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[Annoyance] Improper Missle Tube Allocation On The Victor


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#1 Force Majeure

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Posted 20 September 2013 - 11:17 AM

You've heard me complain about this before, and I know some people believe it's a non-issue, but it really isn't.
The number of tubes a mech can fire missiles out of is a major determinant as to the effectiveness of that mech in using missiles. Firing SRM6 out of the 2 tubes of the Cicada X5 is NOT THE SAME as firing them in one salvo out of a Catapult.

Therefore, when a mech (like the Victor) has a complex set of launchers with different tubing (10, 5 and 2) all on one section of the body (left torso), it's of strategic importance which weapon fires out of which launcher.

There is an issue with the VTR-9S where, even if you place the weapons in the right order, they get swapped around after you save the Mech, and that is screwing up my build.

If you install a LRM15, LRM10 and LRM5 (in that order), those weapons should normally use the 10, 5 and 2 tubes respectfully, giving me two very nice volleys when I group fire (and one leftover single missile at the end).
Problem is, the mechlab swaps the LRM10 and the LRM5, for some reason. Which means the LRM 10 fires in 5 voleys out of only 2 tubes... rendering this weapon COMPLETELY USELESS against anything that's carrying an AMS.

This issue keep popping up time and time again when a new mech comes out. I uses to complain about the Highlander having similar issues. It's been more or less fixed on a case by case basis... But do we have to keep complaining all the time, every time? COULD WE FIX THIS ONCE AND FOR ALL, ON ALL CURRENT AND FUTURE MECHS???

Simple: make is so the mechlab NEVER REARRANGES WEAPON/TUBING ASSOCIATIONS!!! Just let us mix it the way we like it, depending on the order that weapons are placed on the mech. Is that too much to ask?

Otherwise, keep up the good work!

Cheers!

#2 Monky

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Posted 20 September 2013 - 01:44 PM

There is a viable fix for this from a gameplay and art perspective;

Make it so that LRM's and SRM's fire in groups of 5 and 2 respectively. The time between bursts can be adjusted to retain parity with what we have now or changed if desired.

In this way, a stock LRM20 with 2 other missile hardpoints doesn't have to fight for space when they make the mech - they can make additional LRM launchers 5 tubes and additional SRM launchers 2 tubes, etc. It is well scalable with all sorts of different loadouts and would have minimum impact aside from increasing the amount of viable loadouts.

#3 Force Majeure

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Posted 20 September 2013 - 03:13 PM

I don't agree with your proposed solution. If I understand correctly, you are suggesting that all missile hardpoints have the same number of tubes: 5 for LRMs and 2 for SRMs. And so, you would always get the same result, no matter the order of placement or which hardpoint was used.
I disagree with this proposition because it would take away from mechs that have a high tube count, like the Catapult or Kintaro. It would also change the nature of the mechs that are not made to be used has missile platforms, like the Quickdraw or the 9M. It would also make the SRM6 a pain to use.
I like the current model, I just wish we had more control over the final build.

By the way, since I'm mentioning the Catapult, it would be nice if the devs updated the model/mecanic of that mech so it wouldn't fire more than one missile out of a same tube simultaneously. I understand that the Catapult was one of the first mechs introduced, and that was before the tube mecanic was fully implemented, but they could give it a small update to bring it to par with the rest of the mechs. It's not a big deal (who puts 2 LRM15s in the same arm anyway?), but this small detail would add to the realism of the game.

#4 Monky

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Posted 20 September 2013 - 03:19 PM

Just ones that are difficult to fit on the mech spacewise, really. As far as wether or not there should be better LRM/SRM boats based on default levels of missile tubes, that's a completely different discussion.

#5 Asmosis

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Posted 20 September 2013 - 07:16 PM

It'd be nice if there was an indicator in the mech bay as to how many tubes a given launcher has been allocated, hopefully that's in UI 2.0. (along with heat penalty warnings)





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