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Hbk-4J Missle Tubes


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#1 Candun

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Posted 11 November 2013 - 12:32 PM

not sure if this is the right place or if its been mentioned before but the 4j has 20 missle tubes but if you put an lrm 15 on it it shoots in 2 vollyes.i bought it because i thought it would b able to make a decent missle mech out of it,guess not tho

#2 shellashock

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Posted 11 November 2013 - 01:08 PM

Last i checked, the 4j is split up into two separate 10 missile boxes in one cowling. So you can fire twin lrm 10's in one volley, but you cannot fire an lrm 15 or lrm 20 in one volley. Hope this clears that up.

Edit: I do not have much experiences with lrms, but I find that the 4j works best when you use the lrms for long range damage and use you energy slots for med lasers or something for high damage at short range. The 4J isn't the greatest if you are going for missile boating.

Edited by shellashock, 11 November 2013 - 01:10 PM.


#3 Woozle

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Posted 11 November 2013 - 02:03 PM

Shhh...if you complain too loudly you'll get what they did to the Catapult missile tubes...*shudder*

#4 Candun

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Posted 11 November 2013 - 03:45 PM

View Postshellashock, on 11 November 2013 - 01:08 PM, said:

Last i checked, the 4j is split up into two separate 10 missile boxes in one cowling. So you can fire twin lrm 10's in one volley, but you cannot fire an lrm 15 or lrm 20 in one volley. Hope this clears that up.

Edit: I do not have much experiences with lrms, but I find that the 4j works best when you use the lrms for long range damage and use you energy slots for med lasers or something for high damage at short range. The 4J isn't the greatest if you are going for missile boating.

ahh kk guess that makes sence.i had been using it with 2 lrm 10 and it works well with that but i was trying for a little more...punch

#5 The Black Knight

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Posted 12 November 2013 - 09:19 AM

this really bothers me too, I had mine set up with an LRM15, but ended up stripping it off in favor of two LRM10s. It'd be nice if you only had one missile hard point used that weapon could use all the tubes on the 4J

#6 aniviron

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Posted 12 November 2013 - 10:52 PM

The missile tube system in this game really needs a rework. Want to swap out 2x LRM10 for a single LRM10? Well you have 20 tubes in that torso, shouldn't be a problem, right? Oops, it HAS to be split 10+10!

#7 Deathlike

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Posted 12 November 2013 - 11:12 PM

View Postaniviron, on 12 November 2013 - 10:52 PM, said:

The missile tube system in this game really needs a rework. Want to swap out 2x LRM10 for a single LRM10? Well you have 20 tubes in that torso, shouldn't be a problem, right? Oops, it HAS to be split 10+10!


Well, I think they are trying to be "realistic" in the sense that the # of missile tubes shown = # of maximum missiles that can be fired at one time.

Unfortunately, it's not entirely clear unless you use smurfy's and/or just pay attention to the stock loadout.

For instance, the Hunchback's design is for the stock 2 LRM10s used... so an LRM20 is actually bad for it (well, if you care about the # of missiles fired at once). On the other hand, the Centurion has a 10 visual tube slot that can shoot 20 (10x2), or 30 (10x3) missiles total in the case of the Cent-A.

The unification by design is not a bad idea, but it's not inherently obvious to people, which is the problem.

Edited by Deathlike, 12 November 2013 - 11:13 PM.


#8 aniviron

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Posted 12 November 2013 - 11:16 PM

View PostDeathlike, on 12 November 2013 - 11:12 PM, said:


Well, I think they are trying to be "realistic" in the sense that the # of missile tubes shown = # of maximum missiles that can be fired at one time.

Unfortunately, it's not entirely clear unless you use smurfy's and/or just pay attention to the stock loadout.

For instance, the Hunchback's design is for the stock 2 LRM10s used... so an LRM20 is actually bad for it (well, if you care about the # of missiles fired at once). On the other hand, the Centurion has a 10 visual tube slot that can shoot 20 (10x2), or 30 (10x3) missiles total in the case of the Cent-A.

The unification by design is not a bad idea, but it's not inherently obvious to people, which is the problem.


But that's just what I'm saying- the 4J has 20 visible tubes no matter what, so it makes intuitive sense that if there's only one launcher there and it's a 20, you should get to use all of them.

#9 Deathlike

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Posted 12 November 2013 - 11:29 PM

View Postaniviron, on 12 November 2013 - 11:16 PM, said:

But that's just what I'm saying- the 4J has 20 visible tubes no matter what, so it makes intuitive sense that if there's only one launcher there and it's a 20, you should get to use all of them.


That would actually be a little more complicated to code... not impossible. The issue you could kinda have there is "balance" and consistency through the combinations (think of MRMs for instance and how that'll potentially screw things up).

However, I think with the future mech revisioning for dynamic mech loadouts will "solve it"... just hoping it doesn't turn out like the Catapult.





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