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Ammo Bug?


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#1 CmdrPoopyPants

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Posted 07 June 2013 - 08:35 PM

Anyone else find this? .. I have LRM ammo on one of my mechs.. lots of it. I had spare ammo in my inventory and upgraded one of my OTHER mechs to Artemis and started loading the "ammo that magically became artemis because it was in my stockpile". Found I was low on reserves, so I went to my non-Artemis mech and pulled the LRM ammo, but when I go back to my Artemis mech, NONE of that ammo shows as available. Yet, on my non-Artemis mech, I have 4600 round sitting there.

That MUST be a bug where LRM ammo being removed from a non-artemis mech doesn't translate to Artemis ammo for an artemis equiped mech?! I've moved ammo around like that in the past, I know for a -fact-.. so, is this a new bug? How do I go about getting access to my EXISTING 4500+ rounds of LRM ammo for my new configuration? I've already "exited and restarted" the game, didn't register all that ammo.. /sigh

Any help?

EDIT: and I put 360 rounds of Artemis ammo from the 3F into my inventory, did a "non-save" upgrade on my other missile boat, and only showed 180 rounds of LRM ammo!.. and if I drop the Artemis, the 4500 round of non-Artemis ammo is sitting there! ... what a load of *****!

Edited by CmdrPoopyPants, 07 June 2013 - 08:40 PM.


#2 Konril

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Posted 07 June 2013 - 10:26 PM

There may be a bug there. But it is probably not what you think it is.

The Artemis system is not just a modification to the missile launcher, but to the ammo as well. Artemis compatible missiles are twice the cost of the standard missile, so are tracked separately. Seriously. Non-artemis LRM ammo costs 30,060 per ton, and the Artemis LRM ammo costs 60,120 per ton. That is why you are not seeing your stockpile of standard missiles after you make an Artemis upgrade, and why you aren't seeing your Artemis missiles when you switch to a non-Artemis mech.

There is nothing new about it. Ammo has worked that way for me for as long as the Artemis upgrade has been around, and was a real pain in the wallet back in the R&R days where we had to pay for 3/4th of the ammo we used. I still have 3,240 standard LRM missiles left over that I just can't get rid of. No option to sell, and no option to use them up..

#3 JackPoint

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Posted 08 June 2013 - 05:57 AM

Lots of bugs in the mech lab inventory system, my favourite is when you buy a mech but then decide its crap so you sell it the engine will not show up in the list if you have no mechs that can fit it. Ergo you have invisible items.

I have about 4 XL engines above the 300 line I cannot see or sell :P

#4 Zerberus

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Posted 08 June 2013 - 06:02 AM

View PostJackpoint, on 08 June 2013 - 05:57 AM, said:

Lots of bugs in the mech lab inventory system, my favourite is when you buy a mech but then decide its crap so you sell it the engine will not show up in the list if you have no mechs that can fit it. Ergo you have invisible items.

I have about 4 XL engines above the 300 line I cannot see or sell :P


Unlike the artemis /non artemis amo dealie, THIS is an actual issue....

From what I gather UI 2.0 is supposed to allow us to (eventually) see our inventory regardless of what chassis we are currently screwing with, allowing for millions of tons of ammo, armor, and unuised engines to find their way to the local Thrift Shop ;)

#5 CmdrPoopyPants

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Posted 08 June 2013 - 08:40 AM

View PostKonril, on 07 June 2013 - 10:26 PM, said:

There may be a bug there. But it is probably not what you think it is.


Well, it's definately a bug that I put 360 Artemis rounds from my 3F into my inventory, and only 180 rounds were visible on another mech.

View PostKonril, on 07 June 2013 - 10:26 PM, said:

The Artemis system is not just a modification to the missile launcher, but to the ammo as well. Artemis compatible missiles are twice the cost of the standard missile, so are tracked separately. Seriously. Non-artemis LRM ammo costs 30,060 per ton, and the Artemis LRM ammo costs 60,120 per ton. That is why you are not seeing your stockpile of standard missiles after you make an Artemis upgrade, and why you aren't seeing your Artemis missiles when you switch to a non-Artemis mech.


