Difference between revisions of "TAG"

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{{Out of date}}
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[[File:TAG-Laser.gif|frame|[[Battle Armor|Battle Armor]] using TAG to guide missiles]]
{{Weapon|
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'''TAG''' Laser ('''T'''arget '''A'''cquisition '''G'''ear) is a weapon designed to mark targets for friendly guided ordinance. [[SSRM]], [[LRM]], [[ATM]], [[Thunderbolt]], [[Bomb#Laser-Guided|Laser Guided Bombs]] and [[ArrowIV|ArrowIV Missiles]] will all lock onto the TAG's location- with the exception of [[MRM]]. When using the TAG laser teammates can see an indicator on their radar, map, and Heads Up Display (HUD) - offering utility for gathering Intel as well as guiding friendly ordinance.
| Image=[[File:TAG-Laser.gif]]
 
| Name = TAG
 
| Class=Energy
 
| Range= 1000
 
| Heat= 0
 
| Damage= 0
 
| Duration= up to 10
 
| Splash=No
 
}}
 
  
'''TAG''' Laser ('''T'''arget '''A'''cquisition '''G'''ear) is a weapon designed to mark targets for friendly guided missiles. All guided and semi-guided missiles will direct towards the target (that is: [[Missiles#Long-Range Missiles|LRMs]], [[Arrow4]]s, [[Missiles#Streak Short-Range Missiles|SSRM]]s and [[Tbolt]]s). When using the TAG laser other players see an indicator on their radar, map, and Heads Up Display (HUD).
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==Overview==
  
[[File:TAG-Laser.gif|right]]
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The TAG marks targets by being held directly on an enemy target for a few seconds, after which it will 'lock on' to the target. This lights the target up, placing a beacon (similar to that of a [[NARC]] beacon) on the target, and making it visible on [[radar]] for any allies, (unlike [[NARC]]) no matter where they are on the map. All tracking missiles fired without a lock will then seek the targeted enemy. Once a TAG lock has been acquired, the TAG laser must remain on to keep the target lit up, ''however'', the TAG user only needs to keep Line of Sight with the target for the lock to remain stable; even if the TAG laser itself is moved off the target, so long as the target remains the in visual focus of the TAGger, it will continue to be marked for allies.
  
As of Beta 0.6.0, the TAG laser has been revamped and now functions as a proper, useful target-marking utility. The TAG marks targets by being held directly on an enemy target for a few seconds, after which it will 'lock on' to the target. This lights the target up, placing a beacon (identical to that of a [[NARC]] pod) on the target, and making it visible on [[radar]] for any allies, no matter where they are on the map. All tracking missiles fired without a lock will then seek the targeted enemy. Once a TAG lock has been acquired, the TAG laser must remain on to keep the target lit up, ''however'', the TAG user only needs to keep Line of Sight with the target for the lock to remain stable; even if the TAG laser itself is moved off the target, so long as the target remains the in visual focus of the TAGger, it will continue to be marked for allies.
+
While the user of the '''TAG''' has to keep line of sight to the intended target and thus is risking constant damage due to enemy fire the TAG also has some significant advantages over the [[NARC]]. For one, the TAG-beacon can be seen by ''all'' friendly units on the map, regardless of radar range, the only prerequesite being that they are running in [[Active Radar]] mode, making it the ultimate tool for spotting targets for friendly [[Long Tom]]s. And second, the TAG also makes whatever it has locked on to targetable via radar, transmitting the armor status and distance to friendly units.
  
While the user of the '''TAG''' has to keep line of sight to the intended target and thus is risking constant damage due to enemy fire the '''TAG''' also has some significant advantages over the [[NARC]]. For one, the TAG-beacon can be seen by ''all'' friendly units on the map, regardless of radar range, the only prerequesite being that they are running in [[Active Radar]] mode, making it the ultimate tool for spotting targets for friendly [[Long Tom]]s. And second, the '''TAG''' also makes whatever it has locked on to targetable via radar, transmitting the armor status and distance to friendly units.
+
Relying on allies for TAGed targets can be a very effective tactic, but sometimes it may be necessary to [[Gameplay_Tactics#Self-NARCing.2FTAGing|Self-TAG]] one's own targets.
  
