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#1 Fabian Wrede

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Posted 03 December 2012 - 05:11 AM

TAG should have a setting for toggling(fire) on/off like ECM will have to change modes.

#2 Lt Limpy

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Posted 03 December 2012 - 06:02 AM

Ok, then TAG should slowly generate heat. Otherwise people will just toggle on TAG for the entire match and at 450m easily las any ECM mech rendering ECM effectively neutered/useless. In short, no.

#3 StalaggtIKE

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Posted 03 December 2012 - 06:09 AM

View PostWrede, on 03 December 2012 - 05:11 AM, said:

TAG should have a setting for toggling(fire) on/off like ECM will have to change modes.
Agreed. TAG does feel considerably weak considering it takes an energy slot. I suggest a buff in one of the following:
  • Option 1 - toggle on/off (with some kind of cool down)
  • Option 2 - increased range (at least doubled)
  • Option 3 - increased duration per "shot"


#4 Studlyt

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Posted 03 December 2012 - 06:39 AM

I would like to see the increase duration per shot. I use to run a tag on my jenner, but quickly swapped it out for another energy weapon. Its too hard to keep a constant tag on a person without just getting destroyed. Also, i solo queue alot and quite often (probable more so than not) i don't have really any mechs on my team that can take advantage of it.

#5 Hauser

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Posted 03 December 2012 - 06:43 AM

I would like to see a toggle button.

Right now I either use a paper clip to jam the 6 key down or I've got it setup on every weapon group.

#6 Studlyt

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Posted 03 December 2012 - 06:56 AM

Just saw this in another section of the forums http://mwomercs.com/...o-autofire-tag/ Autofire on the tag is already accomplished by a simple file edit.

Edit: post # 18 on that thread.

Edited by Studlyt, 03 December 2012 - 06:58 AM.


#7 cmopatrick

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Posted 03 December 2012 - 07:14 AM

as an ECM counter, i still support a 50% boost in range, with a pilot skill that increases it from there 7.5 to 10%. the unit using it should be at risk from spotters for the opposing support and sniper mechs or every missile boat will run it.

as for running a light and trying to keep a target painted, well, both my personas focus on lights... and holding a tag on a target enough is a learned skill, but quite doable without standing still. we already have a second or two grace period (i'm pretty sure it is 2, but have no way to test it). when i run a tag in more open maps, my missile boats do much better than they do when no one on our team does. (note: pug/lfg ts3 teams, not Clan/unit/house).

given too much power, an ECM, BAP, sensor range skill/module, & TAG equipped 3L could (for example) pick a high point in H3 on Caustic and call accurate fire on a lakeside team at the caldera without ever showing themselves. and yes, i have already scouted out such places... my preferred inner sphere ride is a 3L that right now already has ECM (the dummy placeholder), BAP, TAG, and the weapons i will likely run with it.

(edit: added) i guess i left out that i am opposed to forcing TAG into a toggle, unless we also can fire it normally (the way we do now) AND we can test/prove that the missiles track to the target that had the initial lock and not someone who is accidentally hit in the distance (especially not a teammate). if TAG confuses the missile guidance by hitting other mechs as you run with it toggled on, then i am very against any toggle.

Edited by cmopatrick, 03 December 2012 - 07:20 AM.






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