Trauglodyte, on 29 January 2014 - 07:30 AM, said:
They really need to. It is fine that they limit the number of tubes per hard point, like they're doing. But, if I put one launcher in a location and I've still got tubes left, they need to join together. In otherwords, on the afore mentioned VTR-9S, it has 17 missile tubes. If I put in 3 LRM5s, then it is fine that they launch 5+5+2+2+1. But, if I put in an LRM15, they should fire in one bunch of 15 (i've got 2 tubes left over). At the very least, they need to fix the bug on many of the chassies where the LRM racks don't line up with the appropriate tubes like the OP mentioned.
The whole system with tubes limiting launchers is stupidly implemented (since it doesn't take number of launchers into account), and it doesn't get any better with the new geometry passes which show the actual number of tubes for the launcher you put in.
So if I have a 'mech that has had its pass, like the Griffin 1N, I can get anything from 2-20 tubes showing for the "drum launcher", and 2-10 tubes for each of the other hardpoints (and how do these behave with LRM-15 or LRM-20? Do they fire 10+5 and 10+10?).
But a 'mech that hasn't had its pass, like the CN9-A, has 10 tubes in the LT period, no matter if you have zero or three launchers behind it, and exhibit the seriously stupid behaviour I mentioned in my last post, where 3xLRM-10 fire 30 missiles out of 10 tubes in one volley, but a single LRM-15 needs two volleys to fire 10+5 missiles.
Edited by stjobe, 29 January 2014 - 08:28 AM.