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The Current Auto Assignment Of Es/ff Has To Go


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#21 Zyllos

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Posted 13 November 2012 - 02:26 PM

View PostGhogiel, on 13 November 2012 - 02:16 PM, said:

So?

why does it get to choose to eat off half the crits on one arm of my mech when it could just as well take the free crit slots in legs amd head of my mech?


Look at other locations on your mech. Do you have any other free locations there?

This is real simple. They are not locking you out of Critical Slots on locations. But they are locking Dynamic Slots in locations that have more of them left than what left open on the mech.

Your saying you have 7 Critical Slots left and 2 Permanent Structure Slots. I am going to assume by these numbers, you are using 3 Critical Slots in that location for your gear. That means the other 9 are filled with Dynamic Slots. But if you look at all the other locations on your mech, you only have 7 Critical Slots open, that means 2 MUST be Permanent Slots because there is no where else to move them.

Try this, remove another piece of gear from another location that you are seeing this then go back. You should see the number of Permanent Slots decrease by the number of Critical Slots you removed. Then, place gear into that location you are wanting to fill and then go back to the spot where you originally moved them. You will now see Permanent Slots in the spot now because while they filled the location that you removed from, you filled the other location with some gear which it can no longer fill.

Edited by Zyllos, 13 November 2012 - 02:27 PM.


#22 Wolf Ender

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Posted 13 November 2012 - 02:30 PM

similarly to this discussion...would it be severely overpowered to allow you to move your engine slots when using an XL engine from one side torso to the next?

for example right now in one of my mechs the XL engine takes something like 3-7-3 or something like that crits... would it be possible to float just a couple of those crits? make it 5-7-2 ??? i understand you may want to limit this for some reasons but just a little tweaking could open up builds a bit more

#23 Vermaxx

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Posted 13 November 2012 - 02:33 PM

View PostRedshift2k5, on 13 November 2012 - 02:07 PM, said:

Ok, so you have 3 permanent structure slots in the K2's torso.

That means there are literally no other spaces to move those floating crits into; it doesn't matter where those unmovable crits go, the result is the same.

Remove an item from elsewhere in your mech and they will immediately become floating crits and you can then slot more items (of an identical number of crits as you opened previously elsewhere) into that side torso.


Wrong. One in the head, one in a leg. Enough to let me get in one last DHS.

#24 Ghogiel

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Posted 13 November 2012 - 02:35 PM

View PostZyllos, on 13 November 2012 - 02:26 PM, said:


Your saying you have 7 Critical Slots left and 2 Permanent Structure Slots.
No it's 8 free slots and 2 permanent structure slots on my K2
Posted Image

#25 r4plez

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Posted 13 November 2012 - 02:35 PM

View PostWolf Ender, on 13 November 2012 - 02:30 PM, said:

similarly to this discussion...would it be severely overpowered to allow you to move your engine slots when using an XL engine from one side torso to the next?

for example right now in one of my mechs the XL engine takes something like 3-7-3 or something like that crits... would it be possible to float just a couple of those crits? make it 5-7-2 ??? i understand you may want to limit this for some reasons but just a little tweaking could open up builds a bit more





XL engine criticals are a different story, you cant just shift them as you like, those are parts of your engine internals, and if you have centered mounted engine so you have same critical space allocated on both sides of mech torso

Edited by r4plez, 13 November 2012 - 02:37 PM.


#26 John Norad

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Posted 13 November 2012 - 02:35 PM

It is not a bug.
1. Check, and by check I mean count, the total number of crit slots available in your chassis.
2. Count the number of equipment slots used.
3. Substract 14 for Endo steel and/or FF.
..
4. Facepalm yourself because of stupid.

The system is just smarter than the user and updates every location as you switch through them. I know because it happened to me, too.

#27 Noth

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Posted 13 November 2012 - 02:37 PM

View PostWolf Ender, on 13 November 2012 - 02:30 PM, said:

similarly to this discussion...would it be severely overpowered to allow you to move your engine slots when using an XL engine from one side torso to the next?

for example right now in one of my mechs the XL engine takes something like 3-7-3 or something like that crits... would it be possible to float just a couple of those crits? make it 5-7-2 ??? i understand you may want to limit this for some reasons but just a little tweaking could open up builds a bit more


I would say, yes it would be OP. It would allow you to prevent death from one side getting destroyed. The big disadvantage of XL engines is that you dies if you lose your side torsos.

#28 Ghogiel

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Posted 13 November 2012 - 02:40 PM

View PostVermaxx, on 13 November 2012 - 02:33 PM, said:

Wrong. One in the head, one in a leg. Enough to let me get in one last DHS.

