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Advent Event - Dailies Added!


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#81 D V Devnull

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Posted 20 December 2018 - 02:00 AM

View PostPhuhkiew, on 20 December 2018 - 12:48 AM, said:

Is tag damage borked?

Not in the slightest. What have you been trying to do, leech the bonus off of another person's TAG? That would not work, because you're not doing the work with the TAG's beam. Or, have you perhaps been trying to get "TAG Damage" by marking the intended victim with a TAG you're carrying, but using Direct-Fire Weapons instead to strike? :huh:

Here's some guidance for you... In order to earn counts of "TAG Damage", you must -- without exception -- do the following...
  • Hold your TAG on the intended victim, marking them... the TAG of your ally Mechs never gives you any.
  • Have some Lock-On Missiles (Sorry, but it must be Streaks/LRM/ATM... NO other weapons will qualify...) hit that intended victim, while they are marked by a TAG, be it either yours or an ally's.
  • Move your TAG off the intended victim, provided they're NOT already dead from the attack dealt to them.
...and that will result in a count of "TAG Damage" being credited to you. If your intended victim dies by Lock-On Missiles, you will instead get a count of "TAG Kill", and not the "TAG Damage" you actually desire. B)

~Mr. D. V. "Sorry, but there's only one way to use a TAG to get anything for yourself." Devnull

#82 Aidan Crenshaw

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Posted 20 December 2018 - 02:07 AM

IIRC the damage dealt must exceed 50, right?

#83 D V Devnull

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Posted 20 December 2018 - 02:30 AM

View PostAidan Crenshaw, on 20 December 2018 - 02:07 AM, said:

IIRC the damage dealt must exceed 50, right?

I have no certain idea in regard to that, but I get the impression it doesn't take quite that much all at one smacking. Otherwise, it would likely be impossible to score "TAG Damage" on Enemy Light Mechs, as most tend to have XL Engines and 50 Damage would probably kill such a build all too easily. :huh:

~D. V. "That number for Minimum Damage sounds too high to me." Devnull

#84 Uncle Totty

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Posted 20 December 2018 - 05:31 PM

View PostD V Devnull, on 20 December 2018 - 02:00 AM, said:

Not in the slightest. What have you been trying to do, leech the bonus off of another person's TAG? That would not work, because you're not doing the work with the TAG's beam. Or, have you perhaps been trying to get "TAG Damage" by marking the intended victim with a TAG you're carrying, but using Direct-Fire Weapons instead to strike? Posted Image

Here's some guidance for you... In order to earn counts of "TAG Damage", you must -- without exception -- do the following...
  • Hold your TAG on the intended victim, marking them... the TAG of your ally Mechs never gives you any.
  • Have some Lock-On Missiles (Sorry, but it must be Streaks/LRM/ATM... NO other weapons will qualify...) hit that intended victim, while they are marked by a TAG, be it either yours or an ally's.
  • Move your TAG off the intended victim, provided they're NOT already dead from the attack dealt to them.
...and that will result in a count of "TAG Damage" being credited to you. If your intended victim dies by Lock-On Missiles, you will instead get a count of "TAG Kill", and not the "TAG Damage" you actually desire. Posted Image



~Mr. D. V. "Sorry, but there's only one way to use a TAG to get anything for yourself." Devnull

TAG damage looks borked to me. (I will post video evidence later. I have to put it up on youtube first.)
https://youtu.be/01VuYbg7dj4

Edited by Uncle Totty, 20 December 2018 - 06:01 PM.


