Is There A Way To Toggle A Weapon To Just Be On Forever?
#1
Posted 05 June 2013 - 05:26 PM
#2
Posted 05 June 2013 - 06:18 PM
#3
Posted 06 June 2013 - 12:05 AM
Though, as mailin points out, it's probably a bad idea since it's a little red line that screams HERE I AM SHOOT ME I HAVE LRMS.
#4
Posted 06 June 2013 - 02:49 AM
#5
Posted 06 June 2013 - 11:59 AM
I still don't recommend doing it though, because, as other's have said, it does give away your location.
Edited by DEMAX51, 06 June 2013 - 12:02 PM.
#6
Posted 06 June 2013 - 09:53 PM
If you're next to someone who has tag on all the time... move away. Wherever he or she goes, doom is soon to follow.
#7
Posted 06 June 2013 - 10:32 PM
I just started trying my hand at a TAG-enhanced missile boat (Stalker 5S) and have been running it with a macro that always keeps TAG on (there is one referenced on this forum that uses a program called "Autohotkey", btw, if you are interested). I get shot a LOT in this mech... Hehe... Now I know why!
Think I'll try it without the "always on" macro and see how I fare (or better yet without TAG altogether, as I haven't seen that big of an advantage to it -- granted I'm a newb).
TJ
#8
Posted 06 June 2013 - 10:45 PM
The Jerol, on 06 June 2013 - 10:32 PM, said:
Think I'll try it without the "always on" macro and see how I fare (or better yet without TAG altogether, as I haven't seen that big of an advantage to it -- granted I'm a newb).
TJ
Actually got help remapping the macro key in here, then posted scripts for two very interesting builds. Still have to put vids up for the shotgun, MG, AC/2 DD.
Tested macros with energy weapons per someone's request. My results are here.
Edited by Koniving, 06 June 2013 - 10:46 PM.
#9
Posted 06 June 2013 - 11:40 PM
To fire continuously with the 9 lasers you just have to split the arm and torso lasers into 2 groups and activate chainfire for those 2 groups (Left and right mouse button for me). The head laser is backup for if you need just that little bit more damage and I have a separate weapon group just for the arm lasers incase a light gets too close. A final weapon group for all weapons at once for if I need an alphashot.
Edited by Rushin Roulette, 06 June 2013 - 11:41 PM.
#10
Posted 07 June 2013 - 09:08 AM
Rushin Roulette, on 06 June 2013 - 11:40 PM, said:
I'm aware. The point is someone asked me to test and see if there 'is' a benefit. Which there is if you use 5 PPCs to pump out 30 back to back shots before blowing up, want a flashy useless flamer rig, or like to create interesting firing patterns. At the very beginning of the first video, I happen to start out already chainfire.
Edited by Koniving, 07 June 2013 - 09:08 AM.
#11
Posted 07 June 2013 - 12:49 PM
The Jerol, on 06 June 2013 - 10:32 PM, said:
Think I'll try it without the "always on" macro and see how I fare (or better yet without TAG altogether, as I haven't seen that big of an advantage to it -- granted I'm a newb).
TAG it still awesome. I'd keep it, but just shoot it at guys you have LOS on. It can light up an ECM target and let you lock onto them. It increases tracking and grouping for your missiles. I makes almost all of your missiles hit CT on the target you have painted. I'd still take it, it just is a bit tricky to figure out at first.
#12
Posted 10 June 2013 - 07:25 AM
If they're ECM shielded, you have to keep them TAGged in order to maintain lock, so you have to paint them during the entire flight of the missiles
If they're NOT ECM shielded, you really only have to paint them with TAG right as you're getting lock on them to make the lock happen faster, and then again right before the missiles land, to get them to focus tighter on the CT. - you don't need to keep the target painted the entire time.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users


















