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#8701 Tesunie

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Posted 01 May 2018 - 07:42 PM

View PostFelio, on 01 May 2018 - 07:30 PM, said:

Uh, did something change with missile tubes?

My Dragon Slayer with two launchers, 10 and 5 tubes, is firing dual SRM6 with no delay on the final missile, and in the mech bay it is showing more tubes if I equip larger launchers.


Depends... How long ago are you talking about?

Previously, a mech's tube count was limited to the stock missile count of the hard point. If it had a single tub NARC equipped, it would spew missiles out one at a time. Now, with the introduction of weapon meshes, all mechs adjust to accommodate a far larger array of weapons. Each mech should have much larger tube counts than previous. The best way to see what the max tube count typically is would be to place the largest launcher available into the hardpoint and then "view cammo". You can also see the max sizes on Smurfy as well...

#8702 Koniving

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Posted 01 May 2018 - 07:54 PM

View PostFelio, on 01 May 2018 - 07:30 PM, said:

Uh, did something change with missile tubes?

My Dragon Slayer with two launchers, 10 and 5 tubes, is firing dual SRM6 with no delay on the final missile, and in the mech bay it is showing more tubes if I equip larger launchers.

They redid the geometry. Yes, it makes it possible to fire high tube launchers in single volleys. Yes, it also screws you on the advantages of smaller tube counts for high volume launchers.

#8703 ExoForce

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Posted 02 May 2018 - 01:06 AM

View PostKoniving, on 01 May 2018 - 07:54 PM, said:

They redid the geometry. Yes, it makes it possible to fire high tube launchers in single volleys. Yes, it also screws you on the advantages of smaller tube counts for high volume launchers.


Long time ago Stalker with 6 and 10 tubes... would be devastating now with a chain-fire.
20 + 12 + 10 + 8 + 10 + 10 + 6 + 6 + 5 + 5 + 4 + 4 + 20 + 12 + 10 + 8 = 150 LRMs fired in a few seconds before heat cap. AMS that (while ER MEDs are singing)...

Need to check weapons.xml if there is still 0.5 seconds delay (with doors opened).

Edited by ExoForce, 02 May 2018 - 01:20 AM.


#8704 Koniving

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Posted 02 May 2018 - 03:10 AM

The delay to start firing with doors opened was only before HSR... and technically that was on all weapons. Yay lag.

You may still experience it if you've got a high ping on a server across the world, but otherwise you shouldn't.

Single tube LRM 20.

This isn't a case of it being advantageous.. But if you put an SRM-6, it would fire like a slower MRM, every missile would go straight.

(It also meant that certain variants had advantages that made up for their flaws. For example the very unloved 3H and 4N both had 20 tube launchers, where all other Stalkers did not. These were the least popular Stalkers, but the 3H made a great LRM boat because of it)

A 3H during the times of limited tubes. Note the other Stalkers have 10 tube launchers in the arms regardless of size. The 3H has 20 tube launchers in the arms and 6 tube launchers in the sides.

#8705 TooDumbToQuit

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Posted 02 May 2018 - 05:10 AM

I cannot find the words "ATM" or MRM under decals.

#8706 Horseman

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Posted 02 May 2018 - 06:39 AM

There aren't any, far as I recall. You have the option to get the letter decals and write your own, of course.

#8707 Felio

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Posted 02 May 2018 - 07:08 AM

View PostTesunie, on 01 May 2018 - 07:42 PM, said:


Depends... How long ago are you talking about?

Previously, a mech's tube count was limited to the stock missile count of the hard point. If it had a single tub NARC equipped, it would spew missiles out one at a time. Now, with the introduction of weapon meshes, all mechs adjust to accommodate a far larger array of weapons. Each mech should have much larger tube counts than previous. The best way to see what the max tube count typically is would be to place the largest launcher available into the hardpoint and then "view cammo". You can also see the max sizes on Smurfy as well...


Smurfy still shows the sizes as 10 and 5 for the Dragon Slayer, for some reason, but thanks.

#8708 Koniving

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Posted 02 May 2018 - 08:58 AM

Will have to check personally tonight but I believe they are 10 10 and 10 rather than 20s.

#8709 Throe

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Posted 02 May 2018 - 07:59 PM

[deleted by user]

Edited by Throe, 08 November 2018 - 04:26 PM.


#8710 ExoForce

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Posted 03 May 2018 - 10:36 AM

Hello, what is "volleydelay" variable in weapons.xml?

I see that all kind of missiles and also UACs have it, other weapons dont.

#8711 Horseman

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Posted 03 May 2018 - 12:33 PM

View PostExoForce, on 03 May 2018 - 10:36 AM, said:

Hello, what is "volleydelay" variable in weapons.xml?

I'd suspect it's the duration over which the salvo is fired from the weapon. Eg MRMs take about 0.5s IIRC

#8712 Throe

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Posted 03 May 2018 - 02:05 PM

[delete by user]

Edited by Throe, 08 November 2018 - 03:42 PM.


#8713 Koniving

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Posted 03 May 2018 - 02:15 PM

View PostThroe, on 02 May 2018 - 07:59 PM, said:

Not sure if you mean the VTR-DS missile tubes, but it's definitely 20 and 20 now. Checked with MRM40+30, and also 2xLRM20. I didn't save it, but both types show a full 20 tubes each on the geometry.

I'm sad that Smurfy's is incorrect.

Its probably a case of manual data input. Most of the site updates automatically. But not all of it.

