012 - 01:57 PM

No actual game play referenced in this thread. The descriptions up above are not specific to MWO

#8 Hardwyre

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Posted 04 October 2012 - 07:05 AM

How does the TAG differ from the NARC system? (besides one is energy the other missile)

#9 thelasttrueborn

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Posted 04 October 2012 - 07:17 AM

narc is easier to hit and run with, tag must be kept on target for a short while.

#10 Exilyth

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Posted 04 October 2012 - 07:21 AM

TT wise...

The narc is a beacon that attaches to the target, so once it has hit, there's no need to keep on target like with the TAG system which is more like a target painter. Also, the narc can fire special ammunition like explosive pods, bola pods and homing pods.

Later, the iNarc appears, which can fire even more diverse ammo, like haywire pods, ecm pods and nemesis pods.

#11 thelasttrueborn

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Posted 04 October 2012 - 07:22 AM

not in this game, so not relevant.

#12 Bigfoot17

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Posted 04 October 2012 - 08:45 AM

they haven't put in ammo choices for the LBX, so they sure aren't likely to put in those NARC alternatives anytime soon. probably be way to complicated - like having tanks and VTOLs and those lovely little Clan battlesuits bouncing all over the place planting explosives on enemy mechs. fun, but way to much to put into this game.

#13 Corran Halcyon

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Posted 15 October 2012 - 03:21 PM

Battlesuits? You mean Elementals? If that is what you are referencing the IS has those too. Also, I'm sure PGI will ammo variants in time. But I personally would prefer more Heavy class Mechs first. Dragon and Cat are rather limited for my prefered play style. Brawling.

#14 Ram71

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Posted 15 October 2012 - 03:45 PM

isn't tag a game kids play????

#15 gavking

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Posted 29 October 2012 - 04:22 PM

I have a catapult c1. Should I use a tag?

#16 Pat Kell

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Posted 29 October 2012 - 04:27 PM

View Postgavking, on 29 October 2012 - 04:22 PM, said:

I have a catapult c1. Should I use a tag?

if you are using missiles, and have the tonnage, tag can be very useful for when an enemy gets with 450 meters...but there is a small window as at 180 m and closer, missiles do no damage. Even inside 180 meters it can give your allied missile boats an extra edge to knock the guy out before he can hurt you too much. Its only .5 tons so my advice is to loose a half ton of armor or something to make room for it because when its on target, it can be brutal. Also put it in every weapon group you fire or in 1 that you can just hold down and fire forever as it has no cooldown and produces no heat. Just run around with it on all the time. good luck:)

Edited by Pat Kell, 29 October 2012 - 04:28 PM.


#17 TigaShark

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Posted 01 November 2012 - 12:32 AM

Yes you should..but more importantly...you should also be firing your LRM's at tagged or narc'd targets. Coming from a light driver, nothing is worse than dying and seeing an lrm boat shooting LRM's at a target 150m away when a scout has spent 3 minutes dodging fire and tagging 3 atlas' that are 800m away /o\

#18 Digital Ninja

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Posted 01 November 2012 - 12:43 AM

View Postfccolhitman, on 23 September 2012 - 12:05 PM, said:

tag is a laser that lights a target up for missles to hit it.
it makes more missles hit the target

Also speeds up the lock on.

#19 Valder

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Posted 01 November 2012 - 01:04 AM

View Postthelasttrueborn, on 04 October 2012 - 07:17 AM, said:

narc is easier to hit and run with, tag must be kept on target for a short while.

If you lose line of sight on the mech you shot with the Narc, you lose Narc lock benefits. If you maintain line of sight it maintains lock benefits for around 20-30 secs. It weighs 3 tons for the launcher, and each ton of ammo is 7 rounds. The rounds travel slow and are hard to hit mechs with at first.


View PostExilyth, on 04 October 2012 - 07:21 AM, said:

TT wise...

The narc is a beacon that attaches to the target, so once it has hit, there's no need to keep on target like with the TAG system which is more like a target painter. Also, the narc can fire special ammunition like explosive pods, bola pods and homing pods.

Later, the iNarc appears, which can fire even more diverse ammo, like haywire pods, ecm pods and nemesis pods.

Like that other guy said, none of that is in the game. Irrelevant and confusing to new players.


Tag is a 1 ton laser that gives improved missile lock for about 2 seconds. So you can either hold the laser on the target or sweep it repeatedly. It generates no heat and does no damage. I like to bind the tag laser to my streak srm launcher in my scout. You can hold the trigger and the laser always shoots so you're always sweeping the target and keeping them tagged, but the streak srms will only fire when they have a lock.


The benefits of both Tag and Narc locks are: missiles lock on faster, missiles group tighter and tend to hit center torso more.

#20 627

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Posted 01 November 2012 - 01:14 AM

is narc still unusable with that short 8 second timer? My LRMs need more time to fly to the target :rolleyes:

Edited by 627, 01 November 2012 - 01:14 AM.






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