Jump to content

When Did Pgi Change Missile Slot Restrictions?


  • You cannot reply to this topic
11 replies to this topic

#1 GODzillaGSPB

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,031 posts
  • LocationGermany

Posted 09 July 2013 - 02:03 PM

Remember this video from closed beta?



Watch until the Atlas 7D fires its lrm20 launcher...saw that? It fired in two salvos because back then the missile slots were limited to 10 + 6 for that location. He fired 16, then 4. Now this was the case for quite a few mechs. Centurions were limited to 10 missile tubes, even those variants that offered three hardpoints in that torso section.

But they change it. And I didn't notice it, until today, when I revisited some of my older Centurion builds in the smurfys mechlab and wondered if smurfys got ot wrong. But that is not the case.

Let's look at the Atlas 7D now:

http://mwo.smurfy-ne...5d46eaf2dcda9cf

Notice the "(10*2)" at the missile hardpoints. Now it can fire a single lrm20 in one salvo. The Awesome 8V got it even better:

http://mwo.smurfy-ne...5d46eaf2dcda9cf

3xlrm15, all fired together half-way out of cover. Maybe even add a TAG in the arm and you're hard to hit yet only need to score one good hit by lrm45 to severely damage or even take out most mechs. Simply great!


Why am I mad? Not because LRMs. LRMs are fine. But they would still be fine if PGI left in the old restrictions. Honestly, I always thought this to be some kind feature, to actually limited the effectiveness of boating a bit. I guess I gave PGI too much credit there, seing how they just got rid of it without thinking twice.

This change lead to Atlas standing behind instead of beeing at the front, where they belong. They stay back and fire their lrm20. This change takes the word "reasonable" out of many mech concepts. Why should I be reasonable and put two lrm5 (for good dps) into my Centurion 9AL? I could just zombie it with two lrm10. Or even better, I could zombie the Centurion 9A with 3 lrm10!!!

http://mwo.smurfy-ne...6eabcbca732b8ff


And please don't say that there is a certain logic behind it, because there is NOT. Look at the new Victor:

http://mwo.smurfy-ne...5d46eaf2dcda9cf

2 slots, 4 tubes...so by the logic that was applied to the other mechs, this should give 4*2. But it doesnt.

The best part of PGI changing the tubes is this, the Dragon 1N:

http://mwo.smurfy-ne...5d46eaf2dcda9cf

"OH LOOK, it can now use an lrm15 in its CT." But it cannot, unless you drop with no engine. This is just a joke! :P


So, was this another fix for something that AINT broken? That worked for months and months before? Why was it changed? When was it changed? ;)

Edited by GODzillaGSPB, 09 July 2013 - 02:08 PM.


#2 Tennex

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 6,619 posts

Posted 09 July 2013 - 02:16 PM

newer mechs that have these dynamic hardpoints as far as i can tell

i think it just means if it says 3 M(10x3) that each of the 3 hardpoints get 10 of their own tubes. For PGI it has always been like this. Smurfy just updated their notation to be able to accurately communicate what PGI has always done

Edited by Tennex, 09 July 2013 - 02:19 PM.


#3 GODzillaGSPB

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,031 posts
  • LocationGermany

Posted 09 July 2013 - 02:20 PM

View PostTennex, on 09 July 2013 - 02:16 PM, said:

only for newer mechs that have these dynamic hardpoints as far as i can tell


With the exception of the Victor, which is new and does not have it. Or the dragon 1N, which is old and does have it (just can't really make use of it). It's like PGI defines a certain logic and then uses it...or doesn't lol. :(

The ongoing discussion about size-restricted hardpoints for instance. PGI says no. Never. Wont happen ever. Only that every single mech with CT-weapons already has size-restrictions on the weapons there. That's why the 10+5 tubes thing for the Dragon 1N is so hilariously stupid. :(

#4 Tennex

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 6,619 posts

Posted 09 July 2013 - 02:22 PM

View PostGODzillaGSPB, on 09 July 2013 - 02:20 PM, said:


With the exception of the Victor, which is new and does not have it. Or the dragon 1N, which is old and does have it (just can't really make use of it). It's like PGI defines a certain logic and then uses it...or doesn't lol. :(

The ongoing discussion about size-restricted hardpoints for instance. PGI says no. Never. Wont happen ever. Only that every single mech with CT-weapons already has size-restrictions on the weapons there. That's why the 10+5 tubes thing for the Dragon 1N is so hilariously stupid. :(


the victor does http://www.reddit.co...le_ports_in_lt/

not sure what the deal is with dynamic hardpoints tho...

Edited by Tennex, 09 July 2013 - 02:24 PM.


