Jump to content

Victors And Missile Hardpoint Tube Sizes

Loadout BattleMechs

46 replies to this topic

#1 Pjwned

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Helper
  • 4,731 posts
  • LocationDancing on the grave of Energy Draw LOL

Posted 16 February 2015 - 11:30 PM

So, having recently finished grinding out a few Victors, which as usual sucked until the grind was over because the grind sucks, I finally started running my VTR-9S as a XL brawler build with some SRMs after it had the proper mech skills. However, I noticed that the 2nd missile hardpoint will only fire 4 missiles at a time (and the 3rd will only fire 2 missiles at a time) which wrecks 2x ASRM6, and due to the way Artemis IV works there's no way I want to do ASRM6 + ASRM4 + ASRM2 on my VTR-9S.

It's not a huge deal because having slightly less SRM firepower can be made up with a bigger engine or more heatsinks or whatever, but for being an assault mech it doesn't seem to make much sense that the Victor can't handle firing more than 12 SRMs at a time without stream firing them, and the point of thread is I was wondering if Victors could have their missile hardpoint size increased a bit; for those who don't know there is actually a precedence for this too since the TBT-7K used to only be able to fire 2 missiles at a time from its right arm but now it can fire a full 20 as of a while ago.

tl;dr: increase missile tube sizes on Victor left torsos?

#2 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 16 February 2015 - 11:32 PM

I support this! Larger missile tube counts for all Victor variants.

It will help the Victor to brawl better against hordes of stronger Assaults. :)




I want to try LRM boat Victor.

Edited by El Bandito, 16 February 2015 - 11:34 PM.


#3 wanderer

    Member

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

Posted 17 February 2015 - 12:00 AM

Just don't put it above 6 per- because otherwise, we're going to see more extremely derpy LRM-boating Victors.

It hurts to watch someone streaming LRM 20's 2 at a time. Because he had a NARC. And then two LRM 20's.

Think of the children.

#4 Mcgral18

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • CS 2019 Top 8 Qualifier
  • CS 2019 Top 8 Qualifier
  • 17,987 posts
  • LocationSnow

Posted 17 February 2015 - 12:04 AM

I went 6+6+4, for the two wave volley.

Worked well enough back then. Maybe less so nowadays.


It would require another art pass for the new tubes. Hard to say if PGI would do that.

#5 Slow and Decrepit

    Member

  • PipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 525 posts
  • LocationBelen, the Mosquito Capital of NM

Posted 17 February 2015 - 12:05 AM

I second this. The Victor needs all the help it can get and IS NOT A TIER 1 OR 2 chassis. It's a 3 at best. Since it can't jump up high enough to spin around to spread its damage, it needs armor quirks, not structure quirks! It also needs ballistic quirks since that is its main weapon that deals the most damage. It does not have the hard points to challenge clan mechs except maybe a Thor. PLEASE, PLEASE help the Victor PGI!

#6 Pjwned

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Helper
  • 4,731 posts
  • LocationDancing on the grave of Energy Draw LOL

Posted 17 February 2015 - 12:15 AM

View Postwanderer, on 17 February 2015 - 12:00 AM, said:

Just don't put it above 6 per- because otherwise, we're going to see more extremely derpy LRM-boating Victors.

It hurts to watch someone streaming LRM 20's 2 at a time. Because he had a NARC. And then two LRM 20's.

Think of the children.


Personally I wouldn't really see much of a problem with 10/10/6 for the 9S and 10/10 for the 9B & 9K so they can fire a few more LRMs at a time if that's what the pilot wants, but yeah 10/6/6 (and 10/6 for the other 2 variants) is fine really, and for the 9S even 10/6/4 would be okay if for some reason firing 18 SRMs at a time would be a problem.


View PostMcgral18, on 17 February 2015 - 12:04 AM, said:

I went 6+6+4, for the two wave volley.

Worked well enough back then. Maybe less so nowadays.


It would require another art pass for the new tubes. Hard to say if PGI would do that.


I'm really not a fan of SRMs firing in more than 1 wave because it messes with cooldowns and tends to very likely spread damage even more than SRMs already do.

Edited by Pjwned, 17 February 2015 - 12:17 AM.


#7 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 17 February 2015 - 04:17 AM

View Postwanderer, on 17 February 2015 - 12:00 AM, said:

Just don't put it above 6 per- because otherwise, we're going to see more extremely derpy LRM-boating Victors.

It hurts to watch someone streaming LRM 20's 2 at a time. Because he had a NARC. And then two LRM 20's.

Think of the children.



Aww, but this build is fuuun. :D

X-5 Wet Noodle

#8 Sjorpha

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,478 posts
  • LocationSweden

Posted 17 February 2015 - 04:22 AM

Agreed, put them at 10/6/6.

#9 Ultimax

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 6,979 posts

Posted 17 February 2015 - 06:30 AM

Agreed, this should be fixed.

#10 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,163 posts
  • LocationThe Far Country

Posted 17 February 2015 - 06:47 AM

View PostUltimatum X, on 17 February 2015 - 06:30 AM, said:

Agreed, this should be fixed.


