Jump to content

Lowest Possible Hardpoint By Default !


16 replies to this topic

#1 Dirk Le Daring

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,083 posts
  • LocationAustralia

Posted 06 February 2016 - 08:46 PM

This is for you, PGI.

I started on my black knights, so far they seem ok.

I do however have an issue with hardpoints and default/forced weapon locations.

I was re=equipping my BL-7-KNT-L with two er large lasers in the torso, one each side, and one in each arm, medium laser in cockpit.....

I noticed upon saving that the side torso mounted weapons were placed in the LOWEST possible hardpoint....

I then stripped said weapon and replaced them with medium lasers as placeholders, and took out two heatsinke...

Then I went back in to mechlab and added an er large laser to each torso, saved and exited.....

I then went back in to themechlab, and stripped the medium lasers that were in the LOWEST hardpoint and added the heatsinks again, and saved the loadout.....

Upon the save being complete, the er large lasers had MAGICALLY switched to theLOWEST possible hardpoint Posted Image

What the eff is this ??? Seriously not a cool mechanic AT ALL PGI. I would suggest you revise this as soon as possible. It is, at the very least an idiotic mechanic.

Lets suspend reality for a minute, and pretend we are REAL mechwarriors....

If a tech had deliberately placed my weapons in such a position I'd kick the ****** in the teeth, and if he/she EVER touched my mech again, would be shot.

How about a bit of sensible placement for these things ?

Not much irks me about this game, in fact I think it's great, but this mechanic has got me rather pissed off, to say the least. It is completely illogical, even in a fictional setting. Hell, we mightas well put all our weapons in our mech's feet !!!!

Yes, I am not happy, Genuine rant, real issue. Posted Image

#2 wanderer

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 11,152 posts
  • LocationStomping around in a giant robot, of course.

Posted 06 February 2016 - 08:54 PM

Yeah. One of those things the Mechlab REALLY REALLY REALLY needs is the ability to choose which weapon goes into which hardpoint. And keep it there.

#3 LordNothing

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 16,771 posts

Posted 06 February 2016 - 11:15 PM

i know i have stuck some small lasers in some builds that do that, using them as spacers. its a cheap fix but it works, and gives you some short range firepower.

#4 -Vompo-

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 532 posts
  • LocationFinland

Posted 06 February 2016 - 11:38 PM

The heavier weapons are lower so you don't fall over in a strong wind. Lower center of gravity guarantees success.

...but yeah... We need to be able to choose the hardpoint we wish to use.

#5 Triordinant

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,495 posts
  • LocationThe Dark Side of the Moon

Posted 06 February 2016 - 11:53 PM

Old problem complained about by many but never fixed. Posted Image

#6 Chaldon

    Member

  • PipPipPipPipPip
  • Overlord
  • Overlord
  • 176 posts
  • LocationLeft behind as a smoking ruin on Tukayyid

Posted 06 February 2016 - 11:59 PM

I recall the PGI quote "working as intended".

#7 MrMadguy

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,198 posts

Posted 07 February 2016 - 12:01 AM

Some 'Mechs have broken hardpoint priority. Heavy Metal for example. In stock loadout LRM20 always occupies 10 tubes hadrpoint and LRM10 - 20 tubes hardpoint no matter what.

Edited by MrMadguy, 07 February 2016 - 12:02 AM.


#8 Inveramsay

    Member

  • PipPipPipPipPipPipPip
  • 621 posts
  • LocationStar's End

Posted 07 February 2016 - 12:05 AM

Think of the poor ebon, if you want the two high mounts in the left torso you have to stick a spacer laser in there, same with battlemasters.

#9 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 07 February 2016 - 12:05 AM

It's been a "feature" since dynamic hardpoints were added.

Apparently it wasn't a consideration for a long while, and while "supposedly" it would be addressed... you are SOL because it's working as intended™ at the moment.

#10 Cabusha

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 533 posts
  • LocationAK

Posted 07 February 2016 - 01:14 AM

Yep, have to use a spacer to bump to the higher mount. Also, when a weapon is saved the first time in a chassis, it will "remember" what hardpoint it was on. As a result if it's saved in the wrong spot, you'll sometimes have to sell that weapon, then buy it back so it can get a fresh hardpoint affinity.

#11 Paigan

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Blazing
  • The Blazing
  • 2,789 posts

Posted 07 February 2016 - 01:33 AM

View PostDirk Le Daring, on 06 February 2016 - 08:46 PM, said:

[...]
If a tech had deliberately placed my weapons in such a position I'd kick the ****** in the teeth, and if he/she EVER touched my mech again, would be shot.
[...]

Uhm... you know that almost all mechs are not suited for realistic combat but are designed more like cheesy child toys, right?
Hence blaming some imaginary tech is a bit harsh...

#12 No Guts No Glory

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • 235 posts

Posted 07 February 2016 - 02:56 AM

I like to naively believe it's an attempt at killing the long range hill hump poke game.

#13 Yosharian

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • 1,656 posts

Posted 07 February 2016 - 03:11 AM

GL waiting for that to get fixed

#14 Qraz

    Member

  • PipPip
  • Survivor
  • 26 posts

Posted 07 February 2016 - 03:20 AM

Doesn't really add in cashflow to fix this, so.... "working as intended".

#15 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 07 February 2016 - 08:12 AM

View PostInveramsay, on 07 February 2016 - 12:05 AM, said:

Think of the poor ebon, if you want the two high mounts in the left torso you have to stick a spacer laser in there, same with battlemasters.


I can get the large lasers into the top hardpoints on my Battlemaster without spacers. Haven't tried PPCs, but it seems like the first two weapons in always go to the top.

#16 Dirk Le Daring

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,083 posts
  • LocationAustralia

Posted 07 February 2016 - 05:29 PM

View PostPaigan, on 07 February 2016 - 01:33 AM, said:


Uhm... you know that almost all mechs are not suited for realistic combat but are designed more like cheesy child toys, right?
Hence blaming some imaginary tech is a bit harsh...


So you left out the line above which states,,,,,

'Lets suspend reality for a minute, and pretend we are REAL mechwarriors....'

Nice way of twisting things, are you planning on becoming a lawyer or a politician ??

Never take things out of context in order to justify yourself or your opinion.... schmuck.


View PostNo Guts No Glory, on 07 February 2016 - 02:56 AM, said:

I like to naively believe it's an attempt at killing the long range hill hump poke game.


Why have blackjacks, jagermechs, and the rifleman then ?

Most hardpoints are very low anyway, there is no reason to further reduce the height of a weapon.

#17 Troutmonkey

    Member

  • PipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 3,776 posts
  • LocationAdelaide, Australia

Posted 07 February 2016 - 07:58 PM

The Grasshopper suffers from this problem too. Have to use smaller weapons to prop the bigger ones up into the higher mounts. The mechlab needs a serious overhaul to make this problem (and many others) to go away.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users