Edited by AedanCousland, 11 June 2018 - 03:53 PM.
Tag Or Tcii?
#1
Posted 11 June 2018 - 03:53 PM
#2
Posted 11 June 2018 - 03:55 PM
If Clan, drop the TC for a Tag & an Active Probe
If IS, just take the TAG
#3
Posted 11 June 2018 - 03:56 PM
#4
Posted 11 June 2018 - 04:06 PM
AedanCousland, on 11 June 2018 - 03:53 PM, said:
Targeting computers on a single laser? Or multiple ones.
The TC does nothing for your LRMs. If you -don't- have more than the one laser, the right answer is "mount more medium lasers so you're not an automatic kill the second someone gets in your face by removing the TC." If you DO have a decent number of medium lasers to cover your deadzone, then TAG is an excellent idea.
#5
Posted 11 June 2018 - 04:07 PM
#6
Posted 11 June 2018 - 04:33 PM
MechaBattler, on 11 June 2018 - 04:07 PM, said:
TCs are virtually useless for LRMs, as they do nothing but extend sensor range a bit- and for that, a Beagle probe is far more useful AND counters nearby ECM to boot.
TAG, NARC, Artemis. That's the missile boosters. Not TCs, not command consoles nor the Cyclops computer. Beagle/AP are sorta boosters in that they can punch through an ECM hugger's interference, but they don't actually make your missiles do better things.
#7
Posted 11 June 2018 - 04:43 PM
-edit On my supernova, I use 4x20 Artemis with an active probe and four small pulses, but I play very aggressively with it. On my cat, i use 4x10 and two small pulses, the treb has 2x15 a tag and two mediums.
Edited by Cloves, 11 June 2018 - 04:54 PM.
#8
Posted 11 June 2018 - 04:56 PM
NARC is a lot more conditional. IS NARC starts at 450m before skills. Clan NARC, 600m (which is pretty much effective LRM range, too) and it's a ton lighter to boot. Clan NARC OP! On the other hand, it gives you your own fire-and-forget spotter, and being able to keep hard lock while moving to cover is often a life saver, plus the fact that it makes every other ATM/LRM user better, and leaves the target distressingly visible the whole time to everyone else. There are definitely builds that can sacrifice 5 tubes and have a spare missile hardpoint to NARC it up.
Edited by Brain Cancer, 11 June 2018 - 04:56 PM.
#9
Posted 11 June 2018 - 05:11 PM
#10
Posted 11 June 2018 - 05:12 PM
Cloves, on 11 June 2018 - 05:03 PM, said:
It's not easy, except for those derps who try and poke my missile boats. NARC gives no warning, so if I see someone chased behind a hill, I'll line up a NARC pod for the moment they peek up to shoot at me again. And of course, assaults are pretty easy-peasy podbait.
But 400m or so? Yep. Considering my ATM boats are max-range to boost their 3/2 damage sweet spots, I've actually pegged unsuspecting targets at 700m on occasion.
#11
Posted 12 June 2018 - 02:35 AM
#12
Posted 12 June 2018 - 02:40 AM
Edited by Burke IV, 12 June 2018 - 02:41 AM.
#13
Posted 12 June 2018 - 02:55 AM
AedanCousland, on 12 June 2018 - 02:35 AM, said:
SInce you need to keep TAG on Target as well as keep the MissileLock , I would put TAG where most of your Tubes are, so you track with both easily .
Edited by Besh, 12 June 2018 - 02:57 AM.
#14
Posted 12 June 2018 - 03:02 AM
#16
Posted 12 June 2018 - 03:57 AM
on the 2 items though:
tbh, TC is only useful on something with A LOT of lasers or ballistics (in tons). even then: take more ammo or heatsinks if you got the room, most times.
TAG is really useless unless you're running lurms yourself. which you should not. but if you do, enjoy I guess. without lurms/ATMs/streaks - just don't bother and get something useful for that ton.
for your lurmie-mech, squeeze a BAP in there and/or artemis on the launchers. but seriously: running lurms as a beginner will hold you back, IMHO. throw out weapons without lock on and learn to aim, to position, to move and so on. far more useful skills in the long run than being able to press 1 button.
*Lurms = LRMs, if that was unclear ;-)
Edited by Teenage Mutant Ninja Urbie, 12 June 2018 - 06:26 AM.
#17
Posted 12 June 2018 - 05:15 AM
Edited by AedanCousland, 12 June 2018 - 05:16 AM.
#18
Posted 12 June 2018 - 05:38 AM
Cloves, on 12 June 2018 - 03:02 AM, said:
Aidan Crenshaw, on 12 June 2018 - 03:43 AM, said:
Keeping your arm reticle on the target keeps the lock.
So what Cloves^ said.
Did not even know, thx XD . Me and tracking missiles, not rly a Love affair...
#19
Posted 12 June 2018 - 09:41 AM
first off, if homing always bap. clanners can substitute it for lap if streaks.
tag is better with streaks than lrms. if lerming id rather keep the laser hardpoint for backup weapons. tc if you have the tonnage. tag is the lowest priority equipment for lerms, nice to have but dont suckify your loadout for it.
clanners can take light tag for streaks to save tonnage. is streakers should have also have tag. biggest tc you can get. group tag with the streaks and just think of it as a laser weapon, really gets lock time down.
for atm boats you can probibly get away with the light tag when going for max damage, but will likely need full on clan active probe to lock ecm mechs. close range bracket means biggest tc required to get lock time down.
if running a jumpjet equipped lerm boat, narc can be fun. poptart to narc mechs and then lerm from under cover (goes good with nightgyr).
for best performance, strip the missiles and go for a direct fire build. or at least mrm/srm.
Edited by LordNothing, 12 June 2018 - 09:50 AM.
#20
Posted 12 June 2018 - 09:48 AM
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