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Missile Slots Behaving Weird (Not Another Whine Thread)


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#1 ragbasti

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Posted 12 August 2013 - 01:09 PM

With the new Patch, I was really glad that the VTR-9S could finally shoot 1 SRM6+1 SRM 4+1 SRM2 in a single Volley, since before the SRM4 was somehow put into the Slot with the 2 openings resulting in 2 volleys of missiles coming instead of 1 Volley which it should have been.

However, when shooting the 2 SRM-6 on my VTR-9B something weird happened:

Putting 2 SRM-6 into the shoulder results in it shooting 14 instead of 12 Missiles, while still using the correct amount of Ammo. Basically the Slots with the 6 openings shoots 6 Rockets and the Missile Slot with 4 missile openings shoots 2 volleys of 4 instead 4 Rockts and then 2, which is expected of an SRM6.

Now I am not sure whether it is a bug or a feature because it is not reflected in the Mechs damage in the Mechbay, but it still uses the right amount of Ammo.

I did some testing, and the same thing happened to my Quickdraw. I usually had 1 SRM6 and 2 SRM 4 installed in it, so that the rockets would be shot in a single volley and not 2 volleys due to the lack of Missile openings for 3 SRM-6s.
However, when equipping 3 SRM-6s for my test, I got an extra of 6 Rockets in the second volley, resulting in a total of 24 Rockets !! Thats 4 SRM-6 worth of damage.

The 2nd shoulder slot only has 5 openings but shoots 2 volleys of 5, instead 5+1 and the Center Torse slots shoots 2 volleys of 4 instead of 4+2.

While I kinda like it, this definately needs fixing!

#2 Davoke

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Posted 12 August 2013 - 01:27 PM

I have a similar...experience with my Pretty Baby Awesome, when firing an LRM20 from the 15 tube launcher, it fires 30 missiles in two volleys(counting it as 30 missiles fired from the launcher, both damage and ammo wise). Its been incredibly helpful <.<
I mean, its totally ruining the gameplay experience and should be changed. Otherwise i haven't seen it happen on any other mech i own.

#3 ragbasti

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Posted 13 August 2013 - 05:02 AM

ok so all missiles are effected by that.
The Catapult must be an absolute beast now as an LRm boat xD

#4 Gulinborsti

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Posted 13 August 2013 - 06:51 AM

I noticed something similiar with my HGN-733C.

It carries 3xSRM6 and the chassis shows 3 launchers with 6 tubes each.
But when fired one of the torso mounted launchers fires 6 consecutive missles (1 tube launcher). The arm mounted launcher and the 2nd torso mounted launcher are working fine and fire full volleays of 6 missles.

Looks like one of the torso launchers is designed as a NARC launcher. Is this working as Intended or a bug?

Edited by Gulinborsti, 13 August 2013 - 06:52 AM.


#5 Marcus Tanner

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Posted 13 August 2013 - 09:26 AM

Also tried this. LRM-15s out of 15-tube slots work just fine.

LRM-20s firing out of 15-tube slots fire two volleys of 15, for a total of 30 missiles.

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It looks like what's going on is that "leftover" missile volleys are getting rounded up to the full umber of tubes.

So if you have a 20-rack firing out of a 15-tube launcher, it's supposed to fire one volley of 15 and one volley of 5. It looks as if the game is forgetting that the second volley is supposed to be leftovers, and fires another full volley instead.

So if you have an SRM-6 firing out of a 4-tube launcher, you are supposed to get one volley of 4 and another of 2. Instead you get a volley of 4 and another full volley of 4.

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I tried this out on my D-DC to check the theory. I armed it with an LRM-15 and an LRM-20. The mech has a 10-tube launcher up top and a 6-tube launcher for the SRMs the mech comes with. The larger missile rack always fires out of the 6-tube launcher (God only knows why).

If everything were working like it did a few patches ago, I would expect 35 missiles to be fired over 4 volleys, as the LRM-15 fires a volley of 10 and then a volley of 5 out of the 10-tube, while the LRM-20 fires 3 volleys of 6 and then a volley of 2 out of the 6-tube (for a total of 10+6, 5+6, 0+6, 0+2). When I tried it out just now in the testing grounds it fired a total of 44 missiles (10+6, 10+6, 0+6, 0+6). Clearly what's going on is that the leftover volleys are getting rounded up to the full size of the launcher.

Edited by Marcus Tanner, 13 August 2013 - 09:27 AM.


#6 Kin3ticX

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Posted 14 August 2013 - 08:39 AM

I think this is the 3rd or 4th thread about the same problem yet I cannot find any dev posts regarding it.





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