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Lrms Firing More Missiles Than They Should


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#1 lshtaria

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Posted 16 August 2013 - 02:52 PM

Specifically on the Jenner JR7-D(S) but would more than likely be replicated with the JR7-D.

After looking over this quirk again, it appears that equipping 2x LRM5s in its 2x 4-tube torso slots doesn't actually use "more" ammo than it should but it actually turns the LRM5s into functioning LRM8s.

Does this also happen on other mechs where you use different type missiles to what is "intended" for the tubes (i.e. SRMs in a low tube LRM slot)?

#2 Fire and Salt

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Posted 16 August 2013 - 04:49 PM

Hmm, interesting.




I noticed that if you have 2 UAC5s, and have 1 round of ammo left, you get muzzle flash on both guns, but only see 1 projectile leave one of the barrels.
(Presumably this is true for all ballistics)

Not sure if you get 2x damage or not.


The bug im reporting is barely game breaking even if it does the extra point of damage... But if jenners can get a LRM16 by installing 2 lrm5s this is bad...

#3 F0rM4t

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Posted 16 August 2013 - 04:53 PM

catapult-c1 is even worst. if you equip 2 lrm20 it will fire 60 missiles per salvo (15x4)

#4 lshtaria

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Posted 16 August 2013 - 05:27 PM

I would be sure I'm generating equivalent heat and of course I'm using the ammo but the point is my salvo amount (or "missiles per second" output so to speak) is above the tonnage that's been equipped.

It looks like it's limited to LRMs and not SRMs. Whatever the amount of tubes, it will fire the entire amount of tubes each time that missile rack fires.

In my case I have an LRM5 equipped in a 4-tube slot. Instead of 4+1 it's firing 4+4. In the case of the Cat C1 and LRM20s, instead of 15+5 it's firing 15+15.

SRMs always seem to fire the correct amount, in the case of an SRM6 on the Jenner JR7-D it's the correct 4+2.

Edited by Kyocera, 16 August 2013 - 05:30 PM.


#5 Mazzyplz

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Posted 16 August 2013 - 05:29 PM

View PostF0rM4t, on 16 August 2013 - 04:53 PM, said:

catapult-c1 is even worst. if you equip 2 lrm20 it will fire 60 missiles per salvo (15x4)


sounds legit. very pgi

#6 Narcissistic Martyr

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Posted 16 August 2013 - 09:50 PM

It's the case for all mechs. Fire a launcher with more LRMs than the number of tubes you have and it will fire a missile from each tube until the LRM launcher size is exceeded.

So an LRM20 from a 15 tube slot will shoot two waves of 15 LRMs and an LRM15 from a 10 tube slot will fire two waves of 20 missiles.

#7 Pilotasso

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Posted 17 August 2013 - 08:36 AM

no wonder its been LRM hell these past days, 12 man team finished in seconds for matches on end

#8 L Y N X

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Posted 17 August 2013 - 08:56 AM

last month it did not work this way... if you fired a lrm 10 out a 5 tube launcher then you got two waves of 5 missiles...

If you fired a LRM 20 out of a 15 tube launcher then you got 1 wave of 15 missiles and a second wave of 5 missiles... is what is being reported by the OP a mis-count? or a new bug / game mechanic?

#9 Mazzyplz

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Posted 17 August 2013 - 10:21 AM

seems to be a new bug, no game mechanic would make 30 missiles shoot out of an lrm20 (or equivalent)
what kinda game mechanic would that be?

whats even worse people are catching on to this exploit and running teams of LRM boats

#10 Edwyndham

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Posted 17 August 2013 - 10:33 AM

Confirmed: an LRM15 in the SRM6 slot of a raven 3L will fire 18 LRMs. An LRM20 in the 15-rack of a CPLT-C1 will fire 30 (!) LRMs.

This is not just a graphical glitch. If you do this in testing grounds, you will see that the extra LRM ammo is in fact consumed. I was watching my single LRM20 take 30 rounds of LRM per shot.

#11 Edwyndham

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Posted 17 August 2013 - 10:41 AM

NOT JUST LRMs: If you put an SRM6 into the 4-rack of the JR7-D, it will in fact fire an SRM8.

I'm guessing mechs with LRM5 racks could be abused to turn SRM6 into SRM10...

#12 DeaconW

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Posted 17 August 2013 - 11:00 AM

Wow...how many more exploitable "features" are there in this game...some of us just want to play, not have to figure out what is borked first.

#13 DeaconW

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Posted 17 August 2013 - 12:50 PM

Confirmed...JM6A 2xLRM20 is really a 2xLRM30. Nothing like having a "free" LRM20 that costs nothing but ammo...Enjoy!

#14 Kaptain

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Posted 17 August 2013 - 02:58 PM

Interesting. Sometimes LRM ammo counts end in numbers other than 0 and 5 on victors... I bet this is the reason why!

What I don't understand is how does this stuff keep happening??? I'm not complaining, just curious how such a big lrm bug can get into a patch that doesn't change LRMs at all.

#15 DeaconW

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Posted 17 August 2013 - 03:12 PM

View PostKaptain, on 17 August 2013 - 02:58 PM, said:

What I don't understand is how does this stuff keep happening??? I'm not complaining, just curious how such a big lrm bug can get into a patch that doesn't change LRMs at all.


Dude...you are a founder like me, surely this is a rhetorical question, right? I mean...this kind of stuff is an established, expected pattern for PGI patches at this point for me... :(

#16 MadTulip

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Posted 17 August 2013 - 03:44 PM

that took a while guys :(

the bug is as far as i know as follows: if you shoot more missiles then your launcher has tubes it will launch the maximum number of tubes again in the 2nd volley until you launched as many (>=) missiles as the launcher has.

i.e. you fire LRM20 from 15 tubes :
- first volley 15 missiles
- second volles is buggy and fires also 15 missiles instead of 5.

So idealy you want to fire LRM20 from 19 tubes atm for 38 missiles total.

you will loose the full ammo of missiles fired though.

ps.: gogo exploit while it lasts ..........

Edited by MadTulip, 18 August 2013 - 01:25 AM.


#17 MadTulip

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Posted 17 August 2013 - 03:49 PM

View PostKaptain, on 17 August 2013 - 02:58 PM, said:

What I don't understand is how does this stuff keep happening??? I'm not complaining, just curious how such a big lrm bug can get into a patch that doesn't change LRMs at all.


It is the well encapsulated strictly organized higly modular generic code written to the single word exactly as suggested by "basic code structure for dummies vol 0.9999999999987 INTEL PENTIUM DIVISION ERROR" which might leed to "no chees error" when changing the color of one of the screws on the rear view mirror of a taxi that never even does show up on any of the current maps.

a fool proof thing basicaly.

to be honest, the whole missile tubes thing never realy worked :(. so far just nobody did care because of the black smoke and screams comming from the direction of the serverroom.

Edited by MadTulip, 17 August 2013 - 03:59 PM.


#18 Minoxen

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Posted 17 August 2013 - 04:44 PM

Tested and confirmed if the tube count is smaller than the launcher and requires multiple volleys it will fire full tube volleys regardless of the missile count of the launcher.

#19 Thanatos676

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Posted 17 August 2013 - 04:51 PM

I too can confirm this for Victors and Stalkers, if not more mechs. Needs to be fixed.

#20 lshtaria

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Posted 18 August 2013 - 01:22 AM

Minoxen explained it perfectly.





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