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TAG laser


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#1 El Death Smurf

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Posted 28 June 2012 - 05:59 PM

TAG laser (target acquisition gear) is making an appearence, but i dont recall ever seeing it on teh board in my battletech days, and in MW4 it was a laser pointer... with wich one would.... point.
I did some research, and came up mostly dry. http://www.sarna.net...cquisition_Gear makes it sound rather limitied (450m range, and compatible only with TAG specific missles)
Living Legends made it a laser guidance system for all guideable missles.
im just curious how its going to work, and how it worked on table top rules.

it could be quite the mess if multiple Ravens are running around shooting the laser... which laser will the missles pick? the nearest? the guy in your lance has to shoot the TAG? teh one who ISNT shooting a rock or a teammate?

thsi could get messy.

#2 Incunabulum

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Posted 28 June 2012 - 06:07 PM

If they're following TT then it should really only be for artillery missiles - the spotter for an artillery unit illuminates the target with TAG and off-board artillery fires missiles which home in. The NARC is used for LRM's and is keyed for use by a (pre-game) selected set of units.

Generally ignore the ridiculousy short ranges in TT, they're a trade-off made so that maps wouldn't be incredibly huge. SPeaking of which, it would be sweat if the weapons ranges were more realistic and we could engage targets at 3+ km instead of at knife-fighting range.

#3 El Death Smurf

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Posted 28 June 2012 - 06:30 PM

ooooooooh. i saw mention that the Commander roles can call in artillary strikes and naval bombardments. a unit with TAG could be quite useful now that you mention it.

#4 Incunabulum

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Posted 28 June 2012 - 06:59 PM

Woohoo, offboard artillery! Hopefully there's no limit to strikes except what you can pay for.

#5 Arafinar

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Posted 28 June 2012 - 07:05 PM

View PostIncunabulum, on 28 June 2012 - 06:07 PM, said:


Generally ignore the ridiculousy short ranges in TT, they're a trade-off made so that maps wouldn't be incredibly huge. SPeaking of which, it would be sweat if the weapons ranges were more realistic and we could engage targets at 3+ km instead of at knife-fighting range.



To do that might be a mistake from everything theyve said they are pretty much sticking with TT ranges.

#6 Incunabulum

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Posted 28 June 2012 - 07:08 PM

View PostArafinar, on 28 June 2012 - 07:05 PM, said:

To do that might be a mistake from everything theyve said they are pretty much sticking with TT ranges.


Well, that sucks.

#7 AlphaKale

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Posted 28 June 2012 - 09:30 PM

View PostArafinar, on 28 June 2012 - 07:05 PM, said:

To do that might be a mistake from everything theyve said they are pretty much sticking with TT ranges.


View PostIncunabulum, on 28 June 2012 - 07:08 PM, said:

Well, that sucks.


I think sticking to TT ranges is a good thing: Firing at a little speck in the distance is nowhere near as satisfying as going toe-to-toe with another mech. I want to be able to see the armor flaking off my opponent and watch him stagger under a hail of missile or AC fire. If you want BVR (beyond visual range) combat then play a modern (realistic) flight simulator. :)

Edited by AlphaKale, 28 June 2012 - 09:30 PM.


#8 Glythe

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Posted 29 June 2012 - 12:59 AM

The choice of a Raven over a Jenner keeps making more sense as I want to go down the command tree first.

I'm hoping the tag will automatically track a traget... it would suck if you literally have to paint them continuously as that would mean you probably can't be running around.

#9 Striker1980

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Posted 29 June 2012 - 01:07 AM

View PostGlythe, on 29 June 2012 - 12:59 AM, said:

The choice of a Raven over a Jenner keeps making more sense as I want to go down the command tree first.

I'm hoping the tag will automatically track a traget... it would suck if you literally have to paint them continuously as that would mean you probably can't be running around.


I think you probably will have to paint them continuously, though I really hope firing it doesn't give your position away, it'd kinda defeat the purpose since your only ~100m out of medium laser range.

#10 BenEEeees VAT GROWN BACON

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Posted 29 June 2012 - 01:35 AM

View PostIncunabulum, on 28 June 2012 - 06:07 PM, said:

SPeaking of which, it would be sweat if the weapons ranges were more realistic and we could engage targets at 3+ km instead of at knife-fighting range.


View PostIncunabulum, on 28 June 2012 - 06:07 PM, said:

it would be sweat


View PostIncunabulum, on 28 June 2012 - 06:07 PM, said:

sweat

sweat

sweat


Posted Image

Ewwwwwwwwwwww.............................



