How Do You Know How Many "tubes" Each Mech Has?
#1
Posted 14 July 2013 - 03:20 PM
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
Posted 14 July 2013 - 03:23 PM
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
Posted 14 July 2013 - 03:33 PM
#4
Posted 14 July 2013 - 03:34 PM
#5
Posted 14 July 2013 - 03:55 PM
El Death Smurf, on 14 July 2013 - 03:34 PM, said:
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
Posted 14 July 2013 - 05:47 PM
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
Posted 14 July 2013 - 05:59 PM
#8
Posted 14 July 2013 - 07:10 PM
Redwood Elf, on 14 July 2013 - 05:59 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.
Edited by Koniving, 14 July 2013 - 07:12 PM.
#9
Posted 14 July 2013 - 07:18 PM
Koniving, 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
Posted 14 July 2013 - 07:49 PM
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
Posted 14 July 2013 - 08:20 PM
boddole, on 14 July 2013 - 07:49 PM, said:
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
Posted 15 July 2013 - 05:47 AM
boddole, on 14 July 2013 - 07:49 PM, said:
-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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