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[Bug] Missiles Rearranging Into Sub-Optimal Configurations


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#1 Watchit

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Posted 24 February 2014 - 10:52 AM

When saving a loadout with mechs, the mechlab typically automatically rearranges the equipment inside each section. What this means for mechs with multiple hardpoints in one section is that sometimes weapons get moved around and typically the larges weapon is sent to the top. Missiles in particular work in mysterious ways.

In some mechs like the Victor, this rearrangement is unimportant, as the largest missile system is assigned to the hardpoint with the most slots, regardless of where it is positioned in the mechbay.

In other mechs, such as the Griffin and more noticeably in the Catapult A1, the missiles rearrange in every possible way except the way you want.

In example 1, notice that after checking out the LRM15 is switched from the top hardpoint which can hold up to 20 tubes to the bottom most hardpoint which only has a maximum of 10 tubes. This happens regardless of where you place the LRM15 before checkout.

Posted Image

I won't even try and figure out what ever is going on with catapult A1's, because how the missiles are arranged after checkout defy rhyme or reason, and even vary from one arm to the other.

For example if you have this load out on each arm
LRM5
SSRM2
SRM4

On one arm it will rearrange to:
LRM5
SRM4
SSRM2

and on the other arm:
SSRM2
LRM5
SRM4

Thus creating an unsymmetrical monsters.

Edited by Watchit, 24 February 2014 - 10:56 AM.


#2 Ovion

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Posted 24 February 2014 - 01:36 PM

I've noticed this too before, and I have no idea why it does it.
Would be interesting to see if there's an answer.

#3 Cest7

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Posted 24 February 2014 - 02:58 PM

Weapons somehow pick up a " hardpoint affinity" value. After you purchase a weapon, its slot affinity is 0. As soon as you drop with said weapon equipped, it then gains an affinity == to the hardpoint that it is mounted on (1,2,3 etc.) This value is set in stone atm. There is a workaround where you sell all equipment with bugged hardpoint affinities and then re-purchase new items without hardpoint values.

Its really a stupid system that they've set up, a simple fix would be to add selectable affinity in the mech lab. This bug has been around since closed beta and nothing has been said or done :unsure:

#4 Pugnax

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Posted 24 February 2014 - 03:18 PM

I just dealt with this yesterday:

http://mwomercs.com/...45#entry3177945

If you have mechs capable of equipping the missile weapons you can equip them all and buy new ones for the griffin/catapult instead of selling your old ones and losing more money.

#5 Watchit

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Posted 24 February 2014 - 07:38 PM

Ugggh... What a pain... why can't they just stay in the order we put them in? That wouldn't be too hard, and it'd give us more customization options...

#6 Watchit

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Posted 27 February 2014 - 04:09 PM

View PostCest7, on 24 February 2014 - 02:58 PM, said:

Weapons somehow pick up a " hardpoint affinity" value. After you purchase a weapon, its slot affinity is 0. As soon as you drop with said weapon equipped, it then gains an affinity == to the hardpoint that it is mounted on (1,2,3 etc.) This value is set in stone atm. There is a workaround where you sell all equipment with bugged hardpoint affinities and then re-purchase new items without hardpoint values.

Its really a stupid system that they've set up, a simple fix would be to add selectable affinity in the mech lab. This bug has been around since closed beta and nothing has been said or done :lol:


Well I'm not quite sure this is the case anymore... I bought an LRM10+artemis for the first time and put it on the griffin and saved it by itself in the first slot to be sure, but once I added ssrm2's it got pushed down to the bottom slot. Unless the affinity values are the same for all LRM's or perhaps the slot affinity for ssrm2's override other launchers? Or perhaps each launcher keeps it's hardpoint affinity for every mech? This requires more testing...

btw where'd you hear about this hardpoint affinity thing anyway?

#7 Willard Phule

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Posted 01 March 2014 - 07:18 AM

I don't know about the hardpoint affinity, but I do know a solution to the problem....and you won't like it.

Before UI2.0 came out, I had an LRM20 and an LRM10 on my Heavy Metal....20 tubes and 10 tubes, it all worked out.

After UI2.0, I decided to play with the whole "jumpsniper" thing...didn't like it....went to put my LRMs back and ended up with two 10 tube launchers.

The solution? Strip the launchers out, go to inventory and sell EVERY, SINGLE LRM LAUNCHER I OWN....then go back to mech lab and buy new ones. It worked.





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