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Highlander 733 Missle Hardpoint Bug


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#1 Ahne

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Posted 16 June 2014 - 05:40 AM

I have found out, if you mount an LRM 15/20 + SRM6/4 into the left side torso of the highlander 733 the mechlab decides everytime that the LRM15 gets placed beside the torso in the small battery with only 10 possible openings and he puts the SRM 6 into the large field with potentiel of holding and firing 20 missle at the same time

Thats how it looks correctly before checking out of the mechlab.

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And thats how it looks and is arranged after checking out of the mechlab!

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You cant change that behaviour, he always switches your placement of the LRM 15/20 to the SRM6/4 slot of the left torso. Its so dumb. Infight he shots his 15lrm missles in a 10 and 5 missle burst which is stupid dumb because he could use the defined 20 missle fire slot in the torso for the lrm, but the mechlab places the SRM there. Its ridiculous i cant change it. If i try and place the LRM first into the torso and the srm after than it seems to be correct (in mechlab the 15 lrm slots are used) but as soon as i "check out" he switches the positions of the LRM and SRM.

This has to get ATTENTION and get FIXED, its a bug that has direct influence on how the damage from my missles will change the outcome of a fight! Why that you say? Because when i shot my LRM 20 and its placed in the wrong hardpoint of the torso the mech will shoot in a 10/10 burst with way increased time to deliver the damage and the damage comes not as a cluster and it takes longer to reach the target of both 10er shots because its a delay between the bursts. Also because of this behaviour the overall DPS of the LRM 20 is weakened due to the locked reload time of the first shot, this increases the overall reloadtime and in pair with that the DPS.

Edited by Ahne, 16 June 2014 - 05:50 PM.


#2 evilC

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Posted 16 June 2014 - 06:34 AM

The order can be influenced by two things:

There are often more "mount points" than there are hardpoints.
Some mount points prefer some weapons.
For example, the BNC-3E left torso has ?4? energy mount points, and 3 energy hardpoints. (ie it can fit 3 energy weapons but has 4 places where they could go).
The two lower ones are designated for PPCs. If you equip PPCs, they ALWAYS go to the lower slots.
I do not know if the same kind of thing can apply to different LRM sizes, but it quite likely does.

The second thing that can affect which mount point a weapon uses is the AGE of the weapon.
By age, I mean when you bought it.

If you drag weapons into inventory, when you remove a weapon from your inventory, it always takes the NEWEST item from the "stack".
So in order to get the weapons to fit in the order you desire, you may have to place some weapons on other mechs (or sell the weapons) in order to "dig down" the pile to older weapons.

The easiest (Though not cheapest) way to guarantee weapons are sorted in the correct order is to buy all new weapons, and buy them in the order you desire them to be equipped.

I have asked the devs about this, and they are aware of the issue but apparently there are NO PLANS to fix it or make it apparent what is happening.

Edited by evilC, 16 June 2014 - 06:35 AM.


#3 Ahne

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Posted 16 June 2014 - 07:53 AM

Thank you very much for the reply!

I will try that "workaround".

#4 Ahne

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Posted 16 June 2014 - 08:08 AM

Ok i tried it and sold all my srm 6 and lrm 15. Then i bought an srm6 and installed it, after that i ckecked out. Next i bought the lrm 15 and installed it and checked out. Same problem. Then i tried to place the "newest weapon" (lrm15) into the left torso and then the second newest wepon the srm6. It seems to be placed well until i check out ! He switches the placement of the lrm15 and srm6...again. I cant change it even with your hint. So dumb, the devs have to fix that!

#5 evilC

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Posted 16 June 2014 - 09:41 AM

I guess it may be due to the "mount points" for the mech, but I have never seen this system allow a weapon to be equipped somewhere else prior to saving.

ie with the banshee example, I have never been able to get a PPC to go into a high mount point, even before saving.

However, if the same rules applied to LRM points, I could see maybe it deciding to re-order them around based on mount point rules.

I have started a thread to ask for help clarifying this issue here.

#6 Ahne

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Posted 16 June 2014 - 10:52 AM

Ok i have added a link to my problem to your thread, maybe we will get some attention, i hope so for the greater good.