The '''TAG''' for [[Battle Armor|BAs]] may be purchased for 1500 Cbills, and functions identically except that it can only paint targets within 1100m.
+
[[Battle_Armor_Weapons#TAG| The Battle Armor portable '''TAG''']] functions identically, except that it can only paint targets within 700 meters.
  
The TAG laser's beam is invisible to enemy units under normal light, but can be seen by an enemy unit if that unit is using light amplification mode, though they can still the muzzle flash of the [[Battle Armor]] TAG laser. It is visible to friendly units with or without light amplification.
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[[VTOL#TAG| The VTOL '''TAG''']] functions identically, except that it can only paint targets within 1000 meters.
 +
 
 +
The TAG laser's beam is invisible to enemy units under normal light, but can be seen by an enemy unit by using light amplification mode, though they can still the muzzle flash of the [[Battle Armor]] TAG laser. The beam is visible to friendly units with or without light amplification.
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 +
<div style="clear: both"></div> <!-- Stops the text flow beside the picture-->
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 +
==Weapon Stats==
 +
 
 +
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
 +
{| class= "sortable hoverTable statTable stickyCol"
 +
|- style="height:70px;"
 +
! data-sort-type="number" style="width: 100px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''
 +
! data-sort-type="number" style="width: 100px" | '''Beam<br>Range'''
 +
! data-sort-type="number" style="width: 100px" | '''Missile&nbsp;Guidance Range'''
 +
! data-sort-type="number" style="width: 100px" | '''Damage<br>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot-->
 +
! data-sort-type="number" style="width: 100px" | '''[[Heat]]<br>/Shot'''
 +
|-
 +
 
 +
! data-sort-value="1" | '''[[Battle_Armor_Weapons#TAG | BA TAG]]'''
 +
| 700m
 +
| 700m
 +
| ---
 +
| ---
 +
|-
 +
 
 +
! data-sort-value="2 | '''TAG'''
 +
| 1350m
 +
| 1350m
 +
| ---
 +
| ---
 +
|-
 +
 
 +
! data-sort-value="3 | '''VTOL TAG'''
 +
| 1000m
 +
| 1000m
 +
| ---
 +
| ---
 +
|-
 +
 
 +
 
 +
|}
 +
</div>
  
 
==Game history==
 
==Game history==
 
Before Beta 0.6.0, the TAG was considered more of an annoyance than an actually useful asset to the team. We decided to archive the old description for the TAG for historic purposes: (THIS INFORMATION IS OUT OF DATE AND NO LONGER APPLIES TO THE CURRENT VERSION OF THE GAME)
 
Before Beta 0.6.0, the TAG was considered more of an annoyance than an actually useful asset to the team. We decided to archive the old description for the TAG for historic purposes: (THIS INFORMATION IS OUT OF DATE AND NO LONGER APPLIES TO THE CURRENT VERSION OF THE GAME)
  
<!--[[File:TAG point.jpg|300px|left|thumb|TAG laser beam and radar indicator (green pointer)]]-->
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When guided missiles are dumbfired they will go towards nearest TAG target - even if it is not an opponent. The TAG laser's operator has to hold the beam exactly at the target - missiles will head to wherever it is pointing, and if the operator is not careful they can hit allies or the ground. When dumbfiring SSRMs towards a TAG target be careful to watch the distance to the target as the missiles will explode after flying 300 meters, making it difficult to hit the target if it is behind a large obstacle.  
When guided missiles are [[dumbfire]]d they will go towards nearest TAG target - even if it is not an opponent. The TAG laser's operator has to hold the beam exactly at the target - missiles will head to wherever it is pointing, and if the operator is not careful they can hit allies or the ground. When dumbfiring SSRMs towards a TAG target be careful to watch the distance to the target as the missiles will explode after flying 300 meters, making it difficult to hit the target if it is behind a large obstacle.  
 
  
 
[[NARC]] beacons have priority over TAG lasers; a dumbfired missile will seek NARC beacons before TAG lasers.
 
