Jump to content

Weapons Dont Stay In Proper Slots

Weapons

32 replies to this topic

#1 Col Jaime Wolf

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,214 posts

Posted 25 April 2014 - 09:49 AM

ive noticed this with victors, highlanders, battlemasters, atlas in fact its strange that so many mechs have this problem.

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 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 25 April 2014 - 09:51 AM

I heard about this before Mel. Have to remove and sell off all Missiles and reapply the new in the order you want them or something similar.

#3 Mechteric

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 7,308 posts
  • LocationRTP, NC

Posted 25 April 2014 - 09:54 AM

I really wish they would just make it in visible order from where you add it in the mech lab. Seems it shouldn't be so hard yet its been like this since the game was released.

#4 LoneMaverick

    Member

  • PipPipPipPipPip
  • Survivor
  • Survivor
  • 124 posts

Posted 25 April 2014 - 10:09 AM

View PostCapperDeluxe, on 25 April 2014 - 09:54 AM, said:

I really wish they would just make it in visible order from where you add it in the mech lab. Seems it shouldn't be so hard yet its been like this since the game was released.

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 Igchy

    Member

  • PipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 94 posts
  • LocationBKK , Thailand (Not Taiwan)

Posted 25 April 2014 - 10:10 AM

I believe they said some where that they dont allow player to choose what weapon goes where,because it might get exploit.

Take the Banshee for example , u cant place ppc above the laser.PPc alway place below everything else.

#6 Col Jaime Wolf

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,214 posts

Posted 25 April 2014 - 10:12 AM

View PostIgchy, on 25 April 2014 - 10:10 AM, said:

I believe they said some where that they dont allow player to choose what weapon goes where,because it might get exploit.

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 DarthPeanut

    Member

  • PipPipPipPipPipPipPip
  • Liquid Metal
  • 861 posts

Posted 25 April 2014 - 10:18 AM

I have this issue with my Orion when I was trying to make sure the lrms I was trying on a loadout are in the proper spot to use the proper number of tubes. I tried removing and adding back... but I did not try saving the configuration after each lrm was added.

#8 Mechteric

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 7,308 posts
  • LocationRTP, NC

Posted 25 April 2014 - 11:06 AM

View PostIgchy, on 25 April 2014 - 10:10 AM, said:

I believe they said some where that they dont allow player to choose what weapon goes where,because it might get exploit.

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 Gas Guzzler

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 14,274 posts
  • LocationCalifornia Central Coast

Posted 25 April 2014 - 02:36 PM

View PostJoseph Mallan, on 25 April 2014 - 09:51 AM, said:

I heard about this before Mel. Have to remove and sell off all Missiles and reapply the new in the order you want them or something similar.


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 Daekar

    Member

  • PipPipPipPipPipPipPipPip
  • 1,214 posts

Posted 25 April 2014 - 02:48 PM

Because of the missile flaps and add-on VCRs, this problem essentially breaks the A1 and C4, preventing you from being able to choose which weapon systems are delayed by the opening of the missile flaps.

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 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 25 April 2014 - 02:52 PM

View PostDaekar, on 25 April 2014 - 02:48 PM, said:

Because of the missile flaps and add-on VCRs, this problem essentially breaks the A1 and C4, preventing you from being able to choose which weapon systems are delayed by the opening of the missile flaps.


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 Daekar

    Member

  • PipPipPipPipPipPipPipPip
  • 1,214 posts

Posted 25 April 2014 - 03:41 PM

View PostDeathlike, 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 nimdabew

    Member

  • PipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 211 posts

Posted 25 April 2014 - 04:09 PM

I am experiencing this with my Griffins. I want this:

Posted Image

Not this:

Posted Image

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 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 25 April 2014 - 04:24 PM

View PostDaekar, on 25 April 2014 - 03:41 PM, said:

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.


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 SausageParty

    Member

  • Pip
  • Bad Company
  • 18 posts

Posted 25 April 2014 - 04:55 PM

same problem with srm on the victors left torso. the missle tubes mess up everytime with srm6 and srm4 so t makes 2 missles come out as straglers instead of firing all at once...even though the missle tubes show enough it doesn't work. its silly. you just have to find the right combo and deal with it.

#16 wanderer

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 11,152 posts
  • LocationStomping around in a giant robot, of course.

Posted 25 April 2014 - 05:18 PM

This is why.

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 -Halcyon-

    Member

  • PipPipPipPipPipPip
  • 222 posts

Posted 25 April 2014 - 09:59 PM

Does PGI ever respond to all of these posts pointing out all the flaws in the UI? It seems like people keep posting about this stuff and they just ignore it.

#18 Durant Carlyle

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 3,877 posts
  • LocationClose enough to poke you with a stick.

Posted 25 April 2014 - 10:04 PM

Do they ever respond? Rarely.

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 -Halcyon-

    Member

  • PipPipPipPipPipPip
  • 222 posts

Posted 25 April 2014 - 10:19 PM

View PostDurant Carlyle, on 25 April 2014 - 10:04 PM, said:

Do they ever respond? Rarely.

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 Hans Von Lohman

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,466 posts

Posted 25 April 2014 - 10:22 PM

How to fix your weapon sorting 101!

-----------------------------------------------

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.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users