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Tag Tweak


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#1 The6thMessenger

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Posted 04 October 2016 - 03:47 PM

Hey guys, here is a small suggestion; a buff of TAG:

- 1000m range, from 750, to put it on the edge of most LRMs, and outside of most sensor range.
- TAG +25% target-information gathering.
- TAG-ged targets outside of sensor range can be locked regardless. Must be locked with the tagger.
- TAG is invisible unless with Thermal and Night vision (Credits to El Bandito)
- TAG is toggleable

That means, even when outside of sensor range, like 800m, you can still lock upon a target provided you have TAG-ged it and the tagger tagged it and outside of ECM, as well as decreases the time it takes to get detailed info. It also doesn't scream "Shoot Me", as per El Bandito's suggestion and lore.

TAG as i found it is a very situational weapon, that is only ever useful with LRMs as a spotter, and SSRM boats. Adding the Target-info-gathering-like function, as well as allows lock outside of sensor range allows it to be more useful with non-LRMs or SSRMs, and would be a very very valuable tool for scouts, or any other mechs that chose to use it.

Edited by The6thMessenger, 04 October 2016 - 05:05 PM.


#2 RestosIII

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Posted 04 October 2016 - 03:52 PM

Personally, I'm still waiting for them to make TAG toggleable without a macro.

#3 Void Angel

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Posted 04 October 2016 - 03:54 PM

An interesting idea; togglable TAG would be nice, though I can see why priority might be low. However, this is more properly a thread for the Features Suggestion forums, I'd think.

#4 Requiemking

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Posted 04 October 2016 - 04:03 PM

Besides, TAG has another function. It can act as a laser sight for PPCs, ACs, and Gauss.

#5 The6thMessenger

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Posted 04 October 2016 - 04:09 PM

View PostRequiemking, on 04 October 2016 - 04:03 PM, said:

Besides, TAG has another function. It can act as a laser sight for PPCs, ACs, and Gauss.


Yeah, for revealing your position before you even shoot.

#6 Revis Volek

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Posted 04 October 2016 - 04:11 PM

There is no real reason to bother with getting a lock for every shot with direct fire weapons so wanting to create uses for tag on non LRM and SSRM mechs is kinda moot.

PGI will not buff the tag laser to work with only LRM's since it used for SSRM's too, but not to mention hitting something at 1000 meters with LRM's is silly its the max range and the trajectory is over 1000m anyway at this point and the missiles wont hit without quirks to help.

Buffing the TAG to make paper doll info accusation faster and better would devalue the need for end game stuff like the Target Info Gathering module so i doubt that would ever happen either.

Also, allowing it to indirectly buff the sensor ranges of any mech it equipped to would devalue mechs like the cyclops and the non existent info warfare PGI is creating.

Edited by Revis Volek, 04 October 2016 - 04:12 PM.


#7 The6thMessenger

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Posted 04 October 2016 - 04:32 PM

View PostRevis Volek, on 04 October 2016 - 04:11 PM, said:

There is no real reason to bother with getting a lock for every shot with direct fire weapons so wanting to create uses for tag on non LRM and SSRM mechs is kinda moot.

PGI will not buff the tag laser to work with only LRM's since it used for SSRM's too, but not to mention hitting something at 1000 meters with LRM's is silly its the max range and the trajectory is over 1000m anyway at this point and the missiles wont hit without quirks to help.

Buffing the TAG to make paper doll info accusation faster and better would devalue the need for end game stuff like the Target Info Gathering module so i doubt that would ever happen either.

Also, allowing it to indirectly buff the sensor ranges of any mech it equipped to would devalue mechs like the cyclops and the non existent info warfare PGI is creating.

Getting locks is still useful to get the enemy's position in the map, even if they are faraway. Likewise, looking for weaknesses in the armor is useful for snipers. Why bother destroying a fully armored LA when the armorless LT is about to give?

The thing is that TAG needs direct fire too. It's bad practice to stare down opponents.

You can use TAG and Target-Info Gathering module at the same time.

Edited by The6thMessenger, 04 October 2016 - 04:33 PM.


#8 El Bandito

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Posted 04 October 2016 - 04:38 PM

I personally want TAG to be invisible to the enemy since by lore it is infrared. The enemy should only able to see opposing side's TAG if they use heat vision mode. There shouldn't be a bright red beam leading to your position in a broad day light that screams "SHOOT ME!"

Edited by El Bandito, 04 October 2016 - 04:39 PM.


#9 The6thMessenger

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Posted 04 October 2016 - 04:41 PM

View PostEl Bandito, on 04 October 2016 - 04:38 PM, said:

I personally want TAG to be invisible to the enemy since by lore it is infrared. The enemy should only able to see opposing side's TAG if they use heat vision mode. There shouldn't be a bright red beam leading to your position in a broad day light that screams "SHOOT ME!"


I added it, but also night-vision mode.

#10 Thunder Child

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Posted 04 October 2016 - 04:43 PM

View PostRequiemking, on 04 October 2016 - 04:03 PM, said:

Besides, TAG has another function. It can act as a laser sight for PPCs, ACs, and Gauss.


My Firebrand had Dual TAG Laser Sights on it's Dual Gauss Build.
Yes, they were completely "useless" and revealed my position. But people would go crazy evasive after the first shot got fired and they realised what those Dual TAGs were for. It was a VERY effective Suppression system.





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