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Missile Tubes


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#21 stjobe

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Posted 16 March 2014 - 10:42 AM

View PostTrauglodyte, on 16 March 2014 - 08:40 AM, said:

I want it fixed just like everyone else. It is annoying and it shouldn't be a problem. But, I'll take Community Warfare for $100 Alec over this. Small fixes can come later, in my opinion, but I want something more than the same rehashed crap game after game.

As I said in another thread, when prioritizing programmer work two things usually make it to the top of the action list:
1. Important features.
2. 5-minute fixes.

This seems like it would fit well into the second category, and would make a nice bullet point on some patch notes in the near future.

#22 sokitumi

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Posted 16 March 2014 - 10:50 AM

Also annoying about tubes on GRF's is that it always seems to use the top launcher before anything else. Effectively doubling the size of that torso's hitbox.

#23 Mystere

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Posted 16 March 2014 - 11:13 AM

View PostWillard Phule, on 14 March 2014 - 06:49 AM, said:

Let's just say that the missile tube coding system is "half-finished" and a "work in progress." Those are my new catch phrases for describing anything that's still in a Beta phase on a game that's been released as a completed product.


<steps out from the shadows>
Psst! MWO was released as a "minimally viable" product as originally planned.
<steps back into the shadows>

#24 Tesunie

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Posted 16 March 2014 - 02:34 PM

View Postsokitumi, on 16 March 2014 - 10:50 AM, said:

Also annoying about tubes on GRF's is that it always seems to use the top launcher before anything else. Effectively doubling the size of that torso's hitbox.


That top launcher will always be filled first. I'm not even sure if the second space in the chest is "canon" or "stock". (Just like with the Thunderbolt, Battlemaster and a few other mechs...)

#25 Trauglodyte

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Posted 16 March 2014 - 02:51 PM

Well, that is assuming that it is, in fact, a 5 minute fix. I haven't a clue at the amount of coding it takes to fix that. They'd probably need to go through everything to first see what is causing the problem before they even attempt a fix. I could be wrong but that feels like more than a 5 minute job. But, I get your point. Why it has gone on for this long is beyond me. I want it fixed, like I said, but I'd be open for more important issues getting fixed first.

#26 sokitumi

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Posted 16 March 2014 - 05:59 PM

View PostTesunie, on 16 March 2014 - 02:34 PM, said:


That top launcher will always be filled first. I'm not even sure if the second space in the chest is "canon" or "stock". (Just like with the Thunderbolt, Battlemaster and a few other mechs...)

that's called settling for stupid.

you're telling me that in TT when you have that giant launcher it's 50% greater chance to hit that torso?

this isn't a game of dice rolls. zzz

in prev MW's there were special panels. in a perfect world, PGI could fiure out how to implement that. Not sure how that madcat wont be the easiest kill in the universe with the ears being RT/LT

Edited by sokitumi, 16 March 2014 - 06:04 PM.


#27 Tesunie

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Posted 16 March 2014 - 06:15 PM

View Postsokitumi, on 16 March 2014 - 05:59 PM, said:

that's called settling for stupid.

you're telling me that in TT when you have that giant launcher it's 50% greater chance to hit that torso?

this isn't a game of dice rolls. zzz

in prev MW's there were special panels. in a perfect world, PGI could fiure out how to implement that. Not sure how that madcat wont be the easiest kill in the universe with the ears being RT/LT


I was saying "for the look of the lore based mech". The Griffin has the large drum LRM in lore and in stock. So, the first weapon slot filled will always be the signature "hump". Same thing for the Hunchback, Battlemaster and Thunderbolt (to name a few). After that, PGI created additional missile hard points, and decided to graft these additional hard points into the chest for appearances. Thus, the "made up" slots are filled last.

This doesn't mean that the larger system should end up in the chest with the smaller tube count, but, to preserve the look of the mech, they give the drum the first slot. Personally, I'd rather have the drum remain for hit box, and just place "armor plating" over the drum when there are no missiles. Removing the "hit box expansion" when missiles are installed, as it's always there as a part of the mech then. (Some of this is my own opinion, and I realize we may differ in opinion on this subject. But I agree, we shouldn't get penalized for placing certain weapons on your mech. My Battlemaster had to lose it's missiles, as it was costing me that side torso too much for the SSRM2s. However, if the hump was always there, then I'd be using that missile slot.)

Edited by Tesunie, 16 March 2014 - 06:16 PM.


#28 ackstorm

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Posted 26 March 2014 - 08:16 AM

I am having this problem on my GRF-3M. LRM15 and two streaks. The LRM15 keeps getting put at the bottom, after I save it in the correct order.

Selling those items, switching mechs and back, and buying new ones does not fix it. It still puts them in the wrong order after saving. :)

Tried this a second time where I exited the game and loaded it back up again before buying new launchers and placing them, the missle bays still re-ordered after I saved. Seems there is no working solution now :)

Edited by ackstorm, 26 March 2014 - 08:22 AM.


#29 DocBach

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Posted 26 March 2014 - 08:36 AM

I always thought the wacky weapon placement was intentional as a balance mechanism for turning 'Mechs that weren't boats into boats - like someone said, until they fix this (it broke my Battlemaster, kept putting the PPC's in weird un-symmetrical mounts on the torsos), if you want a missile based medium with lots of LRM tubes, take the Trebuchet.

Edited by DocBach, 26 March 2014 - 08:41 AM.


#30 Tesunie

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Posted 26 March 2014 - 11:09 AM

View Postackstorm, on 26 March 2014 - 08:16 AM, said:

I am having this problem on my GRF-3M. LRM15 and two streaks. The LRM15 keeps getting put at the bottom, after I save it in the correct order.

Selling those items, switching mechs and back, and buying new ones does not fix it. It still puts them in the wrong order after saving. :)

Tried this a second time where I exited the game and loaded it back up again before buying new launchers and placing them, the missle bays still re-ordered after I saved. Seems there is no working solution now :)


Post the build you are trying to do?

Personally, I did this with my Griffin: http://mwo.smurfy-ne...c4acc2e2546a287
The ALRM20 went into the top slot first try. Didn't have to do anything special. Maybe try it with a different launcher size? (I know, it might suck not having the size launcher you wanted, but if it can make the build work...)





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