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What Does Tag Still Do After The 2019 Balance Patch ?

Weapons

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#21 martian

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Posted 06 December 2019 - 01:23 PM

View Postjustcallme A S H, on 06 December 2019 - 01:02 PM, said:

Strange...

You've got Humble talking about Lockons, the only weapon system he uses.
DeeEight posting incorrect garbage as usual.
A bunch of people laughing at the pair of them.


Seems rather normal to me?


Well, I am back after a lengthy hiatus, so I do not know all new members and their approaches to the game.

#22 PhoenixFire55

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Posted 06 December 2019 - 01:33 PM

View Postmartian, on 06 December 2019 - 01:23 PM, said:


Well, I am back after a lengthy hiatus, so I do not know all new members and their approaches to the game.

The funnist/saddest thing, is that they aren't new members at all ...

#23 martian

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Posted 06 December 2019 - 01:37 PM

View PostPhoenixFire55, on 06 December 2019 - 01:33 PM, said:

The funnist/saddest thing, is that they aren't new members at all ...

When compared with me, they are ... Posted Image

#24 PhoenixFire55

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Posted 06 December 2019 - 02:32 PM

View Postmartian, on 06 December 2019 - 01:37 PM, said:

When compared with me, they are ... Posted Image

Are you sure, given your hiatus? ...

#25 Xaat Xuun

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Posted 06 December 2019 - 04:00 PM

I use TAG on my "lets have fun" Ultra AC Vulture.

actually there was an event for TAG damage, and I was leveling up that mech, just never removed it. thought it would be still fun running around with a non missile mech with TAG. make others scratch the hair off the back of their head, and say WTF!?!?!

#26 thievingmagpi

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Posted 06 December 2019 - 04:39 PM

I don't use clag because I'm not a chump but I think TAG makes LRMs without artemis act like they have artemis in regards to spread.

Can't really confirm that because I don't give a **** about lrms or tag

Edited by thievingmagpi, 06 December 2019 - 04:39 PM.


#27 OmniFail

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Posted 06 December 2019 - 05:36 PM

The most recent information on all things lurms can be seen here.

https://mwomercs.com...41980-19mar2019

Note: The current in game tool tip for tag is grossly out of date.''

I'm sure that this will answer all questions related to this topic.

#28 Kubernetes

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Posted 06 December 2019 - 06:37 PM

View PostHumble Dexter, on 06 December 2019 - 06:25 AM, said:

OK I get it, you have literally no clue about the difference between a 7 and ~7... So in fact it really does not matter if I point it right out to you, because in your country the ~ has no mathematical meaning or something, for you anyway.



Since when does 4 = ~7? Why even talk about approximations when the number is clear and definite? You wrote ~7 to make it seem like PGI scaled back TAG, when in reality it's always only affected lock-on weapons.

#29 Warning incoming Humble Dexterer

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Posted 06 December 2019 - 07:02 PM

View PostKubernetes, on 06 December 2019 - 06:37 PM, said:

Why even talk about approximations when the number is clear and definite?

Perhaps because the clear and definite number without even talking about approximations is... the answer to the question that was being asked.

#30 Kubernetes

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Posted 06 December 2019 - 08:24 PM

Beforehand you asked which weapons were still affected by TAG in 2019, and the answer is the same as it was before: LRMs, aLRMs, ATMs, and Streaks. The number didn't change at all. Your thread implied that PGI had taken away TAG use for certain missile systems, but that's not true at all.

Edited by Kubernetes, 06 December 2019 - 08:26 PM.


#31 Warning incoming Humble Dexterer

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Posted 06 December 2019 - 09:46 PM

View PostKubernetes, on 06 December 2019 - 08:24 PM, said:

Your thread implied that PGI had taken away TAG use for certain missile systems, but that's not true at all.

Well I had been using the TAG entirely for it's lock-time reduction bonus potential for years, and that critical skill based direct LOS bonus was dropped from 50% to 0%... so I would totally count that as PGI having completely taken away the main (and only real) use I ever had for one.

So today I was thinking TAGs were just a dead giveaway that you're struggling to get a direct LOS lock, and that it's time for someone to take his time headshoting you while you try... which is why untilI recently I completely stopped using any TAGs, and have long removed them from all my active builds.

But after reviewing the answer and the extent of the secondary bonus the TAG still provided after their main feature was removed, I have now realized just how useful TAGs still are to your own mech, and will now probably start adding some more back.

#32 martian

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Posted 06 December 2019 - 10:10 PM

View PostOmniFail, on 06 December 2019 - 05:36 PM, said:

The most recent information on all things lurms can be seen here.

https://mwomercs.com...41980-19mar2019

Note: The current in game tool tip for tag is grossly out of date.''

