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Explain Missile Tube Count To Me


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#1 Agent 0 Fortune

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Posted 12 August 2013 - 10:56 AM

For instance I own a Centurion CN9-A, listed as on Smurfy-Net as 10x3. Experience tells me that I have 10 missile tubes, and the x3 tells me they function like 30 missile tubes with a cap of 10 per volley. Meaning that if I have 3x SRM6, all 18 missiles fire instantaniously, but if I have an LRM20 + LRM15 + LRM5 they are fired in 2 volleys:
Volley 1 = 10 missiles of LRM20 + 10 missiles of LRM15 + 5 missiles of LRM5.
Volley 2 (.5 seconds later) = last 10 missiles of LRM20, last 5 missiles of LRM15.
Basically this launcher can fire 30 missiles at a time, up to 10 per launcher.

I assume the Atlas AS7-D-DC functions similarly with it's 10x2 + 6, Except 3 LRM15 woudl fire thusly:
Volley 1: 10 of LRM15(x), 10 of LRM15(y), 6 of LRM15(z)
Volley 2: 5 of LRM15(x), 5 of LRM15(y), 6 of LRM15(z)
Volley 3: 3 of LRM15(z)

Now looking at the Heavy Metal, it says 2 missile (16)
Does that mean If i have 2 LRM5 that it fires in 2 volleys? or does it mean that since it is less than 16 it fires in 1 volley? what If I had 2x LRM20? Is that 3 volleys (V1 16 missiles, V2 16 missiles, V3 8 missiles)

What about the Victor 9S? which is listed with 10, 5, 2, but which visibily only has 6 tubes?

#2 Homeless Bill

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Posted 12 August 2013 - 11:03 AM

It's broken and depends on the 'mech. New ones have dynamic ports like the Victor; old ones share tubes between launchers.

#3 LauLiao

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Posted 12 August 2013 - 11:18 AM

I think on the Heavy Metal that's just a misprint and it should be 10 + 6, not 16.

#4 GrogX

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Posted 12 August 2013 - 11:23 AM

Heavy Metal definitely has me confusticated at the moment. With 2 SRM-6 launchers on it I'm now seeing what looks to be one launcher firing all 6 and the other single firing 6 SRMs.

#5 Angel of Annihilation

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Posted 12 August 2013 - 11:26 AM

View PostHomeless Bill, on 12 August 2013 - 11:03 AM, said:

It's broken and depends on the 'mech. New ones have dynamic ports like the Victor; old ones share tubes between launchers.


Also just because they have dynamic ports doesn't mean they will represent exactly the lanucher your mounting. 3 SRM6s on a Victor will still ripple fire instead of a single volley as 3 SRM6s display as a 6, 4 and a 2 tube respectively. Basically you have 12 tubes to fire 18 missiles. It fires I think 12, then 4, then 2.

View PostGrogyoufong, on 12 August 2013 - 11:23 AM, said:

Heavy Metal definitely has me confusticated at the moment. With 2 SRM-6 launchers on it I'm now seeing what looks to be one launcher firing all 6 and the other single firing 6 SRMs.


Yeah I think its two tube configuration are a 6 and 1 which totally makes mounting two SRM lanuchers there useless.

Edited by Viktor Drake, 12 August 2013 - 11:27 AM.


#6 GODzillaGSPB

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Posted 12 August 2013 - 11:27 AM

Your example: Those 30 tubes function like 30 tubes and there is NO limit of 10 missiles per volley. It's 30 missiles. Makes sense? Nope.

Take the Awesome 8V for instance, with it's three slot 3x15 tubes hardpoint. You can fire a single lrm45-volley from that!

And on the other hand the Victor 9S, which also has 3 hardpoints for missiles in the light shoulder, but is limited to 10 + 5 + 2 and the sum isn't even representative for the limit of a whole volles. If you have three srm6, it is fired in a first volley of 6 + 5 + 2, then a second of 1 + 2, then a third of 2. B)

You are forced to go with an srm6 + srm4 + srm2 setup for a single complete volley.

#7 Budor

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Posted 12 August 2013 - 11:27 AM

Best part is the bug where the lrm 20 fires 30 missiles per salvo from some mechs atm. System is pretty much random.

