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Cplt-A1 Confussion On Missile Pods


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#1 XTerranite

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Posted 17 February 2016 - 08:00 AM

My CPLT-A1 is configured as such,

280 XL

CC Head
BP in CT
11 HS in CT
1X Case, 2X JJ RT
1X Case, 2X JJ LT
6X Tons Ammo RT
6X Tons Ammo LT
3X LRM 5 RA
3X LRM 5 LA

I took all LRM 5s after realizing that my heat cannot sustain more than 30 pods launching at one anyhow and the heat, cooldown numbers on LRM 5's are far nicer than the other varients for when I don't need to concern myself with AMS (when I can visibly see its not being used.)

My DD Kills etc all that crap is looking fantastic, very rarely getting a bad game however I am clearly not doing this "right" because my mech only launches 5 of the six LRM launchers when I Alpha. I can fire the 6th immediately after alpha by manually hitting the chain fire all group or either of the groups for either arm (strangely hitting the alpha group I made's key twice does NOT fire off the remaining LRM,) but its missiles are slightly behind and I guess that means easier chop for peoples AMS.

So I guess what I am asking is should I drop the 6th LRM for more ammo/HS or possibly even STD engine configuration since when chain firing 5 is plenty to keep a cycle running. 4 would lag but five cycles ok; Or should I be looking at another alternative.


PS. Please add something to readout for players to know how many missiles we can actually fire at once developer. That information is extremely need to know.

Edited by XTerranite, 17 February 2016 - 08:54 AM.


#2 DrRedCoat

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Posted 17 February 2016 - 08:24 AM

I'm not certain but that sounds like the missile doors. Do you have them open? The / key will open and close them. A little green light on the right side of cockpit tells you if they're open. When they're closed, that component gets a slight damage reduction but then you have to wait for them to open whenever you fire.
Also, you can save a ton by dropping the CASEs. They don't help an XL engine since the side torso is gone and you're dead anyway.

#3 D V Devnull

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Posted 17 February 2016 - 08:27 AM

XTerranite, pardon my asking, but have you double-checked both in-game and in the mechlab to ensure that all six launchers are in that group? :huh:

~D. V. "rather confused" Devnull

#4 XTerranite

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Posted 17 February 2016 - 08:33 AM

yes the missile doors are open and yes I double checked the weapon group but for the sake of not wasting anyones time I triple checked it for you. Anyhow triple check is needed standard practice I guess because WG was wonkey. Problem is solved and tested to be working properly. Sorry for the trouble :( Thanks a bunch +1

#5 D V Devnull

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Posted 17 February 2016 - 08:43 AM

No need to apologize. You're welcome for the help. I look forward to seeing you out on the battlefield, be it either alongside me, or getting plastered by me at closer than 180 meters. :)

~D. V. "Case Closed!" Devnull

#6 DrRedCoat

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Posted 17 February 2016 - 08:56 AM

Actually, that sounds right. I've noticed that setting weapon groups from the mechlab is unreliable but setting them in-game works pretty well. Glad you figured it out! Good luck.

#7 Takashi Uchida

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Posted 17 February 2016 - 12:53 PM

Looks like you've got your issue here taken care of.

Just some advice for this particular build:

-I would remove the CC from the head and use the additional weight for pretty much anything else. More armor, more ammo, more heat sinks, etc. The Inner Sphere Command Console doesn't seem to be that useful for me. And make sure you are using double heat sinks and endo steel upgrades for maximum heat efficiency and weight saving. Double heat sinks are the most important upgrade for almost all mechs.

-Ghost Heat:
You observed that firing a certain number of missiles triggers a pretty bad heat spike. This is what's known affectionately by the playerbase as "Ghost Heat." It's not actually based on how many tubes (or pods, as you've referred to them as) you fire at one, but on the specific weapons. There are some weapons that currently do not trigger this effect, but many do.

For example, if you fire more than 3 Inner Sphere Large Lasers (LL) at once, you get an additional heat penalty (exacerbated by increasing numbers of the weapon). So If you fire 4 of them, it still might be somewhat manageable, but 5 you are probably pushing it. Certain weapons are also linked together this way. For example, an Inner Sphere Large Pulse Laser (LPL) is in the same group as the LL and Extended Range Large laser (ERLL) . So if you fire 3 LPLs and 1 LL, you're going to get an additional penality.

You can find the full list of how many of each weapon you can fire before a penalty here (http://mwo.smurfy-net.de/equipment), as well as how the weapons are linked. The in-game mechlab will also give you a warning symbol if you are equipping a build that may trigger ghost heat.

Note that Ghost Heat is trigger only when the weapons are fired with 0.5 seconds of each other. Which means, if you have a mech with 5 LLs, you can fire 3 at once, wait 0.5s, and then fire the other 2 without an additional penality. Large Lasers are generally hot weapons so you'll still have a lot of heat to deal with, but at least your won't have an additional penality.

For your build specifically, you are using all LRM-5s. LRM-5s trigger the penality after more than 3 are fired. So what I would do is, set the 3 left arm missiles to left click, set the 3 right arm ones to right click, and alternate fire with 0.5s in between salvos [you could write a macro for this but most people just use their own judgement). If you've got a third mouse button or key you can use for a third group, I would put all 6 missiles in there and set it to chain fire, so you still have that option.

good luck

Edited by Takashi Uchida, 17 February 2016 - 12:56 PM.


#8 mailin

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Posted 17 February 2016 - 02:01 PM

If you really want us to be able to make suggestions for your build, build it here http://mwo.smurfy-net.de/ and then share it with us. We'll be able to give a LOT more detailed suggestions.

Welcome to MWO and I'll see you on the battlefield.





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