Hey, everyone. This question has been posited a lot as a patch bug, but it actually isn't patch-related. It's related to how weapons are placed in a 'mech in the game. I've seen a lot of threads complaining about this as relating to the new 'mechs from Phoenix Project individually, when actually it's a blanket issue affecting all 'mechs with multiple similar weapon hardpoints in the same location.
I'd really appreciate this getting pinned, as it affects a huge portion of the 'mech roster in the game and has caused no end of frustration for players trying to specify which launcher, laser, or cannon goes in which spot- particularly on 'mechs with missiles, where it can also affect how many tubes a missile rack is launching from.
The Perceived Issue:
So, I take my 'mech- I'll go with a Quickdraw, because it's familiar to me and demonstrates the problem particularly well, namely the QKD-4H.
The QKD-4H Quickdraw has two missile hardpoints in its left torso: a 10-hole slot inside the torso, and a 4-hole 'imaginary' rack under the arm that only appears if there's a second launcher in that side of the 'mech.
Now, when initially trying to set up this Quickdraw with an SRM-6 and an SRM-4 in that side torso, I carefully slot in the 6-rack first, generating a six-hole launcher in the internal location, and then place the 4-rack, creating a 4-tube launcher under the machine's left arm. I save my loadout. Everything copasetic, right?
Except that when I enter a match, I find the 4-tube launcher fires first, and the 6-tube launcher fires four missiles and then two, coming out of the underarm launcher!
Clearly, this is a new bug, I haven't had this issue with my other 'mechs! Right?
The Truth:
No, actually, it's not. This is something that's been ongoing for a long time in the game, and thus far hasn't been changed despite that most people are aware of it by now. While in some cases the source of the issue seems to be the 'mech, in others, it's the weapons themselves. This appears to default to any setting the individual 'mech has for the weapons in question first, then to any markers attached to the weapons.
It is possible that the weapon markers only apply when the weapons are similar (variously sized SRM racks, variously sized LRM racks, various kinds of AC/5, various forms of LL, various forms of ML, various forms of SL, various forms of PPC), but this has yet to be demonstrated in game.
What's Actually Happening:
Let's suppose I've just purchased a KTO-18 Kintaro (for the sake of argument). This 'mech comes with a number of missile racks installed in it by 'factory make'. Most relevantly, in the left arm we have an SRM-6 mounted over an LRM-5, in the twin missile hardpoints that are located here. Now, these racks are slotted specifically into their locations by the game, in such a way that they will never appear in the 'mech loadout as LRM-5/SRM-6, which would be the other order. As part of doing this, the game has designated the SRM-6 with a 'Hardpoint 1' marker, and the LRM-5 with a 'Hardpoint 2' marker. These markers are invisible- they can't be located by the player within the game, and at no point does any part of the game tell you about them.
Now, the KTO-18 is a five-missile-hardpoint Kintaro, which makes it super-useful for mounting Streak SRMs and taking out those pesky light 'Mechs. So I tear out all the missile racks and replace them with Streak SRM-2 racks. This means that in my 'spare weapons' inventory, I now have an SRM-6 with a 'Hardpoint 1' marker, and an LRM-5 with a 'Hardpoint 2' marker. These remain invisible distinctions, and the two missile racks retain their locations in your spare weapons inventory- the game actually tracks how recently an item went into your inventory, and you always place the most recently-acquired spare weapon first.
Immediately following this, I go to place launchers in a TDR-5S Thunderbolt. I want to use an SRM-6 and an LRM-15. Because of this, I want the LRM-15 to be in the over-shoulder position and the SRM-6 inside the torso of the 'mech- a higher launching point for LRMs means worrying less about obstacles cutting off your flight path.
If I place the SRM-6 from the Kintaro into the Thunderbolt alongside any LRM-15 that does not have a 'Hardpoint 1' marker, the SRM-6's 'Hardpoint 1' marker will hijack the order I stuck things into the 'mech, and as soon as I exit the loadout editor, the SRM-6 will move up into the over-the-shoulder barrel. This is not visible unless I exit and re-enter the 'Mechbay's loadout editor, or try to alter the Thunderbolt's paint scheme.
This has two detrimental effects: The LRMs are launching from the lower location, and they are also launching from a 10-tube spot, coming out as 10 missiles and then 5 missiles, instead of a spread of 15. This makes it harder to launch my LRMs over an obstacle, causes AMS shots to take down more of the missiles in flight, and means the launch takes longer, delaying the cooldown on my LRM-15 rack. Clearly, I Do Not Want.
Alternately, some 'mechs have inherent issues. As noted later in the thread, the Victor 9S mounts its missile racks in the left torso in alphabetical order regardless of anything else, which makes the issue potentially unfixable for that chassis. In that case, mounting, for instance, an SRM-6 followed by an LRM-5 followed by an LRM-15 shuffles so that the 15 is on top, the 5 is in the middle, and the 6 is on the bottom. How exactly the chassis-specific issue operates is uncertain.
The Solution for the Weapon Marker:
Well, unfortunately, there is no easy-simple solution here. When you have spare of a weapon in your Mechbay, you can't buy more of them- that only happens when you try to place a weapon you don't already have one of sitting around.
There is, however, an expensive solution: The Mechbay allows you to sell off weapons and equipment that aren't currently sitting in a 'Mech. You have to sell off the affected launcher, cannon, or energy weapon category one by one, until you've sold off the 'marked' weapon. It should sell before you run entirely out of that weapon if you have purchased a significant stockpile of weapons previously or stripped enough from 'mechs that don't have multiple of the same type of weapon hardpoint in a given location.
You can sell off your entire stock, which gets expensive, or you can do it the time-consuming way- slot weapons into your 'Mech, leave the Mechbay, then return to the Mechbay and open your machine's loadout again. Check the model of the 'Mech to see where the tubes or weapons have wound up. If the locations are out of order, remove the affected weapons, sell off one (one of each kind if you don't know which weapon is the 'marked' weapon) and then slot in a new set of weapons. Leave the Mechbay, return, inspect your 'Mech, and repeat until the darn things are staying where you put them.
If you can't figure out whether the issue is the weapon or the chassis, you can try mounting all your weapons of a given type in other chassis and then purchasing a new one to put into the 'mech that you are having the issue with. If the issue repeats, you're looking at a Chassis Organizer and not a Weapon Marker.
The Solution for the Chassis Organizer:
Sadly, thus far, there appears to be none.
Thanks for reading. Please stay aware of what's going on in your game, Mechwarriors! Things can only get better if we can actually identify the source of our woes and bring it to light.
-Quickdraw Crobat, A.K.A. Elli Gujar
Edited by Elli Gujar, 11 November 2013 - 09:20 AM.