The Centurion A has 10 missile tubes and 3 missile hard-points; group fired they behave this way:
These launcher setups are not obeying the mechs missile tubes:
- 3 LRM5s fire all 15 missiles at once. (should fire 10 + 5)
- 2 LRM10s fire all 20 missiles at once. (should fire 10 + 10)
- 3 LRM10s fire all 30 missiles at once. (should fire 10 + 10 + 10)
- 2 LRM15s volley fire 20 + 10 missiles. (should fire 10 + 10 + 10)
- (Did not test 2 LRM20, but based off of 2 LRM15s I bet they fire 20 + 20 missiles) (should fire 10 + 10 + 10 + 10)
- 3 SRM4s fire all 12 missiles at once. (should fire 10 + 2)
- 2 SRM6s fire all 12 missiles at once. (should fire 10 + 2)
- 3 SRM6s fire all 18 missiles at once. (should fire 10 + 8)
These launcher setups are behaving correctly:
- 2 LRM5s fire 10 missiles at once.
- 1 LRM15 volley fires 10 + 5 missiles.
- 1 LRM20 volley fires 10 + 10 missiles.
- 2 SRM4s fire 8 missiles at once.
- SRM4 + SRM6 fire all 10 missiles at once.
The Jenner D has 4 missile tubes and 2 missile hard-points; group fired they behave this way:
These launcher setups are not obeying the mechs missile tubes:
- 2 SRM4s fire all 8 missiles at once. (should fire 4 + 4)
- 2 LRM5s volley fire 8 + 4 missiles. (should fire 4 + 4 + 2)
These launcher setups are behaving correctly:
- 2 SSRM2s fire 4 missiles at once.
- 1 SRM6 volley fires 4 + 2 missiles.
- 1 LRM5 volley fires 4 + 1 missiles.
- 1 LRM10 volley fires 4 + 4 + 2 missiles.
I believe what is happening is that when group firing missiles the missile tube limit is limiting the launchers individually; given the fact that launchers like the LRM5 on the JR7-D and the LRM15 on the CN9-A still obey the missile tubes and volley fire on individual launchers. Its just that the game treats them as (10 + 10) + (5 + 5) for the 2 LRM15s on the CN9-A. What should happen is it should treat the total group fired missiles as one launcher, so 2 LRM15s would be treated like a LRM30 and volley fire 10 + 10 + 10.
Fixing this bug would effectively nerf some missile heavy builds, in particular the splatcat and the 3 SRM6 zombie centurion. Rather than firing 36 SRMs at once a 6 SRM6 splatcat would fire a volley of 30 + 6 SRMs. Rather than firing 18 SRMs at once a centurion would volley fire 10 + 8 SRMs. This fix would also effect some LRM boats. Fixing this bug is a reasonable solution to many players complaints about SRM and LRM boats without changing the weapon systems. Also most of these builds still retain their power, it only requires a bit of additional skill or timing to fully utilize it.
In order to prevent people from bypassing the volley fire system by using chain fire I would recommend a global cool-down on missile tubes. This cool-down should be a bit longer than the time it would take to automatically volley fire if the missiles were group fired. Assuming it takes a quarter of a second to automatically volley fire, then make the global cool-down to chain fire half a second. So you couldn't fire faster with chain fire than the volley.
With this bug in mind I think that PGI's balance team should also look at how other multiple hard-point weapons with 1 barrel setups are working. What comes to mind is the double UAC/5 setups. Normally when I use dual UAC/5s I chain fire to avoid jams, but if I switch them to group fire they will fire at the exact same time from the exact same barrel and the bullets will travel together as one and hit the exact same spot. So group firing UAC/5s creates a UAC/10 although with more weight and slots. (Note the Jaggermech has 2 guns per arm so the dual UAC/5 on the Jagger would be alright). Lasers and PPCs do the same thing, although it could be argued that this is ok due to the nature of those weapons.
Please take a look at the missile volley bug first and keep up the good work PGI.
Frank the Tank