Up until this most recent patch, I've been using a variety of missile launchers on my Victors. For those of you not familiar, the Victors' missile hardpoints adapt to whatever you put in the hardpoint, with a few limitations. The 9S, for example, has 3 missile hardpoints, with the following tube limits: 10, 5, and 2. This means that the first launcher you install, as long as it is an LRM10 or larger, will have 10 tubes. Mounting an LRM20 will fire 2 volleys of 10, for 20 total missiles. The second launcher installed will have 5 tubes, and the 3rd will have 2 tubes. Now, I tried installing an LRM20 and LRM10 on the 9K, the idea being that it would have 10 and 5 tubes, therefore firing two volleys of 10+5 equaling 2 volleys of 15 for 30 total missiles, but instead, the system reversed it, firing 1 volley of 15 (10+5) and then 3 volleys of 5. This completely defeats the purpose. The system should fire 2 volleys of 15, allowing some of the LRMs to penetrate AMS and hit all at once for unprotected 'Mechs. The problem seems to be that in the Mechbay, no matter what order you mount LRMs, the smaller ones get mounted first after saving.
This is also apparent when mounting SRMs, as seen in the following, which causes SRMs to fire in chains instead of one big burst, which again defeats the purpose.
Here, you see the freshly mounted SRM6+4, and in the preview window, 10 total tubes.
We save the 'Mech, and in the Mechbay you can still make out 10 total tubes on the 'Mech...
After opening and closing the Loadout tab (or entering a match) the number of tubes reduces to 8, as seen here.
You might think this is nitpicking or something, but just recently I used this build with the 6+4 launcher pack working correctly and it fired all missiles at once. Now, the system fires a volley of 8, and then a follow up volley of 2, often times missing the intended target. Notice the position of the SRMs in the load out editor have reversed. The same thing happens with the LRM20+10 idea, although there is no visible change in the 'Mech preview, the order of the weapons on the editor does reverse and instead of firing 2 volleys of 15, it fires 4 volleys of 15+5+5+5. Anyone have a fix or can PGI fix this for me?