[[NARC]] beacons have priority over TAG lasers; a dumbfired missile will seek NARC beacons before TAG lasers.
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==Usage==
 
==Usage==
The following vehicles equip these weapons:
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The following assets equip TAG:
  
{| cellpadding="4" align="center" cellspacing="0" style="background:#101010; border:1px solid #303030;"
+
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:500px">
|- class="stripe_red" style="text-align:center;"
+
{| class= "filterable sortable hoverTable statTable stickyCol stickyHead"
! Clan || Inner Sphere
+
|- style="height:70px;"
|- style="vertical-align:top;"
+
! class="unfilterable" style="width: 160px; left:0; z-index:99999" | '''Asset'''
|
+
! class="unsortable" style="white-space:nowrap; width:100px" | '''Type''' <!-- filter instead of sorting-->
*[[Blacklanner]]
+
! class="unsortable" style="white-space:nowrap; width:100px" | '''Faction''' <!-- filter instead of sorting-->
*[[Cauldronborn]]
+
! class="unfilterable" data-sort-type="number" style="width: 70px;" |'''Tons'''
*[[Cougar]]
+
|-
*[[Donar]]
+
![[Solitaire|Solitaire B ]]
*[[Hephaestus]]
+
||Mech||CL||25
*[[Huitzilopochtli]]
+
|-
*[[Madcat]]
+
![[Owens|Owens Prime ]]
*[[Solitaire]]
+
||Mech||IS||35
*[[Vulture]]
+
|-
|
+
![[Owens|Owens A ]]
*[[Chevalier]]
+
||Mech||IS||35
*[[Fafnir]]
+
|-
*[[Hawkmoth]]
+
![[Owens|Owens B ]]
*[[Owens]]
+
||Mech||IS||35
*[[Raven]]
+
|-
*[[Regulator]]
+
![[Owens|Owens C ]]
 +
||Mech||IS||35
 +
|-
 +
![[Owens|Owens D ]]
 +
||Mech||IS||35
 +
|-
 +
![[Owens|Owens E ]]
 +
||Mech||IS||35
 +
|-
 +
![[Owens|Owens F ]]
 +
||Mech||IS||35
 +
|-
 +
![[Owens|Owens G ]]
 +
||Mech||IS||35
 +
|-
 +
![[Raven|Raven A ]]
 +
||Mech||IS||35
 +
|-
 +
![[Raven|Raven C ]]
 +
||Mech||IS||35
 +
|-
 +
![[Raven|Raven F ]]
 +
||Mech||IS||35
 +
|-
 +
![[Vulture|Vulture G ]]
 +
||Mech||CL||60
 +
|-
 +
![[Cauldronborn|Cauldronborn B ]]
 +
||Mech||CL||65
 +
|-
 +
![[Daishi|Daishi C ]]
 +
||Mech||CL||100
 +
|-
 +
![[Fafnir|Fafnir C ]]
 +
||Mech||IS||100
 +
|-
 +
![[Kodiak|Kodiak E ]]
 +
||Mech||CL||100
 +
|-
 +
![[Hephaestus|Hephaestus Prime ]]
 +
||Vehicle||CL||30
 +
|-
 +
![[Hephaestus|Hephaestus A ]]
 +
||Vehicle||CL||30
 +
|-
 +
![[Hephaestus|Hephaestus F ]]
 +
||Vehicle||CL||30
 +
|-
 +
![[Chevalier|Chevalier B ]]
 +
||Vehicle||IS||35
 +
|-
 +
![[Regulator|Regulator D ]]
 +
||Vehicle||IS||45
 +
|-
 +
![[Huitzilopochtli|Huitzilopochtli E ]]
 +
||Vehicle||CL||85
 +
|-
 +
![[Mars|Mars C ]]
 +
||Vehicle||CL||100
 +
|-
 +
![[Donar|Donar Prime ]]
 +
||VTOL||CL||25
 +
|-
 +
![[Hawkmoth|Hawkmoth F ]]
 +
||VTOL||IS||25
 +
|-
 
|}
 
|}
 +
</div>
 +
{{Version tag | Width = 490px | Version143=0.14.3}}
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 +
 +
----
  
  

Latest revision as of 02:49, 12 August 2022

Battle Armor using TAG to guide missiles

TAG Laser (Target Acquisition Gear) is a weapon designed to mark targets for friendly guided ordinance. SSRM, LRM, ATM, Thunderbolt, Laser Guided Bombs and ArrowIV Missiles will all lock onto the TAG's location- with the exception of MRM. When using the TAG laser teammates can see an indicator on their radar, map, and Heads Up Display (HUD) - offering utility for gathering Intel as well as guiding friendly ordinance.

