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Interesting Find About Atlas D-Dc


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#1 MadMaxMKII

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Posted 11 July 2013 - 04:36 AM

Ok here we go, I hope I can explain it properly.

This is about maximizing the use of LRM in an Atlas D-DC and maybe a bug in the mech lab.
The D-DC has 3 missile Hardpoints of 2 times 10 and 1 time 6 tubes. Installing a LRM20 will release 2 salvos of 10 missiles, as intended. Installing 2 LRM10 will also release 2 salvos...16+4.
When we use 3 LRM10, those will be released also in 2 salvos of 26+4, as intended.

As we can see, the priority of the missile hardpoints is not 10, 10, 6 but 10, 6, 10. So if you use 3 LRM10 launchers, hardpoint 1 and 3 will fire simultaneously and hardpoint 2 will be splitted in 6+4.

So i thought going to the mechlab and setup my LRM launcher in this order: LRM10, LRM5, LRM10. On paper all 25 missiles should leave the tubes simultaneously. But they don't.

What happend?

If you save your mech loadout in the mech lab it will automatically re-arrange the LRM launcher order back to 10, 10, 5. You are not able to use 10, 5, 10 as you wished. Ingame those launchers are lined up as 5, 10, 10. So you will split up again those 25 missiles. With 10, 5, 10 it would be fine.

But: lets install LRM10, SRM6, LRM10 in this order and save. The mech lab will again re-arrange your setup to SRM6, LRM10, LRM10. But: Ingame you will find your desired lineup: LRM10, SRM6, LRM10. So now you are able to fire 20 missiles in one volley.

Hopefully PGI can change the mech lab mechanism, so that we are able to install the components in the "right" order.

A kind of same issue is discussed here: http://mwomercs.com/...t-restrictions/

Edited by MadMaxMKII, 11 July 2013 - 05:59 AM.


#2 Barfing Gopher

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Posted 11 July 2013 - 05:07 AM

I understand what your getting at Max, the problem your experiencing is a known issue to players that have tried to reason out how to get a "full fire" with all missile tubes. I myself have played with the mechanics and come to the same results. The short answer is, You can't. Not being sarcastic by any means please understand. The real problem is the player does not have control over what missile configuration is put where, the AI does that automatically, so even though you can play with it and put the LRM5 before the LRM20, it may just decide to put the LRM20 into the slot that only has X tubes so it will be a multi launch. I've successfully gotten a full launch out of a couple builds but it's really a crap shoot, until we can actually specify which tube set goes with which missile set that's pretty much how it will be. Don't despair though, I've put an LRM15 on my Awesome 9m, and even though it is a 2x7.5 multilaunch it is a great deterrent and nothing is worse than getting constantly pounded with LRM fire. The downside of it is the fact that even 1 AMS can stop the missiles, but since I only really use it as a deterrent that "Incoming missile" warning keeps ppl in cover, and if someone else launches a large amount of missiles you will either get lots of hits or at least tie up their AMS and theirs will hit, so the multilaunch does have some good points. If what your looking for is mass damage then just wait and I'm sure eventually there will be more options so you can configure it to your taste

#3 SgtMagor

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Posted 11 July 2013 - 05:23 AM

would be nice if they put a 10 tube launcher on the leg, so you could fire a lrm 20, or 15 in 1 volley.

#4 Ngamok

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Posted 11 July 2013 - 07:57 AM

Yea, if you look at the Highlanders, they have a 20 tube and 10 tube launcher in their left torso. If you put in an LRM20 and an LRM10, you'd expect them all to come out at once. But when you look at it, it moves the LRM20 to the 10 tube launcher and puts the LRM10 in the 20 tube launcher.

#5 zhajin

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Posted 11 July 2013 - 08:08 AM

the launcher to tube conversion is a mess right now, and really needs some work. It can be a lot of work figuring out the ideal lrm or srm sizing for many mechs.

though i would not expect this to happen any time soon.





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