Yep. It goes up to 3 sets of 20 tubes in Victor 9S.
....and it looks absolutely atrocious.

Gonna check Wolverine.
Wolverine's still got a ten tube per launcher limit on all three launchers. Hope that never changes...

#8714 Throe

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Posted 03 May 2018 - 02:20 PM

[delete by user]

Edited by Throe, 08 November 2018 - 03:42 PM.


#8715 Koniving

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Posted 03 May 2018 - 02:51 PM

One, its often atrocious-looking when they force so many. Two, it helps maintain a certain character for the mech. Three, you get a chance to 'cool' a little between half-volleys of missiles, allowing your mech to run cooler for those 60 LRMs you've just thrown versus another 55 ton mech that has 3 sets of 20 tubes. It also forces enemy AMS to fire for longer durations, consuming more ammo or generating that much more heat in the case of LAMS. In both cases that is very advantageous.

If you lose a lock when the first ten missiles leave the launcher but achieve it prior to the second volley from the same launcher, the second set will home in. The reverse is true, too. By this I mean you can reacquire the lock and the half that fired when you had the lock will home in. The half that fired in between is lost, sure.
(This trick is also practically required for "Corner turning LRMs" that will loop around obstacles or deliberately hit enemies from behind when firing from in front of them.)

But if you lose the lock just prior to hitting the button on a 20 tube launcher, all the missiles will go stupid and can't be salvaged and will not go after the target even after reacquiring the lock.

So in addition to running colder due to being able to take a breath and cool between half-volleys, you can save ammo from those accidental misfires due to lock lost... and another neat ability for those that are dumb firing LRMs, you can spread the volley of a single launcher between two separate points to cover and suppress two specific areas that are frequently "popped" from by would be pop-and-squat sharp shooters to suppress them.

In other words; TL;DR: It would lose a lot of tactical advantages for players using the mechanics of multi-volley firing single launchers. (Yes, it would also lose a few flaws associated with it, but give and take.)

Course, we could always have our Wolverines look like this instead.
Posted Image
But I'd rather stick with the I hope it never changes.

Edited by Koniving, 03 May 2018 - 02:58 PM.


#8716 Spare Parts Bin

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Posted 05 May 2018 - 02:39 AM

View PostKoniving, on 03 May 2018 - 02:51 PM, said:

One, its often atrocious-looking when they force so many. Two, it helps maintain a certain character for the mech. Three, you get a chance to 'cool' a little between half-volleys of missiles, allowing your mech to run cooler for those 60 LRMs you've just thrown versus another 55 ton mech that has 3 sets of 20 tubes. It also forces enemy AMS to fire for longer durations, consuming more ammo or generating that much more heat in the case of LAMS. In both cases that is very advantageous.

If you lose a lock when the first ten missiles leave the launcher but achieve it prior to the second volley from the same launcher, the second set will home in. The reverse is true, too. By this I mean you can reacquire the lock and the half that fired when you had the lock will home in. The half that fired in between is lost, sure.
(This trick is also practically required for "Corner turning LRMs" that will loop around obstacles or deliberately hit enemies from behind when firing from in front of them.)

But if you lose the lock just prior to hitting the button on a 20 tube launcher, all the missiles will go stupid and can't be salvaged and will not go after the target even after reacquiring the lock.

So in addition to running colder due to being able to take a breath and cool between half-volleys, you can save ammo from those accidental misfires due to lock lost... and another neat ability for those that are dumb firing LRMs, you can spread the volley of a single launcher between two separate points to cover and suppress two specific areas that are frequently "popped" from by would be pop-and-squat sharp shooters to suppress them.

In other words; TL;DR: It would lose a lot of tactical advantages for players using the mechanics of multi-volley firing single launchers. (Yes, it would also lose a few flaws associated with it, but give and take.)

Course, we could always have our Wolverines look like this instead.
Posted Image
But I'd rather stick with the I hope it never changes.


That picture is worth a thousand words.

#8717 Koniving

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Posted 05 May 2018 - 03:54 AM

View PostSpare Parts Bin, on 05 May 2018 - 02:39 AM, said:

That picture is worth a thousand words.

The saddest thing? That was 6 SRM-2s (a bug). But more than that, just too many missile tubes and no room for any of the mech's mechanics, storage, or anything.

#8718 AureliusDean

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Posted 05 May 2018 - 05:19 AM

Where do I leave requests for hotfixes? Ever since S7 came out, trial 'mechs keep popping up because the "Both Owned Trial" button keeps popping to "both" from owned and it has burnt my rear to the point there is no fuzz left.

#8719 Chryckan

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Posted 05 May 2018 - 10:13 AM

Does BAP effect stealth armour?

Have a light mech killer build equipped with SSRMs and BAP which was suboptimal when I ran into a stealthy assassin. Despite being close enough to actually collied with it I was never able to target the stealthy mech making my ssrms nothing more than dead weight.

#8720 Reno Blade

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Posted 05 May 2018 - 11:14 AM

View PostChryckan, on 05 May 2018 - 10:13 AM, said:

Does BAP effect stealth armour?

Have a light mech killer build equipped with SSRMs and BAP which was suboptimal when I ran into a stealthy assassin. Despite being close enough to actually collied with it I was never able to target the stealthy mech making my ssrms nothing more than dead weight.

One BAP can cancel out one ECM.
Stealth armor is an upgrade for ECM and effectively work only with ECM, so it is affected together when your BAP cancels the ECM.





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