Difference between revisions of "TAG"
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− | + | [[File:TAG-Laser.gif|frame|[[Battle Armor|Battle Armor]] using TAG to guide missiles]] | |
− | + | '''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. | |
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− | + | ==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 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''' | + | [[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 | + | [[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. | ||
+ | |||
+ | <div style="clear: both"></div> <!-- Stops the text flow beside the picture--> | ||
+ | |||
+ | ==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 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) | ||
− | + | 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 | ||
[[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. | ||
Line 38: | Line 69: | ||
==Usage== | ==Usage== | ||
− | The following | + | The following assets equip TAG: |
− | {| | + | <div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:500px"> |
− | |- class=" | + | {| class= "filterable sortable hoverTable statTable stickyCol stickyHead" |
− | ! | + | |- style="height:70px;" |
− | + | ! class="unfilterable" style="width: 160px; left:0; z-index:99999" | '''Asset''' | |
− | | | + | ! class="unsortable" style="white-space:nowrap; width:100px" | '''Type''' <!-- filter instead of sorting--> |
− | + | ! class="unsortable" style="white-space:nowrap; width:100px" | '''Faction''' <!-- filter instead of sorting--> | |
− | + | ! class="unfilterable" data-sort-type="number" style="width: 70px;" |'''Tons''' | |
− | + | |- | |
− | + | ![[Solitaire|Solitaire B ]] | |
− | + | ||Mech||CL||25 | |
− | + | |- | |
− | + | ![[Owens|Owens Prime ]] | |
− | + | ||Mech||IS||35 | |
− | + | |- | |
− | | | + | ![[Owens|Owens A ]] |
− | + | ||Mech||IS||35 | |
− | + | |- | |
− | + | ![[Owens|Owens B ]] | |
− | + | ||Mech||IS||35 | |
− | + | |- | |
− | + | ![[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}} | ||
+ | |||
+ | |||
+ | ---- | ||
Latest revision as of 02:49, 12 August 2022
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.
Contents
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.
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 | |