#8 Tyr4nt

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Posted 16 August 2013 - 05:06 PM

View PostGrogyoufong, on 12 August 2013 - 11:23 AM, said:

Heavy Metal definitely has me confusticated at the moment. With 2 SRM-6 launchers on it I'm now seeing what looks to be one launcher firing all 6 and the other single firing 6 SRMs.


I just discovered this; I don't have a problem firing a 6+4, just 6+6. It makes no sense, it's also frustrating :lol:

#9 Lightfoot

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Posted 17 August 2013 - 04:28 PM

It's just inexplicable, but it sure sells alot more mechs. Which is okay, but it's too cryptic and why are Missiles the only weapon type that has this feature? It basically gives a size limitation to Missile Weapons.

#10 Gen Kumon

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Posted 18 August 2013 - 08:21 AM

View PostBudor, on 12 August 2013 - 11:27 AM, said:

Best part is the bug where the lrm 20 fires 30 missiles per salvo from some mechs atm. System is pretty much random.


Actually, that one's easy. Tubes always fire the max number of missiles from them. So two LRM 20s firing from two 15 tube launchers will fire 30 and then another 30 instead of the 30 and 10 they're supposed to fire. Or a pair of 15's with a 10 tube laucher will fire two volleys of 20 instead of 20 and 10.

#11 William T Riker

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Posted 18 August 2013 - 08:31 AM

Quickdraw 4H is all messed up too. I have a SRM4 & 2 SRM6s and I shoot 20 missiles per click, although staggered. Great way to get around cooldowns.

#12 Budor

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Posted 18 August 2013 - 09:51 AM

View PostGen Kumon, on 18 August 2013 - 08:21 AM, said:


Actually, that one's easy. Tubes always fire the max number of missiles from them. So two LRM 20s firing from two 15 tube launchers will fire 30 and then another 30 instead of the 30 and 10 they're supposed to fire. Or a pair of 15's with a 10 tube laucher will fire two volleys of 20 instead of 20 and 10.


1 LRM 20 fires 30 missiles 2 fire 60. AWS-8R go test it.

#13 GingerBang

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Posted 18 August 2013 - 10:03 AM

Missiles are just 100% broken. That's your explaination.

The tubes are random, and just how broken they are depends on when generation mech it is (old static or new dynamic launchers).

You lose a TON of ammo if you have to fire in waves.

The AMS either DESTROYS every missile in bound or does nothing.

Missile hit reg is 60:40 at best.

#14 Gen Kumon

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Posted 18 August 2013 - 11:56 AM

View PostBudor, on 18 August 2013 - 09:51 AM, said:


1 LRM 20 fires 30 missiles 2 fire 60. AWS-8R go test it.


...are the launchers 15 tubes? Because that would explain it.

#15 stjobe

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Posted 18 August 2013 - 12:18 PM

View PostBudor, on 18 August 2013 - 09:51 AM, said:


1 LRM 20 fires 30 missiles 2 fire 60. AWS-8R go test it.

Are we talking graphics only here or does the ammo count go down by 30 on a single pull of a LRM-20 trigger?

#16 Master Q

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Posted 18 August 2013 - 12:25 PM

View Poststjobe, on 18 August 2013 - 12:18 PM, said:

Are we talking graphics only here or does the ammo count go down by 30 on a single pull of a LRM-20 trigger?


I haven't tested it but I don't think it matters. It's more missiles in the air than you should have per reload-trigger cycle. And the devs have just left it in for months.

#17 scJazz

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Posted 18 August 2013 - 12:34 PM

View PostMaster Q, on 18 August 2013 - 12:25 PM, said:

I haven't tested it but I don't think it matters. It's more missiles in the air than you should have per reload-trigger cycle. And the devs have just left it in for months.

I can't speak for the Awesome since I don't own one. Since July 30th or August 6th patch, not sure which, my QKD-4H has fired 23 missiles per salvo, LRM10+LRM5+LRM5=LRM23. The CT Launcher Fires 4 and then 4 more a fraction of a second later (0.5 seconds I think but I haven't bothered measuring). Prior to July 30th it fired correctly, 19 +1.





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