

#1
Posted 25 April 2014 - 09:49 AM
its not only mechs with 3 slots in a spot tho, even in things like HM if i put an LRM 20 and a 10 it swaps the 10 into the 20 spot and the 20 into the 10 spot. missles seem to be affected the most but ive seen it with energy and ballistic weapons as well.
really its quite annoying and just plain breaks builds
please fix it for all mechs, it used to be a select few but ive noticed over time it tends to never get fixed.
#2
Posted 25 April 2014 - 09:51 AM
#3
Posted 25 April 2014 - 09:54 AM
#4
Posted 25 April 2014 - 10:09 AM
CapperDeluxe, on 25 April 2014 - 09:54 AM, said:
Indeed, cant get my ERLLAS on the top slot of my Stalker arms without selling all my lasers? No thanks.
Seems like something that should be an easy-ish fix, why it hasn't been done yet is beyond me.
#5
Posted 25 April 2014 - 10:10 AM
Take the Banshee for example , u cant place ppc above the laser.PPc alway place below everything else.
#6
Posted 25 April 2014 - 10:12 AM
Igchy, on 25 April 2014 - 10:10 AM, said:
Take the Banshee for example , u cant place ppc above the laser.PPc alway place below everything else.
ya well exploit or not it makes no sense and pgi should fix it.
#7
Posted 25 April 2014 - 10:18 AM
#8
Posted 25 April 2014 - 11:06 AM
Igchy, on 25 April 2014 - 10:10 AM, said:
Take the Banshee for example , u cant place ppc above the laser.PPc alway place below everything else.
But people already can "exploit" it, its just crazy hard because you have to go way out of your way to make it do it. That doesn't make it right.
Plus I just don't see how that would be an exploit anyway, if they didn't want it to be in that location they would have modeled it differently.
Edited by CapperDeluxe, 25 April 2014 - 11:06 AM.
#9
Posted 25 April 2014 - 02:36 PM
Joseph Mallan, on 25 April 2014 - 09:51 AM, said:
You actually have to sell them? That is ridiculous. It bugs the crap out of me that the TAG on my HGN 732 is between the two PPCs.
#10
Posted 25 April 2014 - 02:48 PM
Those poor mechs are so screwed up. Bad hardpoints, non-functional or very conditional weapons, ugly model add-ons... this issue is just the icing on the cake.
#11
Posted 25 April 2014 - 02:52 PM
Daekar, on 25 April 2014 - 02:48 PM, said:
That's inaccurate. The "VCRs" fire their missiles at the same time the missile bay doors are opened and are firing. They sync to the state of the door (aka, they get the delay if closed and no delay when opened), thus it is impossible to "desync" the missile fire.
Edited by Deathlike, 25 April 2014 - 02:53 PM.
#12
Posted 25 April 2014 - 03:41 PM
Deathlike, on 25 April 2014 - 02:52 PM, said:
That's inaccurate. The "VCRs" fire their missiles at the same time the missile bay doors are opened and are firing. They sync to the state of the door (aka, they get the delay if closed and no delay when opened), thus it is impossible to "desync" the missile fire.
I have observed otherwise in-game. If I'm firing both LRMs and streaks at a target within 270 meters but outside LRM minimum range, the missiles outside the flaps fire immediately, and the missiles inside the flaps do not. I observed this while running 5xSSRM2 and ALRM15. If what you're saying is true, I should have had a single delayed volley... what I had was two volleys.
#13
Posted 25 April 2014 - 04:09 PM

Not this:

Reason: I want the SRM6 to be on top for poking my head above so I don't expose more of my torso than I have to. With it how it saves every time, I have to expose a lot more of my body to get that same shot. It is dumb.
#14
Posted 25 April 2014 - 04:24 PM
Daekar, on 25 April 2014 - 03:41 PM, said:
I wonder if that has to do with firing two different missile types. If you're just running something like a straight Streak or LRM boat, it wouldn't happen I believe.
Mind you, both flaps can fire independently of each other (through chain fire or group fire between each ear), and it is possible to cause different behaviors. There's a time delay before the flaps close (something like 2 seconds) where it allows you to chain fire the missiles post the initial-delay. All of this assumes you have left those ears closed though.
Edited by Deathlike, 25 April 2014 - 04:26 PM.
#15
Posted 25 April 2014 - 04:55 PM
#16
Posted 25 April 2014 - 05:18 PM
Weapons have an invisible "goes in slot X" tab- which is what the game uses to figure out where each gun goes. Unfortunately, it's linked to the weapon the first time it's equipped...thus, it remains that way even if the weapon gets taken out, put in another 'Mech, etc. New weapons get this tag the first time they're installed, but weapons also get installed in order of first bought -> most recently bought, meaning you have to either 1) sell off all the weapons, then install new ones in order or 2) install all the old weapons on other 'Mechs THEN install new ones on the 'Mech you want in the order you desire.
And of course, weapons that come stock on a 'Mech are tagged already so it knows where to put the guns to begin with.
Is it dumb? Absolutely, it's another kludge in the game's construction system.
#17
Posted 25 April 2014 - 09:59 PM
#18
Posted 25 April 2014 - 10:04 PM
Does that mean they are ignoring it? Nope.
You have a problem.
There is a fix.
You don't want to do the fix, that's your problem.

#19
Posted 25 April 2014 - 10:19 PM
Durant Carlyle, on 25 April 2014 - 10:04 PM, said:
Does that mean they are ignoring it? Nope.
You have a problem.
There is a fix.
You don't want to do the fix, that's your problem.

If the fix requires me to spend even more c-bills on equipment I already own, then they need to fix their UI and that is their problem.
Not mine.
Edited by Halcyon201, 25 April 2014 - 10:20 PM.
#20
Posted 25 April 2014 - 10:22 PM
-----------------------------------------------
Weapons are sorted by how "old" the weapon is. I.E. if you bought a PPC months ago and have it laying around in your private stash, and then buy a brand new medium laser, the old PPC will go into the 1st slot, and the medium laser goes into the 2nd slot.
Steps to take to fix things.
1. Remove your weapons that won't stick properly.
2. "Hide" any excess weapons on another mech for the time being, or sell them off.
3. Install your first weapon, which can be one you already own.
4. Save your build. Change to another mech, change back.
5. Buy a new weapon to live in the 2nd slot.
6. Save your build, Change to another mech, change back.
It has worked for me to get a Griffin to sort it's LRM-10 to be on top of the shoulder, and an SRM-6 to be in the chest plate.
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