Especially considering how buggy they are about placement, raising tube count is a no-brainer.

#11 KingIronwolf

    Member

  • PipPip
  • Wrath
  • Wrath
  • 23 posts

Posted 17 February 2015 - 08:24 AM

Fix the Victor!

#12 mogs01gt

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • 4,292 posts
  • LocationOhio

Posted 17 February 2015 - 09:15 AM

View PostEl Bandito, on 16 February 2015 - 11:32 PM, said:

I support this! Larger missile tube counts for all Victor variants.
It will help the Victor to brawl better against hordes of stronger Assaults. :)
I want to try LRM boat Victor.

Im actually with you on this one!!! Victors are simply too weak to brawl anymore but since they are fast, they could make a great LRM brawler with large tubes.

#13 Kjudoon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 7,636 posts
  • LocationWisconsin

Posted 17 February 2015 - 09:18 AM

Deliberately put the SRMs out of order, chain them and you have a machine gun o fun 6 shots long of 2-4 each. Freaks people out.

Edited by Kjudoon, 17 February 2015 - 09:18 AM.


#14 Deathlike

    Member

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

Posted 17 February 2015 - 09:37 AM

I wouldn't argue against buffing the missile tube sizes...

The tube configuration AT MINIMUM (IMO) should be 10, 6, 4.

I'm kinda weary about letting the 3rd tube slot be the perfect LRM5 spam complement, but moreso the SRM6 in the last slot for incredible/superior brawling. Right now, leaving the 2nd tube slot be an LRM5 complement and the 3rd tube slot to be an SRM2/SSRM2 complement is just outright bad.

#15 Revis Volek

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 7,247 posts
  • Google+: Link
  • Facebook: Link
  • LocationBack in the Pilots chair

Posted 17 February 2015 - 09:38 AM

They only way to get all the tubes to show up and work correctly on the VTR-9S is by putting a 6, 4 and 2 on the mech. Not sure why it is this way but it is for me.


For whatever reason that config gives you 12 tubes. 2 6's does not give you 12 tubes. 3 4's does not give you 12 tubes. but a 6 a 4 and a 2 will give you all tubes. Fire them together for 12 SRM volley. I dont get it but that how it works in my mech lab.

Edited by DarthRevis, 17 February 2015 - 09:41 AM.


#16 Kjudoon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 7,636 posts
  • LocationWisconsin

Posted 17 February 2015 - 09:44 AM

View PostDeathlike, on 17 February 2015 - 09:37 AM, said:

I wouldn't argue against buffing the missile tube sizes...

The tube configuration AT MINIMUM (IMO) should be 10, 6, 4.

I'm kinda weary about letting the 3rd tube slot be the perfect LRM5 spam complement, but moreso the SRM6 in the last slot for incredible/superior brawling. Right now, leaving the 2nd tube slot be an LRM5 complement and the 3rd tube slot to be an SRM2/SSRM2 complement is just outright bad.

15/10/6 if you absolutely must.

#17 Deathlike

    Member

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

Posted 17 February 2015 - 09:50 AM

View PostKjudoon, on 17 February 2015 - 09:44 AM, said:

15/10/6 if you absolutely must.


That's literally making it a pro-missile boat... when it overall build design screams brawler.

We have the Highlander for this anyways (although, that's a sad tale).

Then there's this mech called the "Awesome".

The upcoming Zeus is a missile boat of sorts... it shouldn't be competing with each other like this.

Edited by Deathlike, 17 February 2015 - 09:53 AM.


#18 Cyborne Elemental

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,983 posts
  • LocationUSA

Posted 17 February 2015 - 09:51 AM

10/6/6 is perfect, because the art already exists.
Would take them about 10 minutes to get it done.

#19 Bishop Steiner

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 47,187 posts
  • Locationclimbing Mt Tryhard, one smoldering Meta-Mech corpse at a time

Posted 17 February 2015 - 09:57 AM

View PostEl Bandito, on 16 February 2015 - 11:32 PM, said:




I want to try LRM boat Victor.

Uninstall now, please, for blasphemy. :angry:

View PostMister D, on 17 February 2015 - 09:51 AM, said:

10/6/6 is perfect, because the art already exists.
Would take them about 10 minutes to get it done.

Yeah, sounds about right. Even if I never use anything larger than 4s, since 6s just spread damage, instead of killing things....gotta make people feel like pretty princesses looking at their dmg meter! :P

#20 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 17 February 2015 - 09:59 AM

View PostBishop Steiner, on 17 February 2015 - 09:57 AM, said:

Uninstall now, please, for blasphemy. :angry:


Anything wrong with wanting to boat LRMs on a very XL friendly, large engine capacity, 1 ton JJ equipping Assault mech that can also arm shield effectively--providing PGI gives it enough tube size per launcher? I know I would want it more than the Stalker.

Edited by El Bandito, 17 February 2015 - 10:00 AM.






7 user(s) are reading this topic

0 members, 7 guests, 0 anonymous users