hammerreborn, on 06 April 2013 - 05:46 AM, said:
TAG is the best 1 ton piece of equipment in the game. Hell, if I had a choice between ECM and TAG I'd pick TAG everytime. It does everything.
1) It's a tracer. Shoot TAG at target, get red crosshair, fire lasers. They hit EVERY TIME. Especially useful when aiming at a ravens legs.
2) It helps paint targets. Screw letters, follow the bullseye. It even paints targets under ECM coverage!
3) It's a straight up damage bonus for all LRMs on your team. Who doesn't like free damage? It also allows them to fire indirectly much, much easier than without.
4) It's the best offensive team weapon in the game. No other equipment provides an offensive bonus to your teammates
5) It has range. No brawling necessary!
6) And it does all that WITH NO HEAT. Ya, put an extra medium laser in there Jenner Ds, and as soon as you shut down, your face gets blown off.
If you are a light and you're not carrying TAG you have no damn excuse except for joke builds. You're just awful.
TAG is good if someone on your team has LRMs. If not, it's a niche item at best.
points 1, 2, and 3 have some substance to them. Point 4 amounts to "see point 3", point 5 doesn't exactly set TAG apart, and 6 is *exactly* as dumb as someone saying that ECM is good because it generates no heat. ECM doesn't generate heat, and it also doesn't make your mech glow bright orange. The absence of a drawback is not a benefit.
Theoretically you should be able to tell when your crosshairs are over a target, assuming you can aim. You shouldn't need TAG to tell whether your lasers will hit. Having said that, a fiend of mine in a Jenner once had a no-HUD bug and in that match he used his TAG laser as a substitute for crosshairs.
While it's nice to paint a target using TAG, it's much nicer to be able to prevent yourself from being painted by using ECM. The fuzzing and null-sig effect of ECM is so much more powerful than TAG-painting that I have trouble seeing how you put them in the same league.
So there's the damage bonus you give to friendly LRMs. Again, ECM hurts LRMs so much more than TAG helps LRMs that I'm left wondering how you could possibly think that the two items are comparable in power.
I think there's an *outstanding* excuse for not bringing TAG: If you're on an 8v8 team with no LRMs. At that point the coordination bonus you get for bringing TAG is the only thing to justify the tonnage, and if you're on TeamSpeak then calling targets for your team shouldn't be *that* hard. At that point save the ton and the slot and bring something more helpful.
Sinthrow, on 06 April 2013 - 08:09 AM, said:
If you, the dav team, are unwilling or unable to correct the ecm module, you should at least give it the value it has.. it should have its own ELO values.. i.e.
ELO for light mechs
ELO for lights with ECM
ELO for Medium mechs
ELO for Medium mechs with ECM
ELO for heaveis
ELO for Assaults
ELO for Assaults with ECM
You can do far better than this. In fact, tabletop already has a system for handling how some mechs are better than others: Battle Value. It shouldn't exactly be hard to implement, and it wouldn't exactly take a lot of work to improve on the numbers Tabletop uses (God knows there are enough junky mechs with high BVs that the inner workings of the Battle Value calculation should not be sacred).
PGI saw a tractor, was offered a tractor, and they've decided to use an oxen to plow the field instead. It boggles my mind.
For God's sake, they don't even have to balance ECM for its tonnage: they could just give it a high BV. That would be *perfectly fine*. A solution is staring them in the face, and they turn it down.
Vapor Trail, on 06 April 2013 - 11:42 AM, said:
3) Yep
. However [TAG helping LRM accuracy] isn't canon prior to the introduction of
Semi-Guided LRMs in 3057.
True. Before 3057, TAG is pretty much only there to call down Arrow IV missile artillery... which isn't in this game. I have no idea *why* that's the case, because Arrow IV sounds like a *great* artillery module to me. But again, PGI seems to like rejecting the ideas offered to them on a silver platter.
In tabletop, it takes special ammunition to take advantage of NARC and TAG. That's a righteous, royal pile of ********. It's one of the reasons that tabletop lacks the tactical depth associated with playable indirect fire mechanics. Tabletop just makes it too hard to do interesting things and that's one of the reasons why it could *never* be my only tabletop game. (EDIT: This lack of playable indirect fire mechanics is also the reason I'm not playing MWO right now. Enjoying this game is just too much work.) I almost always use C3 in my tabletop games, just to get that extra tactical depth associated with having another thing on the table to consider.
I get that PGI wants ECM to be a game-changer the way C3 is a game-changer, but PGI's effects for ECM all create frustration and they have included no way of accounting for how powerful it is relative to its tonnage. It's a terrible piece of design.
Edited by Marcus Tanner, 06 April 2013 - 01:56 PM.