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How Do You Know How Many "tubes" Each Mech Has?


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#1 boddole

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Posted 14 July 2013 - 03:20 PM

I was about to buy a mech primarily for missiles, but then I found out that each mech has an amount of "tubes" on it that will effect your potential volley size. Apparently that info is not mentioned anywhere on its stats, has nothing to do with hardpoints, or the general size of the mech.

So, how do you figure out how many tubes each mech has? Can't they just tell you up front? Seems like quite a big trap.

#2 RedrumnCoke

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Posted 14 July 2013 - 03:23 PM

This is a great site that I use often: http://mwo.smurfy-net.de/

When you click on a mech with missile hardpoints, it will tell you how many hardpoints and how many tubes per hardpoint. For example, the Cicada x-5 lists 1m(2) in each side torso. This means it has one missile hardpoint in each side torso with two tubes each.

#3 scJazz

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Posted 14 July 2013 - 03:33 PM

Count the number in the MechLab picture... or... use Smurfy :)
http://mwo.smurfy-net.de/

#4 El Death Smurf

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Posted 14 July 2013 - 03:34 PM

that link they posted is the best, as a rule of thumb, look at the missiles it comes with in it's stock load out, generally that's how many tubes it has, but there are a few exceptions.

#5 scJazz

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Posted 14 July 2013 - 03:55 PM

View PostEl Death Smurf, on 14 July 2013 - 03:34 PM, said:

that link they posted is the best, as a rule of thumb, look at the missiles it comes with in it's stock load out, generally that's how many tubes it has, but there are a few exceptions.

What? There are a whole bunch of exceptions! The missiles it comes with is beyond doubt the worse measure! Use Smurfy or count the dots in MechLab!

#6 Koniving

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Posted 14 July 2013 - 05:47 PM

Currently Cataphracts, certain Commandos, Catapults, Awesomes, Atlases, the Jenner with the two missile hardpoints, all have exceptions to the tube rule of 1 missile fired at a time per tube.

For these mechs, simply stack as many missiles as you can and so long as you don't go beyond the number of tubes, you can launch them all at once!

For example the A1 can fire 90 missiles at the same time, even though it only has 15 tubes on each arm.

#7 Redwood Elf

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Posted 14 July 2013 - 05:59 PM

One example is the Atlas - The most expensive one comes with an LRM20 built in, and fires it in two volleys of 10 missiles each...is that what you meant?

#8 Koniving

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Posted 14 July 2013 - 07:10 PM

View PostRedwood Elf, on 14 July 2013 - 05:59 PM, said:

One example is the Atlas - The most expensive one comes with an LRM20 built in, and fires it in two volleys of 10 missiles each...is that what you meant?


Not quite. Actually the K is excluded from the exemption I mentioned.

I mean if you swap the SRM launcher for another LRM launcher on any (other) Atlas, the tubes get shared by both launchers, and you can fire 20 missiles at the same time out of 10 holes in the case of the D and or with a third launcher you can fire 30 missiles at once out of 10 holes with the DDC. Or 10 at once out of 5 holes in the case of the RS.

The "exception" mechs are exempt from the 1 missile per tube system because they were made before it existed. When those mechs receive an art overpass, the issue will get fixed.

Edited by Koniving, 14 July 2013 - 07:12 PM.


#9 Redwood Elf

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Posted 14 July 2013 - 07:18 PM

View PostKoniving, on 14 July 2013 - 07:10 PM, said:


Not quite. Actually the K is excluded from the exemption I mentioned.

I mean if you swap the SRM launcher for another LRM launcher on any (other) Atlas, the tubes get shared by both launchers, and you can fire 20 missiles at the same time out of 10 holes in the case of the D and or with a third launcher you can fire 30 missiles at once out of 10 holes with the DDC. Or 10 at once out of 5 holes in the case of the RS.

The "exception" mechs are exempt from the 1 missile per tube system because they were made before it existed. When those mechs receive an art overpass, the issue will get fixed.


Well it only has one missile hardpoint anyway, so it can't have more than one missile launcher in any case.

#10 boddole

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Posted 14 July 2013 - 07:49 PM

Wow, thank you guys for all the posts.

http://mwo.smurfy-net.de/
-That is a great site

[color=#959595]When you click on a mech with missile hardpoints, it will tell you how many hardpoints and how many tubes per hardpoint.[/color]
-I still don't see that anywhere when I go to the "buy menu".


--I think all the posts that were sent is a good indicator that especially for new players, the way tubes are "described" is.....lacking.

---

#11 Koniving

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Posted 14 July 2013 - 08:20 PM

View Postboddole, on 14 July 2013 - 07:49 PM, said:

--I think all the posts that were sent is a good indicator that especially for new players, the way tubes are "described" is.....lacking.


http://mwomercs.com/...c/117053-ui-20/

It'll come. But I should note that tube counts will actually change when you add and remove components for newer mechs. The old ones will eventually experience changes that will reallocate how the tubes are distributed so that hardpoints don't recycle them.

Also, colors don't work on this thread.

Edited by Koniving, 14 July 2013 - 08:20 PM.


#12 TheArcher

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Posted 15 July 2013 - 05:47 AM

View Postboddole, on 14 July 2013 - 07:49 PM, said:

[color=#959595]When you click on a mech with missile hardpoints, it will tell you how many hardpoints and how many tubes per hardpoint.[/color]
-I still don't see that anywhere when I go to the "buy menu".


--I think all the posts that were sent is a good indicator that especially for new players, the way tubes are "described" is.....lacking.

I'm pretty sure the Clicking comment was about Smurfy, not the in-game Mech Purchase tool.
And yes, since the game is still in beta, much of the documentation is not yet written.





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