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[Suggestion] Make TAG an ability that we can toggle on/off


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#1 Sybreed

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Posted 02 November 2012 - 02:19 PM

One of the reasons I find TAG less attractive is the fact I need to assign a control group for it alone then constantly keep that control group active. What I'd suggest is to make TAG an ability that can be turned on/off, a bit like the PiP zoom at the cost of a basal heat requirement.

Who else thinks it's a good, simple idea?

Edited by Sybreed, 02 November 2012 - 02:28 PM.


#2 Elder Thorn

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Posted 02 November 2012 - 02:25 PM

yes, TAG needs to be toggled

#3 Devil God

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Posted 02 November 2012 - 02:40 PM

I have noob questions for TAG.

If I am the missile boat, do I have to have TAG or the scout has TAG will help me ?

Is TAG for the mech who is doing the firing or the scouting ?

thanks

#4 Kaillith

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Posted 02 November 2012 - 02:45 PM

TAG is better on scouts, they can spot and use tag so your missiles can have better accurracy. It works on SRMS too, but mostly its the job of the scout to use TAG.

#5 Stickjock

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Posted 02 November 2012 - 02:49 PM

Works good on my Founders Cat as well... between 180m - 450m you have the ability to light up your own targets as well as light them up for any other LRM launchers around...

#6 Hammerhai

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Posted 02 November 2012 - 02:53 PM

When he can.
I got killed trying to hold a TAG on target. Does not work. In fact I do not even know if TAGging once and then zooming off is enough...
PGI question then. How does TAG actually work? Holding a beam on target does not work. For sure. It kills a scout because there is no way you can keep speed an aim the damn thing worth a penny.
miSs? Any comment? Anyone else explain to a dumbskull how to do this properly?

#7 StriplingWarrior

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Posted 02 November 2012 - 02:59 PM

View PostHammerhai, on 02 November 2012 - 02:53 PM, said:

When he can.
I got killed trying to hold a TAG on target. Does not work. In fact I do not even know if TAGging once and then zooming off is enough...
PGI question then. How does TAG actually work? Holding a beam on target does not work. For sure. It kills a scout because there is no way you can keep speed an aim the damn thing worth a penny.
miSs? Any comment? Anyone else explain to a dumbskull how to do this properly?

I have not had too much problem keeping it on mechs I am painting for the LRM boats. The effect lasts for a second or so after the beam leaves the target. It actually lasts long enough that when scouting I can paint two or more mechs if they are close together. It works wonderfully, my founders Cat is able to pick stuff apart as it closes on me using my own TAG I can almost pick mech parts to remove.

The effect works out to about 450M. It seems to make the LRMs cluster better and they home on the dot. Head or arm or whatever. It also works if you are standing behind the mech you are painting and the missles are coming from in front of the tagged mech. I know it shouldnt but it does.

Edited by StriplingWarrior, 02 November 2012 - 03:01 PM.


#8 PapaKilo

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Posted 02 November 2012 - 06:39 PM

Toggle would make TAGging too easy.

#9 EvangelionUnit

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Posted 02 November 2012 - 10:34 PM

View PostPapaKilo, on 02 November 2012 - 06:39 PM, said:

Toggle would make TAGging too easy.

you still have to aim at one mech, and keep this aim while running around him, and his angry friends with full speed ...
oh and that's nearly the same as putting TAG in a group and keep pressing the firebutton for said group the whole time ...

#10 Lentil

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Posted 03 November 2012 - 11:23 AM

You can make TAG permanently on (once fired) with a current workaround. See my post in the workarounds forum.





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