

Why Is Tag An Energy Weapon?
#1
Posted 12 March 2013 - 09:25 PM
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
Posted 12 March 2013 - 09:29 PM
#3
Posted 12 March 2013 - 09:31 PM
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.
#6
#7
Posted 12 March 2013 - 10:37 PM
#8
Posted 12 March 2013 - 11:22 PM
I get it. Tis a game.
#9
Posted 13 March 2013 - 12:40 AM
#11
Posted 13 March 2013 - 12:50 AM
#12
Posted 13 March 2013 - 05:22 AM
#13
Posted 13 March 2013 - 05:51 AM
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
Posted 13 March 2013 - 05:55 AM
peve, on 12 March 2013 - 11:22 PM, said:
I get it. Tis a game.
Yes that low power laser has range of 750m, but a large laser is only 450m

Edited by Sheraf, 13 March 2013 - 05:56 AM.
#15
Posted 13 March 2013 - 06:02 AM
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
Posted 13 March 2013 - 06:02 AM
#17
Posted 13 March 2013 - 06:04 AM
Vapor Trail, on 12 March 2013 - 10:37 PM, said:
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
Posted 13 March 2013 - 06:06 AM
Edited by Sheraf, 13 March 2013 - 06:09 AM.
#19
Posted 13 March 2013 - 06:18 AM
Most just setup macros to do that so there's no reason not to include that functionality into the game client.
#20
Posted 13 March 2013 - 06:26 AM
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