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Victor Srm Port Issue


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#1 John Foster

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Posted 27 July 2013 - 04:32 PM

Anyone else notice that when you put 1SRM6,1SRM4,1SRM2..the mech appears to get 12 ports, with the torso having the 6 on top 4 below it and 2 below that..yet once you launch the mech into a map. it moves your SRMs around so the 4 is on top then the 6 then the 2.

The difference is that instead of firing all SRMs in 1 shot..as it should be able to, it drops 2 ports off and then has to fire it as 2 volleys....rather annoying.

#2 Kiiyor

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Posted 27 July 2013 - 06:57 PM

I found the same thing - the number of visual launch tubes varies depending on the order you equip your missile racks, because in battletech physics 2+4+6 is UTTERLY different to 6+4+2, you uneducated Luddite.

I even had screen caps prepared, but after testing in-game I found that all missiles were tossed down range in one salvo despite the removal of 2 tubes when some n00b battletech engineer didn't add the same numbers together properly.

I'll upload the pics later, but any curious readers can test the phoenominon themselves if they so desire.

Are you sure they launch differently? I must test again. To the mechlab!

#3 Tennex

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Posted 27 July 2013 - 07:04 PM

yeah they're trying something new with the victor, and its all sorts of messed up right now

#4 Nothing Whatsoever

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Posted 27 July 2013 - 09:00 PM

There is some hidden mechanic that can reorganize weapons sometimes, but i'm not sure how or why. But I know it can happen on Jagers, and I think any other mech that mixes dissimilar weapons of the same class in one mech section.

With Jagers, mounting different ballistic weapons can appear asymmetrical and missiles can have mismatched tubes to default launcher.

Hoping UI 2.0 has the answer for this one.

#5 Lightfoot

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Posted 28 July 2013 - 06:46 AM

I believe the Victor has 4 missile tubes per hardpoint. So SRM 4 or SRM2 or SSRM2 should fire in one salvo, but not SRM6.

#6 Devin Takkar

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Posted 28 July 2013 - 06:59 AM

This issue is around since the release of the Heavy Metal. Something forces SRM- and LRM-launcher into a mech-specific pattern and it's really annoying. You don't even need to join a game to experience something like that. Just put the SRM6 in first, save, change to a different mech, go back to the one with the problem and voila, all your launchers suddenly changed their locations.
I was told back in may that the issue "is being looked at"...but obviously nothing changed since then.
It could be intentional by now...

#7 Urdnot Mau

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Posted 28 July 2013 - 11:15 AM

The funny thing is: The Dragon Slayer works just fine with 2 SRM 6. Nothing about 2 volleys. Interesting how they make a premium mech work just fine and forget the c-bill one aside with it's bug. I've sent an e-mail to the support and i was told that they would let the devs know. That was the day after the Vic came out....
Here's what's happening for those of you who can't see or don't suffer from this bug (i've seen people not having this problem)


#8 Adridos

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Posted 28 July 2013 - 11:53 AM

View PostKiiyor, on 27 July 2013 - 06:57 PM, said:

...because in battletech physics 2+4+6 is UTTERLY different to 6+4+2, you uneducated Luddite.


Because in Battletech Physics, we follow this simple formula:

Is it an omni?

No -> Yeah, right, switching weapons for something else *laughs*... next thing we know, you're asking us to remake a BMX into a Ferrari. Go see the doc, you've probably been hit by something really hard in the head.

Yes -> This is an IS mech, you uneducated Luddite -> No


I think I've made myself clear... :rolleyes:

Edited by Adridos, 28 July 2013 - 11:54 AM.


#9 Takony

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Posted 29 July 2013 - 02:11 AM

So what is the "correct" order to equip the launchers to have 12 SRM-s fired in one volley?
2-4-6 or 2-6-4 or 4-2-6 ... etc?

#10 John MatriX82

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Posted 29 July 2013 - 03:24 AM

View PostTakony, on 29 July 2013 - 02:11 AM, said:

So what is the "correct" order to equip the launchers to have 12 SRM-s fired in one volley?
2-4-6 or 2-6-4 or 4-2-6 ... etc?


I am using triple SRM4. Only one is fired in a second volley, and it's not all that drama. Otherwise everything is screwed up so who cares I'll keep triple srm4 even after the eventual, long way incoming, fix.

#11 HighGround

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Posted 07 August 2013 - 10:40 AM

I'm having the same problem, very annoying indeed

#12 Impavid

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Posted 22 August 2013 - 08:01 PM

Still bugged and very frustrating. I don't know what I did but at one point I had SRM6+4 firing in 1 volley of 10. Switched loadouts a few times and now it's back to 2 volleys, one 8 and one 2.

#13 SuperNobody

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Posted 26 August 2013 - 01:04 PM

Easily reproducible. Just load an SRM6 on top and an SRM4 below and see that the mech shows 10 missile tubes. Then save the loadout and go back into it once or twice and the SRM4 will be on top and the SRM6 will be on bottom and your mech only shows 8 tubes. In game, you will get 2 salvos of missiles instead of the correct single salvo.

#14 Alwrathandabout42ninjas

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Posted 27 August 2013 - 08:29 AM

Actually the Dragon Slayer does not work just fine with 2 srm6's. You will notice you only get 10 tubes, and 2 missiles are delayed and fire right after the first salvo.

They really need to fix this and reprogram the Dragon Slayer and all the other variants to at least be able to alpha 2 srm6's, its a 80 ton assault mech for crying out loud.





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