#7 Ahne

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Posted 16 June 2014 - 05:46 PM

This has to get ATTENTION and get FIXED, its a bug that has direct influence on how the damage from my missles will change the outcome of a fight! Why that you say? Because when i shot my LRM 20 and its placed in the wrong hardpoint of the torso the mech will shoot in a 10/10 burst with way increased time to deliver the damage and the damage comes not as a cluster and it takes longer to reach the target of both 10er shots because its a delay between the bursts. Also because of this behaviour the overall DPS of the LRM 20 is weakened due to the locked reload time of the first shot, this increases the overall reloadtime and in pair with that the DPS.

Edited by Ahne, 16 June 2014 - 05:51 PM.


#8 squigbeast

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Posted 17 June 2014 - 01:58 AM

Just done a fight in my one of my Catapults only to notice my SRMs firing after the hatch opening delay. The SRMs were loaded into the side pods when I left the mech lab. This bug is really bad and can effect the game no end not had any joy with the work around either. Had the same issue trying to mount certain weapons in upper hard points on my Battle Masters.

#9 Rabbit Blacksun

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Posted 17 June 2014 - 05:35 AM

you do realize you have to open the pods manually to get rid of that delay right... and the cat can only mount missiles into the pod ... even the hero/champion what ever they are calling it ... the SRMs are mounted to the underside of the pod... hence forth called ears.

as for mounting issues. certain weapons and weapon types fit into specific hard points. if your loading a 20 and its chain firing 2 10's then just load 2 tens separately and issue resolved. I run a lot of missile boats, and so far i haven't noticed a drop in damage when lobbing a 60 - 70 lrms down range in a staggered pattern. In fact I tend to notice and increase in my damage out put due to the fact people like to hide behind mountains buildings bridges and what not for that first salvo, then they get hit by the secondary salvo.

In the end i would say stop complaining about how it staggers your LRM rounds and learn to play around it. Consider it a quirk in your mech. We all have em I have a jaeger that refuses to load LRM 20 into its left arm ...solution ... 2 lrm 15 with extra ammo.

sure i take a small drop in damage ... but over all im able to drop more missile love down on people.

As for your rant on time and all that ... you realize unless you have a spotter and your target is in the open standing still ... well lets just say theres no pilot in your target ... your only hitting about 8 out of 10 shots (unless you have artemis) so really... meh...

As for your reload time ... ok once you fire it reloads each missile type has a reload speed lrm 20's take the longest to reload. since its only reloading 10 at a time. you should be fine. Now if its still taking the time it would take to load 20 and its only loading 10 then you have something to complain about :D

#10 evilC

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Posted 17 June 2014 - 10:29 AM

If you "over-tube" (ie put an LRM20 in a 10 tube slot), it takes 500ms to reload each volley, REGARDLESS of the size of the launcher.

The cooldown for a missile weapon does not start until the weapon FINISHES firing.

So an LRM10 in a 5-tube and an LRM20 in a 10-tube would both add EXACTLY 500ms to the overall reload time.
An LRM20 in a 5-tube would add 1500ms to the cooldown time, meaning a total time between shots (time between first volleys) of 6250ms.

Seeing as the reload time for LRMs is not purely based on number of missiles (it is 3000ms + 5ms per missile), it is way more efficient to load multiple launchers than it is to over-tube one launcher.

Edited by evilC, 17 June 2014 - 10:32 AM.


#11 Arrent

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Posted 18 June 2014 - 05:01 AM

This also seems to happen on the Timber Wolf when loading two types of LRM's. I am currently loading LRM 15's and 10's into the Right and left torso's. However the LRM 10's are being placed in the upper portion of the torso, where as the 15's are being place right by the cockpit.

Ive used the workaround suggested above however no mater what they keep switching no mater the placement when I decide to check out.

#12 Shakespeare

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Posted 18 June 2014 - 10:01 AM

the highlander suffers in particular because that variant was clearly designed to house a 20-tube in that hardpoint, and is capable of carrying a second missile system besides. Too bad there's no reliable way to do that, so sorry if you want to mix missile systems!
This is an old bug, and needs to die. I've got two or three mech designs that simply do not work as intended, and sit on the shelf sad and alone.

#13 Ahne

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Posted 18 June 2014 - 01:09 PM

Yeah i hope it get fixed. The devs put out a poll were we can vote for the fix : http://mwomercs.com/...e-request-poll/

Hope for the best!





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