Edited by Revein, 17 December 2013 - 01:42 PM.


Griffin-1N Missile Tubes
#1
Posted 17 December 2013 - 01:42 PM
#2
Posted 17 December 2013 - 01:46 PM
#4
Posted 17 December 2013 - 02:06 PM
Revein, on 17 December 2013 - 01:55 PM, said:
It's like the Jagermech's where with AC/2s and AC/5s it'll load them properly (2s atop the 5's) but when you switch back and forth it inverts the guns. Sadly PGI has know about this since the Jagers came out and it hasn't been fixed there so don't expect it here for a looooooooooooooooooooooooooooooooooooooooooooong time
#5
Posted 17 December 2013 - 02:10 PM
#6
Posted 17 December 2013 - 02:16 PM
I do hope they'll fix it some time...
#7
Posted 17 December 2013 - 03:07 PM
When you buy a 'mech with say a SRM-6 in position 1 (let's call the top missile spot that), the launcher "remembers" that it's supposed to be in the top spot.
Then you strip that launcher out and it goes into your stockpile. Time goes by and you get a Griffin, and want to put a SRM-6 into it. So you do, and it looks fine at first (because the top spot was taken by a LRM-10 already). But when you save the loadout and then load it back, the game looks at that position number of the SRM-6 and puts it on top (why it doesn't do the same with the LRM-10 I cannot answer...)
Anyway, the advice given in that thread was to try to use different launchers (load the offending launcher onto another 'mech, or sell it if you're bathing in CBills) and see if one can stick on top like you want.
Hopefully this won't be a problem in UI2.0, but then again I haven't heard that it won't.
Edit: Found the thread. Basically what I said, but much more eloquently put and with much more detail.
Edited by stjobe, 17 December 2013 - 03:17 PM.
#8
Posted 17 December 2013 - 03:09 PM
#9
Posted 17 December 2013 - 03:14 PM
I too hope PGI takes the time to fix it.
#10
Posted 17 December 2013 - 04:38 PM
Revein, on 17 December 2013 - 01:42 PM, said:
I feel your pain, brother. The Thunderpolt finally gives us a reason to use SRM2s - they don't limit visibility like SRM6s (and sadly SRM4s, since they were lazy enough not to make a separate package for them and use the oversized 6) do on that mech.
So, in the mechlab, whatever you put in first on the side torso goes on top, second next to the cockpit. It seems like you can't havs SRM4 high and 2 under. However, the moment you save the mech and reload it just rearanges it by some internal order.
On the opposite hand, if you want to slap a big launcher in the lower position, say you're not running XL and you wish to further protect your CT with it, and you do not put a second launcher so that you don't enlarge the profile of you already almost-as-big-as-a-85-ton-Battlemaster 65 ton mech... well, you do not have that option. If you have a single launcher it always ends up on top.
In short, we want to be able to specify exactly which hardpoint is used for which weapon.
#11
Posted 17 December 2013 - 04:43 PM
#12
Posted 17 December 2013 - 05:06 PM

Edited by Spheroid, 17 December 2013 - 05:26 PM.
#13
Posted 17 December 2013 - 05:17 PM
Edited by Corbon Zackery, 17 December 2013 - 05:18 PM.
#14
Posted 17 December 2013 - 07:57 PM
#15
Posted 18 December 2013 - 04:19 AM
#17
Posted 18 December 2013 - 07:55 AM
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