#85 D V Devnull

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Posted 21 December 2018 - 12:23 AM

View PostUncle Totty, on 20 December 2018 - 05:31 PM, said:

<<<snip>>>

TAG damage looks borked to me. (I will post video evidence later. I have to put it up on youtube first.)
https://youtu.be/01VuYbg7dj4

Nope... Your video showed it was working properly. :)

I will note a few things that I forgot to mention, or even feel I need to make more clear, though. Please pardon anything sounding like it was getting harsh, as I do NOT intend that feeling to it. Here we go...
  • You generally MUST be able to lock the target when you're TAG'ing it.
  • When you take the TAG off the target, there is a brief time period of a mere few seconds as a cooldown before it will time out and score the "TAG Damage" count to you.
  • As I didn't quite make it clear earlier, only Damage caused by Lock-On Missiles while your TAG is on the target will result in causing you to get a "TAG Damage" count scored to you.
  • In case I did not stress it enough, your target MUST remain alive during this process... Otherwise your "TAG Damage" WILL be turned into a "TAG Kill" count instead.
  • Also in case it wasn't clear enough, anything dying or taking damage by things other than Lock-On Missiles will NOT result in "TAG Damage" counts being scored to you.
...and other than that, I did notice you were encountering a little lag between your actions with the TAG and how they were affecting the battlefield. Keep trying, and I'm certain you'll get it within short order. It might even be time to break out some Lock-On Missiles yourself to add to the mix in battles, even if you do not happen to initially acquire the Lock by yourself. :D

~Mr. D. V. "making clarity out of the mud regarding 'TAG Damage' and how it works" Devnull

#86 Uncle Totty

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Posted 21 December 2018 - 01:30 AM

View PostD V Devnull, on 21 December 2018 - 12:23 AM, said:

Nope... Your video showed it was working properly. Posted Image

I will note a few things that I forgot to mention, or even feel I need to make more clear, though. Please pardon anything sounding like it was getting harsh, as I do NOT intend that feeling to it. Here we go...
  • You generally MUST be able to lock the target when you're TAG'ing it.
  • When you take the TAG off the target, there is a brief time period of a mere few seconds as a cooldown before it will time out and score the "TAG Damage" count to you.
  • As I didn't quite make it clear earlier, only Damage caused by Lock-On Missiles while your TAG is on the target will result in causing you to get a "TAG Damage" count scored to you.
  • In case I did not stress it enough, your target MUST remain alive during this process... Otherwise your "TAG Damage" WILL be turned into a "TAG Kill" count instead.
  • Also in case it wasn't clear enough, anything dying or taking damage by things other than Lock-On Missiles will NOT result in "TAG Damage" counts being scored to you.
...and other than that, I did notice you were encountering a little lag between your actions with the TAG and how they were affecting the battlefield. Keep trying, and I'm certain you'll get it within short order. It might even be time to break out some Lock-On Missiles yourself to add to the mix in battles, even if you do not happen to initially acquire the Lock by yourself. Posted Image



~Mr. D. V. "making clarity out of the mud regarding 'TAG Damage' and how it works" Devnull

Starting at about 1:50 in that video I got a good TAG going on that Charger, it got showered in missiles (LRMs) and I got a TAG Stealth, a TAG Kill, but on TAG damage.

Edited by Uncle Totty, 21 December 2018 - 01:43 AM.


#87 D V Devnull

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Posted 21 December 2018 - 02:04 AM

View PostUncle Totty, on 21 December 2018 - 01:30 AM, said:

Starting at about 1:50 in that video I got a good TAG going on that Charger, it got showered in missiles (LRMs) and I got nothing.

So, two problems happened there...
  • you did NOT have an actual Target Lock engaged on the Charger, even though your TAG was attempting to mark it... something tells me that Charger might have had Stealth Armor, which means there is a bug allowing Stealth Armor users to ignore the soft-break of a TAG's laser
  • because you maintained an effectively-perfect sighting with the TAG all the way to the point where the Charger died, your "TAG Damage" was converted into a "TAG Kill" and no chance was ever given for the other part to register... as I mentioned before, your target must still be alive when your TAG leaves it for you to get a "TAG Damage" score given to you
...and I will once again wish you well on getting those "TAG Damage" counts that you desire. Please just keep in mind that PGI's Rules for how to get any "TAG Damage" score counts are extremely strict. Simply, your target MUST be Locked-On & Not Dead, and you have to swing away the TAG after a Missile Impact, or it won't work. B)