Overview

The TAG marks targets by being held directly on an enemy target for a few seconds, after which it will 'lock on' to the target. This lights the target up, placing a beacon (similar to that of a NARC beacon) on the target, and making it visible on radar for any allies, (unlike NARC) no matter where they are on the map. All tracking missiles fired without a lock will then seek the targeted enemy. Once a TAG lock has been acquired, the TAG laser must remain on to keep the target lit up, however, the TAG user only needs to keep Line of Sight with the target for the lock to remain stable; even if the TAG laser itself is moved off the target, so long as the target remains the in visual focus of the TAGger, it will continue to be marked for allies.

While the user of the TAG has to keep line of sight to the intended target and thus is risking constant damage due to enemy fire the TAG also has some significant advantages over the NARC. For one, the TAG-beacon can be seen by all friendly units on the map, regardless of radar range, the only prerequesite being that they are running in Active Radar mode, making it the ultimate tool for spotting targets for friendly Long Toms. And second, the TAG also makes whatever it has locked on to targetable via radar, transmitting the armor status and distance to friendly units.

Relying on allies for TAGed targets can be a very effective tactic, but sometimes it may be necessary to Self-TAG one's own targets.

The Battle Armor portable TAG functions identically, except that it can only paint targets within 700 meters.

The VTOL TAG functions identically, except that it can only paint targets within 1000 meters.

The TAG laser's beam is invisible to enemy units under normal light, but can be seen by an enemy unit by using light amplification mode, though they can still the muzzle flash of the Battle Armor TAG laser. The beam is visible to friendly units with or without light amplification.

Weapon Stats

Weapon Beam
Range
Missile Guidance Range Damage
/Shot
Heat
/Shot
BA TAG 700m 700m --- ---
TAG 1350m 1350m --- ---
VTOL TAG 1000m 1000m --- ---

Game history

Before Beta 0.6.0, the TAG was considered more of an annoyance than an actually useful asset to the team. We decided to archive the old description for the TAG for historic purposes: (THIS INFORMATION IS OUT OF DATE AND NO LONGER APPLIES TO THE CURRENT VERSION OF THE GAME)

When guided missiles are dumbfired they will go towards nearest TAG target - even if it is not an opponent. The TAG laser's operator has to hold the beam exactly at the target - missiles will head to wherever it is pointing, and if the operator is not careful they can hit allies or the ground. When dumbfiring SSRMs towards a TAG target be careful to watch the distance to the target as the missiles will explode after flying 300 meters, making it difficult to hit the target if it is behind a large obstacle.

NARC beacons have priority over TAG lasers; a dumbfired missile will seek NARC beacons before TAG lasers.

Canon

Target Acquisition Gear (TAG) is an advanced targeting device for use by artillery spotters. While laser designators had been in use for centuries, the development of laser-spoofing systems had decreased their usability by the 26th century. To foil these countermeasures TAG utilizes several systems at once to accurately mark the target. The system was first introduced by the Terran Hegemony in 2600, but it became lostech during the Succession Wars until it was recovered by the Federated Commonwealth in 3044.

BattleTech reference

Usage

The following assets equip TAG:

Asset Type Faction Tons
Solitaire B Mech CL 25
Owens Prime Mech IS 35
Owens A Mech IS 35
Owens B Mech IS 35
Owens C Mech IS 35
Owens D Mech IS 35
Owens E Mech IS 35
Owens F Mech IS 35
Owens G Mech IS 35
Raven A Mech IS 35
Raven C Mech IS 35
Raven F Mech IS 35
Vulture G Mech CL 60
Cauldronborn B Mech CL 65
Daishi C Mech CL 100
Fafnir C Mech IS 100
Kodiak E Mech CL 100
Hephaestus Prime Vehicle CL 30
Hephaestus A Vehicle CL 30
Hephaestus F Vehicle CL 30
Chevalier B Vehicle IS 35
Regulator D Vehicle IS 45
Huitzilopochtli E Vehicle CL 85
Mars C Vehicle CL 100
Donar Prime VTOL CL 25
Hawkmoth F VTOL IS 25
All stats are current as of release 0.14.10