Hey guys what does the number next to the hard point in Smurfy's Mech lab mean?
For example for a Stalker 5M on the right arm is written 1M (10)
Does that mean an LRM 15 or LRM 20 wouldn't work properly on that right arm? But only an LRM 10? It still lets me equip a LRM 15/20 on there.
Number Next To Hardpoint In Smurfy?
Started by Circumnavigate, Feb 26 2013 12:26 PM
4 replies to this topic
#1
Posted 26 February 2013 - 12:26 PM
#2
Posted 26 February 2013 - 12:27 PM
Hi,
The number is the number of missile launch tubes.
For example if the number is 10 and you put an LRM 20 in that slot, when you fire it the missiles will come out in 2 groups of 10.
The number is the number of missile launch tubes.
For example if the number is 10 and you put an LRM 20 in that slot, when you fire it the missiles will come out in 2 groups of 10.
#3
Posted 26 February 2013 - 12:29 PM
Yes, it is the number of missiles that will fire simultaneously from that hardpoint.
Firing an LRM20 from a 1(10) hardpoint would fire ten missiles and then another ten missiles, rather than all twenty at once.
This isn't a big deal for a (10) or (12) or (15) launcher, but it is pretty big problem if you try to put LRMs or even an SRM6 into a (1), (2), or (4) launcher - since you will get a long an tiny stream of missiles.
Firing an LRM20 from a 1(10) hardpoint would fire ten missiles and then another ten missiles, rather than all twenty at once.
This isn't a big deal for a (10) or (12) or (15) launcher, but it is pretty big problem if you try to put LRMs or even an SRM6 into a (1), (2), or (4) launcher - since you will get a long an tiny stream of missiles.
#4
Posted 26 February 2013 - 12:54 PM
For some reason I want to put a LRM 20 in that crit in the RVN-3L with only one tube.....
#5
Posted 26 February 2013 - 12:58 PM
Protection, on 26 February 2013 - 12:29 PM, said:
This isn't a big deal for a (10) or (12) or (15) launcher, but it is pretty big problem if you try to put LRMs or even an SRM6 into a (1), (2), or (4) launcher - since you will get a long an tiny stream of missiles.
The other side effect is that the cooldown doesn't begin until the last missile has left the tube. Heat and firing times affected.
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