I'm sure that this will answer all questions related to this topic.

Thank you for the first actually useful post in this thread.

#33 Teenage Mutant Ninja Urbie

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Posted 07 December 2019 - 06:11 AM

TAG is still extremely useful in countering ecm; gotta be WAY more close than YOU are likely to ever willingly be;

besides from that, it is still a good thing for teamwork - again.. not for you.



in short: it does nothing for backseat lurmers. ~you~ best save the ton and get something else for it. maybe a w-key ;)

Edited by Teenage Mutant Ninja Urbie, 07 December 2019 - 06:13 AM.


#34 ShiverMeRivets

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Posted 07 December 2019 - 09:20 AM

There are so many ECM mechs running around that a tag use useful just for countering that.


#35 panzer1b

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Posted 07 December 2019 - 05:09 PM

It lets you engage a ECM target when you have no other method of locking. Aside from that, its completely worthless outside of team play (where it will improve indirect fire for others, but not yourself).


So yeah, if you dont play with a premade or anything tht will be lurming, leave tag at home and better to add a active probe to cancel ECM (tagging is just too risky anyways most of the time as it attracts too much attention to you, moreso then incoming missile warning). Locks are same speed, and spread is not affected either if you have direct fire vs indirect fire...

#36 n00biwan

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Posted 07 December 2019 - 05:22 PM

So much ecm about, that you want tag AND C/BAP, no? :D

#37 justcallme A S H

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Posted 08 December 2019 - 03:04 PM

On anything with LRM/SSRM - I still have a TAG on there permanently because it is always useful.

Simple as that.

#38 OmniFail

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Posted 08 December 2019 - 04:01 PM

Sigh so many noobs so little time.

According to Chris "It (ECM) should not affect locks within direct LOS."

Full source.

https://mwomercs.com...-on-los-stated/

Full Qoute

View PostChris Lowrey, on 27 May 2019 - 10:18 AM, said:

That underlined note was placed more to highlight the changes to TAG than ECM. As under previous TAG implementations, it provided lock-on time boosts. But this boost was simply rolled over into the core weapon lock functionality whenever a target is in direct LOS. Essentially, that particular note is there to stress that there is no longer any way to augment direct fire LOS locks. It's all rolled into the base package.

ECM applies a multiplier to indirect lock-on times, with the base lock on time being based on the target's relative distance within the firer's max sensor range. So at closer ranges, ECM would only slightly hamper lock-on times, but at extreme ranges, it will make indirect lock-ons particularly challenging. It should not affect locks within direct LOS.

Without any video, tough to tell if the behavior your encountering is intentional or not, as there could be any number of things in-play:
  • While you might have been in the open, you could have had friendly or enemy 'Mechs intervening in your direct LOS to the target. Friendly and Enemy 'Mechs are considered LOS blockers. While this primarily comes into play in regards to direct fire vs. indirect fire arcs behind team mates so you won't friendly fire someone who is screening for you, It does also mean that any lock-on attempted against a target with an intervening friendly or enemy 'Mech, it would be considered out of LOS, and there for, would result in a longer lock-on time if the target was benefiting from an ECM effect.
  • Another one I see often is attempting locks against targets with high amounts of Radar Dep skills. If a target has 100% radar dep maxed out, when the radar dep kicks in and drops your sensor lock against a target, it also completely resets any lock-on weapon attempts against a target. So even if both the firer and the target are in direct LOS, if the target has 100% radar dep and jumps between intervening terrain, it would also re-set your lock-on giving the impression of longer lock-on times when in reality, its due to your locks being reset whenever his radar dep kicks in.
  • If you are put into a low-signal state (under the influence of enemy ECM, Enemy Jamming tower in Incursion activated,) Your Lock-on weapons can no longer lock-on to targets. You will have to dumb fire them until you are out of your Low-signal state.




Essentially what has happened is the community wined about lurms until PGI f'ed them; and now the community cries noob every time someone plays with lurms.

Twas a self fulfilling prophecy.

Edited by OmniFail, 08 December 2019 - 04:08 PM.


#39 Nightbird

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Posted 08 December 2019 - 05:58 PM

tag allows ECM and stealth mechs to be targetted and locked, isn't that enough of an effect?

#40 Prototelis

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Posted 08 December 2019 - 07:46 PM

View PostOmniFail, on 08 December 2019 - 04:01 PM, said:



Essentially what has happened is the community wined about lurms until PGI f'ed them; and now the community cries noob every time someone plays with lurms.

Twas a self fulfilling prophecy.


Except lrms were buffed.





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