~D. V. "In order to earn, Live target and Lock-On required..." Devnull

#88 Uncle Totty

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Posted 21 December 2018 - 02:20 AM

View PostD V Devnull, on 21 December 2018 - 02:04 AM, said:

So, two problems happened there...
  • you did NOT have an actual Target Lock engaged on the Charger, even though your TAG was attempting to mark it... something tells me that Charger might have had Stealth Armor, which means there is a bug allowing Stealth Armor users to ignore the soft-break of a TAG's laser
  • because you maintained an effectively-perfect sighting with the TAG all the way to the point where the Charger died, your "TAG Damage" was converted into a "TAG Kill" and no chance was ever given for the other part to register... as I mentioned before, your target must still be alive when your TAG leaves it for you to get a "TAG Damage" score given to you
...and I will once again wish you well on getting those "TAG Damage" counts that you desire. Please just keep in mind that PGI's Rules for how to get any "TAG Damage" score counts are extremely strict. Simply, your target MUST be Locked-On & Not Dead, and you have to swing away the TAG after a Missile Impact, or it won't work. Posted Image


~D. V. "In order to earn, Live target and Lock-On required..." Devnull

I found a "fix" for the problem, just use streaks. I got 9 "TAG Damage" in one match using TAG with a pair of Streak SRM 6s.

#89 D V Devnull

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Posted 21 December 2018 - 03:33 AM

View PostUncle Totty, on 21 December 2018 - 02:20 AM, said:

I found a "fix" for the problem, just use streaks. I got 9 "TAG Damage" in one match using TAG with a pair of Streak SRM 6s.

Cool... That means your Active Probe (either Clan Full or the I.S. Beagle) was also likely in range to help Counter ECM as well. Have fun and enjoy out there on the battlefields! :)

~D. V. "congratulations on finding a workaround" Devnull

#90 Vincent Lynch

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Posted 27 December 2018 - 04:55 PM

Great work PGI, you just stopped the day 24 event instead of the 23 day event which was supposed to end but now continues.

I needed only 4 more kills or KMDDs. :(

#91 Ruccus

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Posted 27 December 2018 - 07:45 PM

View PostVincent Lynch, on 27 December 2018 - 04:55 PM, said:

Great work PGI, you just stopped the day 24 event instead of the 23 day event which was supposed to end but now continues.

I needed only 4 more kills or KMDDs. :(

The day 24 event was always scheduled to end today (4 days, from the 24th to the 28th, UTC). For some reason the day 23 event got more time added to it (or maybe always had extra time to it - I finished it quickly so didn't really pay attention to its time left).

#92 Vincent Lynch

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Posted 28 December 2018 - 01:30 PM

View PostRuccus, on 27 December 2018 - 07:45 PM, said:

The day 24 event was always scheduled to end today (4 days, from the 24th to the 28th, UTC). For some reason the day 23 event got more time added to it (or maybe always had extra time to it - I finished it quickly so didn't really pay attention to its time left).

as i also posted elsewhere so i will keep it short:
1. the day before day 24 had 24 hours more left on the clock than day 23.
2. i think that the original intention was to have day 23 and day 24 5 days each. Since it just makes no sense that day 23 should run 2 days longer than every other day, and end 24 hours later than day 24.

#93 Jay Leon Hart

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Posted 28 December 2018 - 02:47 PM

I'll just quote myself;

View PostJay Leon Hart, on 28 December 2018 - 02:46 PM, said:

When I last checked the times, Day 23 had 1 more day left than Day 24 which would have been correct for time frames. Are you sure you didn't just see the time left for Day 23 and imagine the time left on the Day 24 clock was 1 day longer?

I think they intended each Event Day to run for 4 days, because;
1. That's what the event announcement says
2. With the sole exception of Day 23, that's what happened

I think the original plan was 4 days (because it was) and someone borked Day 23 to be too long. The fact no-one else is complaining about missing a day, suggests you are mis-remembering the time left. The 4 day event ran for 4 days.






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