And yet, the launchers (which would arguably cost a lot more to upgrade than missiles I'd think) switch just fine, as I remember them always having done.

View PostKonril, on 07 June 2013 - 10:26 PM, said:

There is nothing new about it. Ammo has worked that way for me for as long as the Artemis upgrade has been around,


Well, like I said.. I'm 90% sure that ammo auto-updated in the past, but there's no way to go back and prove it.. no way to get that build level in place anywhere to show that LRM core ammo would go into either launcher as the proper upgrade level. And, you insist you remember them NOT sharing core inventory, so I may well have just not noticed way back when and -thought- it was a shared core, because back then I didn't have any LRM boats to compare.. Oh well.

View PostKonril, on 07 June 2013 - 10:26 PM, said:

and was a real pain in the wallet back in the R&R days where we had to pay for 3/4th of the ammo we used. I still have 3,240 standard LRM missiles left over that I just can't get rid of. No option to sell, and no option to use them up..


Yeah, the "no selling ammo" thing is a bit stupid. I don't get why we can't sell that just like all other mech components we don't need from a new mech purchase.

In the end, though.. it seems the Artemis ammo I had will be enough for now. If I find I need more, it will only be 2 tons or so, so I guess buying that one more time won't be -such- a big deal. Still.. silly to charge 750,000 cbills for the "upgrade", then charge more for ammo too. Why not just have more expensive launchers/ammo that are artemis and be done with it? Double dipping isn't cool.

#6 Koniving

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Posted 08 June 2013 - 09:18 AM

The ability to swap LRM launchers is essentially covered by the Artemis upgrade; it's supposed to 'cover' the cost of converting any ones you have into Artemis equipped launchers and vice versa. Though honestly I'd consider it a bug myself and think you should be able to get Artemis and non-Artemis launchers at the same time. However that'd really screw up the lock on system.

The ammo is separate. That's indeed counted separately too.

-----------

The engine issue's a common one. Remember to Manually Strip Your Mech when selling it but keeping the equipment. Not everything transfers to your floating inventory.

Edited by Koniving, 08 June 2013 - 09:19 AM.


#7 Konril

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Posted 09 June 2013 - 05:42 AM

The two components of the Artemis system from the classic Battletech rules are the missiles (which are identical to standard except double cost), and the Artemis pod. The Artemis pod must be placed in the same component as the missile launcher. But this pod is the sensor and guidance system responsible for the improved tracking and accuracy that Artemis missiles are capable of.

The Artemis from the board game doesn't have any up-front "upgrade" cost. But instead costs 100,000 c-bills per missile launcher for the pod itself. But yes, even in the classic board game, mixed Artemis and non-Artemis launchers are forbidden. If one compatible launcher has Artemis, all of them have to have it.

The whole upgrade system is pretty much PGI's "house rules." But this is PGI's house. Yeah, we're paying 750k for the Artemis system. However I'm currently not seeing a price tag on the actual Artemis pods. So it's not quite as bad as it used to be. (Unless that's one of the bugs.)

Although the ammo is separate, the launchers are actually the same, with the Artemis system simply being a plug-in module with a bit of extra weight and space. Recycling the launchers seems to work fine. Go figure.

#8 gjnii

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Posted 09 June 2013 - 05:48 AM

I remember wondering what was up with this too, before I finally put it together. I really want UI 2.0

That still doesn't explain where my laser ammo is hiding, though.

#9 CmdrPoopyPants

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Posted 09 June 2013 - 07:18 AM

Just bought/upgraded a new mech yesterday and made sure all my ammo was in the mech -before- I upgraded.. cost? 820,000 or so.. not 750k. So, seems the ammo is different and does cost more (including double when looking at upgrade ammo in the regular inventory list).

Guess I just missed it all in the past. Since we can move ammo around, I guess I finally have all the Artemis LRM ammo I'll need since 1 boat has 900-ish rounds and the other (since I pre-loaded to test it) has 1080 rounds. I should be able to run up to 2000 rounds or so of Artemis ammo from now on, without having to buy more.

I just wonder what the customer service response will be to the email I shot off that night, 1/2 in the bag and pissed about "bugs".. lol.. whoops.





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