#5 Skyfaller

    Member

  • PipPipPipPipPipPipPipPip
  • 1,332 posts

Posted 09 July 2013 - 02:31 PM

View PostGODzillaGSPB, on 09 July 2013 - 02:03 PM, said:


So, was this another fix for something that AINT broken? That worked for months and months before? Why was it changed? When was it changed? :(


I believe this was the easy band-aid fix for the stalker 5M's issue of the biggest launcher being assigned to the 1-tube and there was no workaround for it.

#6 TheMadTypist

    Member

  • PipPipPipPipPipPipPip
  • Big Brother
  • Big Brother
  • 550 posts

Posted 09 July 2013 - 03:54 PM

Uhh... what? I was playing my AS7-D earlier today and it definitely still spits an LRM20 into two salvos of 10, like it has always done. I tested just now and it fires an LRM 15 in two salvos of 10 and five, respectively.

Wha'chu'talkin'bout Zilla?

#7 Skyfaller

    Member

  • PipPipPipPipPipPipPipPip
  • 1,332 posts

Posted 09 July 2013 - 05:35 PM

View PostTheMadTypist, on 09 July 2013 - 03:54 PM, said:

Uhh... what? I was playing my AS7-D earlier today and it definitely still spits an LRM20 into two salvos of 10, like it has always done. I tested just now and it fires an LRM 15 in two salvos of 10 and five, respectively.

Wha'chu'talkin'bout Zilla?


He means that if you have two different sized launchers in one section (aka a 10-tube and a 6-tube in the RT) and you put two LRM20s (just assume you can fit them in there) then the mech will not say 'i'll shoot 2 salvos of 10 from the 10-tube and 3 salvos of 6+1 salvo of 2 missiles from the 6-tube' ... it will say 'oh I have 16 tubes total so I will shoot them all in 2.5 salvos (40 missiles, 16 tubes)' .

That is how they bypassed the Stalker 5M firing the LRMs from the 1 tube, 1 missile a time.

#8 GODzillaGSPB

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,031 posts
  • LocationGermany

Posted 10 July 2013 - 12:49 AM

View PostTheMadTypist, on 09 July 2013 - 03:54 PM, said:

Uhh... what? I was playing my AS7-D earlier today and it definitely still spits an LRM20 into two salvos of 10, like it has always done. I tested just now and it fires an LRM 15 in two salvos of 10 and five, respectively.

Wha'chu'talkin'bout Zilla?


Well I was trying the Centurion. I'm pretty sure - but of course there's still the chance I might be wrong - that the Cent was always limited to ten tubes, no matter the number of hardpoints. But now, when I put two srm6 in, I can shoot all 12 missiles.

And like I've shown in my example in the startpost, you can even build this rediculous 3xlrm10 zombie Cent. :ph34r:

#9 Waking One

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 427 posts

Posted 10 July 2013 - 01:02 AM

uh, for multiple hardpoints, it usually alway checked only once the number of tubes, so multiple srm 6 in a 10 tube space all fired at once

#10 GODzillaGSPB

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,031 posts
  • LocationGermany

Posted 10 July 2013 - 01:06 AM

View PostWaking One, on 10 July 2013 - 01:02 AM, said:

uh, for multiple hardpoints, it usually alway checked only once the number of tubes, so multiple srm 6 in a 10 tube space all fired at once


Then it may have been smurfys all along? Giving the wrong numbers? Because I always worked with those numbers, for instance putting not more than an srm6 + srm4 in the Cents left torso...

That's odd.

Still, it doesn't really explain the Dragon 1N's 15 tubes in the CT. It makes zero sense.

#11 Waking One

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 427 posts

Posted 10 July 2013 - 01:53 AM

View PostGODzillaGSPB, on 10 July 2013 - 01:06 AM, said:


Then it may have been smurfys all along? Giving the wrong numbers? Because I always worked with those numbers, for instance putting not more than an srm6 + srm4 in the Cents left torso...

That's odd.

Still, it doesn't really explain the Dragon 1N's 15 tubes in the CT. It makes zero sense.


Smurfy's tubes thing is... i don't know, never used it so can't comment but my guess is it's not that accurate.

the centurions always shot all SRMs at once if your bay doors were open. even if you had 3xsrm6. if they're closed then odd things happen. :ph34r:

Edited by Waking One, 10 July 2013 - 01:54 AM.


#12 GODzillaGSPB

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,031 posts
  • LocationGermany

Posted 11 July 2013 - 05:37 AM

Aparently, something is indeed wrong in the state of...Atlas. ;)

http://mwomercs.com/...out-atlas-d-dc/

It's at least a bit confusing, buggy, glitches or whatever you like to call it. And everytime I think about the lrm15 Dragon I gotta laugh. :D





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users