(Haha, sorry I couldn't resist)

#11 El Death Smurf

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Posted 29 June 2012 - 09:20 AM

View PostStriker1980, on 29 June 2012 - 01:07 AM, said:


I think you probably will have to paint them continuously, though I really hope firing it doesn't give your position away, it'd kinda defeat the purpose since your only ~100m out of medium laser range.


thus the ECM suite. it should scramble electronics and make the mech invisible to electronic imaging up close. (180 meters anyways) not sure how the Devs intend to make this happen in MWO, but im exited to see.

Edited by El Death Smurf, 29 June 2012 - 09:24 AM.


#12 Glythe

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Posted 29 June 2012 - 12:08 PM

View PostStriker1980, on 29 June 2012 - 01:07 AM, said:


I think you probably will have to paint them continuously, though I really hope firing it doesn't give your position away, it'd kinda defeat the purpose since your only ~100m out of medium laser range.


If you have to paint the target continuously I'd just take it off as there's no way you're going to be evasive while painting a target for allies. The game isn't built in mind with scouts staying still if they want to stay alive. I feel certain you won't be revealed for using the TAG as that too would be completely counterproductive.

#13 TommyAtkins

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Posted 29 September 2012 - 12:35 PM

I think painting continuously should be a requirement as otherwise it'll make for a pretty broken weapon if off board artillery can just finger of death from nowhere because you were tagged 30 seconds ago+ in a game. Now the artillery strike possibly could still fire to the "last painted location" to balance it a bit. Than again this entire issue might be moot if the "fire" control for the artillery is limited to the commander- though an automatic relay to whatever command interface would be important so there isn't a delay between paint and letting the commander know to check his hud that there is a target available.

#14 pinsndneedles

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Posted 29 September 2012 - 01:06 PM

View PostGlythe, on 29 June 2012 - 12:08 PM, said:


If you have to paint the target continuously I'd just take it off as there's no way you're going to be evasive while painting a target for allies. The game isn't built in mind with scouts staying still if they want to stay alive. I feel certain you won't be revealed for using the TAG as that too would be completely counterproductive.


Part of the trick to using it for spotting artillery or naval fire would be getting behind the lines. If you get behind a unit where their radar can't see you, you can hide in the blind spot and the commander can call in artillery off the position. A good light pilot could probably keep the laser, assuming it's continuous paint, on the target as long as it doesn't have a fixed firing time or something.

#15 Monsoon

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Posted 29 September 2012 - 04:27 PM

Also, consider that ECM aren't in the game yet, when they are a Raven is definitely going to have an easier time of sneaking behind the lines and lighting up targets while the Enemy is clueless that they've been painted up for missiles.

Exciting times to come! :(

#16 Kaulwyn51

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Posted 21 October 2012 - 09:34 AM

Please remember that WHEN we actually get the Electronic Counter Measures in all there forms ECM, Suites, IFF, Command Consoles, TAG and NARC the lights will end up being scouts rather than buzzing hornets. I think the activation of the ECMs will come when you see Arty IV and Long Toms show up. With all the counter measures in place splashing a target while holding position will be easier and make more sense.

#17 thantos911

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Posted 21 October 2012 - 10:21 AM

Have to keep the Tag on the mech the whole time range is 450. I normally circle strafe the larger mech and keep at his back while keeping a TAG up. So you have to group it seperately so you dont keep spamming your other weapons. Your Lance mates will get a target Icon and all target info as long as you keep a tag up on him. They can lock on and shoot at your TAG at will or more likely if your PUG'ing ignore your TAG and run around firing at random targets.

#18 Sandpit

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Posted 21 October 2012 - 10:27 PM

I generally group TAG with my SSRMs so that I can hold the button down to keep TAG and fire off my SSRMs every time they cycle. I'm keeping up a pretty steady stream of damage while still holding my TAG and I'll fire off my other weapons as I need to. (Keep in mind that TAG doesn't help your missiles but only those of your teammates as I understand it)

#19 Hammerhai

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Posted 22 October 2012 - 01:39 AM

I am fairly new at this, but trying to paint continuously got me killed right quick as things stand now.

#20 Sandpit

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Posted 22 October 2012 - 09:50 AM

View PostHammerhai, on 22 October 2012 - 01:39 AM, said:

I am fairly new at this, but trying to paint continuously got me killed right quick as things stand now.

Painting will sometimes gain you extra attention once the enemy has noticed it which means drawing in extra fire. I'd suggest not trying to hold the TAG as long and hitting it intermittently. One of the huge advantages of being on VOIP is quickly being able to call out a target as painted to my support buddies and letting them rain down while I have a good paint. Then when I have to break it off to save my hide I let them know but I don't over expose myself just to get a TAG lock on opponents. My survival is just as important to me as theirs is to them. I'd recommend moving in with a couple of buddies if you're in a heavier mech that way it's harder to pinpoint you as a target. If you're in a fast mover you might try waiting for main engagement or just running in and out of cover and painting targets as you can.





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