Hbk-4J Missle Tubes
#1
Posted 11 November 2013 - 12:32 PM
#2
Posted 11 November 2013 - 01:08 PM
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
Posted 11 November 2013 - 02:03 PM
#4
Posted 11 November 2013 - 03:45 PM
shellashock, on 11 November 2013 - 01:08 PM, said:
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
Posted 12 November 2013 - 09:19 AM
#6
Posted 12 November 2013 - 10:52 PM
#7
Posted 12 November 2013 - 11:12 PM
aniviron, on 12 November 2013 - 10:52 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.
Edited by Deathlike, 12 November 2013 - 11:13 PM.
#8
Posted 12 November 2013 - 11:16 PM
Deathlike, 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
Posted 12 November 2013 - 11:29 PM
aniviron, on 12 November 2013 - 11:16 PM, said:
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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