Lrms Firing More Missiles Than They Should
#1
Posted 16 August 2013 - 02:52 PM
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
Posted 16 August 2013 - 04:49 PM
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
Posted 16 August 2013 - 04:53 PM
#4
Posted 16 August 2013 - 05:27 PM
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.
#6
Posted 16 August 2013 - 09:50 PM
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
Posted 17 August 2013 - 08:36 AM
#8
Posted 17 August 2013 - 08:56 AM
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
Posted 17 August 2013 - 10:21 AM
what kinda game mechanic would that be?
whats even worse people are catching on to this exploit and running teams of LRM boats
#10
Posted 17 August 2013 - 10:33 AM
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
Posted 17 August 2013 - 10:41 AM
I'm guessing mechs with LRM5 racks could be abused to turn SRM6 into SRM10...
#12
Posted 17 August 2013 - 11:00 AM
#13
Posted 17 August 2013 - 12:50 PM
#14
Posted 17 August 2013 - 02:58 PM
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
Posted 17 August 2013 - 03:12 PM
Kaptain, on 17 August 2013 - 02:58 PM, said:
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
Posted 17 August 2013 - 03:44 PM
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
Posted 17 August 2013 - 03:49 PM
Kaptain, on 17 August 2013 - 02:58 PM, said:
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
Edited by MadTulip, 17 August 2013 - 03:59 PM.
#18
Posted 17 August 2013 - 04:44 PM
#19
Posted 17 August 2013 - 04:51 PM
#20
Posted 18 August 2013 - 01:22 AM
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