Range Of Tag
#1
Posted 10 February 2014 - 01:22 PM
#2
Posted 10 February 2014 - 02:05 PM
#3
Posted 10 February 2014 - 02:30 PM
The range was normally 450m but PGI modified it to 750m because of how radically different GECM works.
#4
Posted 10 February 2014 - 02:49 PM
Tag is fine as it is now for Missile boats that self-tag and I feel like any universal buff to TAG might make it a little OP.
#5
Posted 10 February 2014 - 05:37 PM
#6
Posted 10 February 2014 - 08:46 PM
Edited by Moromillas, 10 February 2014 - 08:46 PM.
#7
Posted 10 February 2014 - 09:41 PM
Sandpit, on 10 February 2014 - 05:37 PM, said:
I don't think that's a bad thing. It would mean the other team's heavies/assaults have to find a way to break line-of-sight from the spotter, while dispatching one of their own faster units to kill or chase off the enemy spotter. Role warfare and all that jazz.
#8
Posted 10 February 2014 - 09:48 PM
xThrottle Geek, on 10 February 2014 - 01:22 PM, said:
I'm not a fan of this.
Right now a long range spotter can do their job (role warfare) and see the target, enabling the LRM carrier to engage. If they also want the benefits of TAG they should take some risk.
Otherwise its all gain and no loss, doesn't seem fair.
#9
Posted 10 February 2014 - 09:55 PM
#10
Posted 11 February 2014 - 07:44 AM
A Locust equipped with TAG, BAP & Adv. Sensor Module. Sensors first detect enemies at 1250m approximately. Sweet, you just spotted for LRM's and you're out of range of their sensors. Now, a Raven 3L uses ECM to NEGATE 2 pieces of equipment (Normal Sensors & BAP) AND NEGATES 1 of your modules (Adv. Sensor Module) for EVERYONE in his vicinity (which I'm ok with). A single mech with one piece of equipment just countered you for everyone on his team.They can now happily ignore you. They dont even have to hunt you down. Sounds kind of OP to me.
TAG counters this BUT ONLY FOR A SINGLE MECH w/in 750m. This negates you're sensor range advantage and paints you with a GIANT RED HIT ME BOX because you have to close the distance. Now EVERYONE can see and hit you because normal sensor range is 800m. This risk does NOT equal the reward in this scenario. That is why you almost never see this type of scout, BUT YOU SHOULD if Role Warfare is an actual goal. Role warfare should allow someone to play a scout. Guide LRM's in OP, well then you should have to neutralize the threat like you would any other strategy by killing the scout. Not simply flip a switch and win.
Edited by xThrottle Geek, 11 February 2014 - 07:48 AM.
#11
Posted 11 February 2014 - 09:16 AM
Sandpit, on 10 February 2014 - 05:37 PM, said:
YueFei, on 10 February 2014 - 09:41 PM, said:
TAG is impractical for small mechs because they have to maintain line of sight, which means exposing themselves for 10+ seconds to guide even one flight of missiles into the target.... they get eaten up in most situations. However, just making TAG this powerful isn't good, as it puts too much power into the hands of possible serious LRM carriers.
So a balance:
I wouldn't even mind this if it was split into 2 modules: one that increases the tag range by 100 meters (and also increases the base heat of your mech by a few points while it's on) which must be equipped to also equip the second module which pushes the range to your maximum sensor range(which slowly generates while in use). Basically... add a slight heat mechanic for the modules so you can't perma-tag if you've got these equipped(but can keep it going for ~ the duration of a NARC beacon without a hassle at the least).
Module 1 is a TAG focusing array, Module 2 is a TAG focusing array to sensor interface.
That way an LRM mech can decide once mastered: target decay (must have) and then +100 meter tag and advanced sensors, or long range tag, but not silly long range.
It would make it tool for ONLY the support mech to have advanced sensors + BAP + 2 tag modules... creating a role for spotters dedicated, who aren't carrying modules that increase cap speed, or their own offensive power.
I think that would work reasonably well, it would help anchor light mechs as scouts, spotters, and counters for scouts and spotters. TAG is defeated by LOS, so positioning becomes more important, and the scout's ability to survive away from the team becomes relevant again. It's not a terrible way forward.
Edited by Prezimonto, 11 February 2014 - 10:09 AM.
#12
Posted 11 February 2014 - 09:24 AM
#13
Posted 11 February 2014 - 09:43 AM
#14
Posted 12 February 2014 - 05:23 AM
wanderer, on 11 February 2014 - 09:24 AM, said:
That's essentially what I'm suggesting.
The "second" module could be a BAP upgrade and work to link the BAP to a TAG to push it out to sensor range minus 100m. That way a mech would need to have dedicated 2 modules and have a TAG and BAP equipped to get a tag that pushes to long sensor range... and it then comes with a heat generating mechanic that limits it to 20 or 30 seconds of continuous use.
A light mech that has to dedicate 2 module slots and 2.5 tons/3 slots/1energy hard point of equipment to push a mech into a true spotter role. I think that's a fine handicap/trade off vs. offensive capability.
Edited by Prezimonto, 12 February 2014 - 05:23 AM.
#15
Posted 13 February 2014 - 06:39 AM
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