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Why Is Tag An Energy Weapon?


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#1 Sug

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Posted 12 March 2013 - 09:25 PM

Yeah I get that it technically uses energy..... but so does BAP and ECM.

Why must I give up one of my precious hardpoints, losing 25, 30, or even 50 Percent of my energy firepower, to mount a red laser pointer?

Ah I answered my own question as I was typing. It's an energy weapon because we need to manually fire it to use it. Even though dedicated users have a .cfg file or something they load so it just continuously fires on its own.

PGI added a button and a tiny indicator for missile bay doors to open and shut. And ECM has a key to switch modes...


Can we PLEASE get a button that turns TAG on or off???

#2 Tennex

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Posted 12 March 2013 - 09:29 PM

i like the idea but what will decide what barrel the tag beam comes out of

#3 Vapor Trail

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Posted 12 March 2013 - 09:31 PM

It's to keep the A1 from becoming even more reviled.

Seriously, dunno. Asked the same question to myself when it came out. Still haven't found a satisfactory answer.

Also, why is an artillery designator being used for LRMs? AFAIK there aren't any LRM loads that TAG affects at this point in the timeline.

Edited by Vapor Trail, 12 March 2013 - 09:32 PM.


#4 Vapor Trail

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Posted 12 March 2013 - 09:51 PM

So's this:
Posted Image
http://www.northropg...es/default.aspx

#5 Sug

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Posted 12 March 2013 - 09:59 PM

View PostVapor Trail, on 12 March 2013 - 09:51 PM, said:

So's this:


Exactly.

#6 KinLuu

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Posted 12 March 2013 - 10:30 PM

View PostVapor Trail, on 12 March 2013 - 09:51 PM, said:



Well, but as you can see, this thing is mounted on that grunts head energy slot aswell.

#7 Vapor Trail

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Posted 12 March 2013 - 10:37 PM

Though one thing I notice is: AMS is obviously a ballistic. So why can't I mount an AC/20 there? I can mount a PPC most places I can mount a TAG.

#8 peve

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Posted 12 March 2013 - 11:22 PM

So, a laser that has a range of 750 meters and weights 1000kg.

I get it. Tis a game.

#9 Pihb

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Posted 13 March 2013 - 12:40 AM

It is a laser...

#10 Jestun

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Posted 13 March 2013 - 12:48 AM

View PostSug, on 12 March 2013 - 09:25 PM, said:

Can we PLEASE get a button that turns TAG on or off???


I'd rather not. I rebound weapon group 6 to shift and am used to holding it when I want to give away my position with a bright red laser.

#11 Mycrus

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Posted 13 March 2013 - 12:50 AM

This undisputedly deserves an energy slot as it makes a pew pew sound.

#12 Hellboy561

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Posted 13 March 2013 - 05:22 AM

I've heard of people just putting something heavy (ish) onto whatever key they have bound the TAG onto. Theres your on/off button.

#13 Schrottfrosch

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Posted 13 March 2013 - 05:51 AM

The TAG is also really quite powerful - I do not leave my house without TAG when I have LRMs with me.

I use a C1 every now and then with TAG, 2 Artemis LRM 20s and 2 MPLs for selfdefense. Those LRMs fired with TAG and Artemis really hurt! Because of place needed for all the ammo and heat sinks I go with a quite small standard engine, so I am quite slow and when cought by a Raven 3L I am going to be toast - I mounted 1 JJ though for unexpected maneuvers :)

I could think about another solution for the TAG as to make it an upgrade to missile launchers like the Artemis is - it could add tonnage to the upgraded missile launchers, like for example 0.5t per launcher. This would make the A1 interesting for missile support roles instead just going 6xSRM6s.

Edited by Schrottfrosch, 13 March 2013 - 05:52 AM.


#14 Sheraf

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Posted 13 March 2013 - 05:55 AM

View Postpeve, on 12 March 2013 - 11:22 PM, said:

So, a laser that has a range of 750 meters and weights 1000kg.

I get it. Tis a game.


Yes that low power laser has range of 750m, but a large laser is only 450m :). if you add electronic component of the TAG into a large laser, does that make large laser a tag also?

Edited by Sheraf, 13 March 2013 - 05:56 AM.


#15 Cairbre

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Posted 13 March 2013 - 06:02 AM

It strikes me as a carry over from the TT days, where a TAG was fired and rolled to hit like any other weapon. At the moment, we need to hold a TAG lock long enough for missiles to hit. Were it converted to match other lasers, we'd need it to have a cycle time, and have TAG endure longer, much like some freaky energy NARC beacon, which would defeat the purpose of encouraging spotters.

All active target designation hardware is weaponry at this point in the game- TAG's the laser, and NARC's the missile. Everything else that is truly passive is equipment.
This is totally fair- it would be cool to have the option to switch it always on though. Perhaps edit the code so that a Tag on 'chainfire' is always firing?

I tend to leave it on Mouse 2 when I'm spotting.

#16 Penance

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Posted 13 March 2013 - 06:02 AM

because it's a laser.

#17 Glythe

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Posted 13 March 2013 - 06:04 AM

View PostVapor Trail, on 12 March 2013 - 10:37 PM, said:

Though one thing I notice is: AMS is obviously a ballistic. So why can't I mount an AC/20 there? I can mount a PPC most places I can mount a TAG.


Extremely good point!

WTB Atlas K with 3x AC/20 (2 in the arms OMFG).


Seriously.... TAG using an energy slot is broken because ECM doesn't require the loss of any offense or defense.

#18 Sheraf

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Posted 13 March 2013 - 06:06 AM

And TAG fails miserably when an ECM Raven decides to stay near you. Instead of carrying a TAG, I would put a medium laser there to kill that annoying Raven.

Edited by Sheraf, 13 March 2013 - 06:09 AM.


#19 OpCentar

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Posted 13 March 2013 - 06:18 AM

We need that ON/OFF button for TAG.

Most just setup macros to do that so there's no reason not to include that functionality into the game client.

#20 M4NTiC0R3X

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Posted 13 March 2013 - 06:26 AM







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