Yeah that's the point.

EG> If I dropped all armor on my C4, why does it have to leave me with 4 hard coded slots and 4 dynamis slots in a place where I COULD fit 2 DHS instead of 1 other wise? these structure slots do not want to move to fill the leg crits or head crits they eat up the arm slots.

Edited by Ghogiel, 13 November 2012 - 02:41 PM.


#29 Zyllos

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Posted 13 November 2012 - 02:51 PM

View PostGhogiel, on 13 November 2012 - 02:35 PM, said:

No it's 8 free slots and 2 permanent structure slots on my K2
Posted Image


If you have no other Critical Slots in the Legs/Torsos, then this is correct.

You only have 1 other open Critical Slot in the locations OTHER than at that location. But the reason why the LA has a 8 Critical Slots open is because there is 7 slots open in the RA and Head. But if you take the other slots in the RA, the only place left to move them is the Head.

2 Dynamic Slots in RA > Critical Slots left on the mech (except the same location)

This is why it locks that one in the RA because 2 Dynamics - 1 Slot Left = 1 Permanent Slot

9 Dynamic Slots in LA > 8 Critical Slots left on the mech (RA + Head)

9 Dynamics - 8 Slots Left = 1 Permanent Slot

Edited by Zyllos, 13 November 2012 - 02:55 PM.


#30 Ghogiel

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Posted 13 November 2012 - 02:57 PM

So?

View PostZyllos, on 13 November 2012 - 02:51 PM, said:


If you have no other Critical Slots in the Legs/Torsos, then this is correct.

You only have 1 other open Critical Slot in the locations OTHER than at that location. But the reason why the LA has a 8 Critical Slots open is because there is 7 slots open in the RA and Head. But if you take the other slots in the RA, the only place left to move them is the Head.

2 Dynamic Slots in RA > Critical Slots left on the mech (except the same location)

This is why it locks that one because 2 Dynamics - 1 Slot Left = 1 Permanent Slot

Yeah I do know why it adds up. But no one is explaining why it locks out that particular one out of all the ones it could have.

I haven't broken it yet so I'm not really worried about it.

Edited by Ghogiel, 13 November 2012 - 02:58 PM.


#31 Redshift2k5

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Posted 13 November 2012 - 02:58 PM

View PostVermaxx, on 13 November 2012 - 02:33 PM, said:

Wrong. One in the head, one in a leg. Enough to let me get in one last DHS.

So that's 2 crits. Where is the 3rd critical needed for your 3-crit DHS? If you have a 3rd empty critical somewhere, moving a DHS into the side torso should move around the floating crits. If it's still being stubborn, try moving around some other components so that the amber structure slots become floating crits and insert a DHS.

#32 Zyllos

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Posted 13 November 2012 - 02:58 PM

View PostGhogiel, on 13 November 2012 - 02:57 PM, said:

So?

Yeah I do know why it adds up. But no one is explaining why it locks out that particular one out of all the ones it could have.


Ok, so it makes sense now?

You chose to lock those single slots in the RA/LA because the RA only has the head to go to and you already have 2 Dynamic Slots there while the LA has one because there is 9 Dynamic Slots but only 8 slots left in the mech to move them to.

Edited by Zyllos, 13 November 2012 - 03:00 PM.


#33 Ghogiel

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Posted 13 November 2012 - 03:01 PM

View PostZyllos, on 13 November 2012 - 02:58 PM, said:


Ok, so it makes sense now?

It is still locking slots of it's own choice. I suppose it must have it's own sense on how it decides which one to do that on.

#34 Zyllos

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Posted 13 November 2012 - 03:06 PM

View PostGhogiel, on 13 November 2012 - 03:01 PM, said:

It is still locking slots of it's own choice. I suppose it must have it's own sense on how it decides which one to do that on.


It is locking because your not giving it any other choice to move those slots.

I know this is hard to think about. I initially thought they messed it up, too. But just think about it.

You only have 7 RA Empty Slots and 1 Head Empty Slot. If you already have 2 Dynamic Slots in the RA, where else can those 2 Dynamic Slots go? Can't go to the LA because its full (technically it can but it just replaces it with the same Dynamic Slot, thus doing nothing), can't go to the CT/LT/RT/LL/RL because they are full of stuff also. So the only location to move those 2 Dynamic Slots is to the Head and you only have 1 slot there, so 1 of those are stuck there.

Edited by Zyllos, 13 November 2012 - 03:08 PM.


#35 Allekatrase

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Posted 13 November 2012 - 03:17 PM

View PostGhogiel, on 13 November 2012 - 02:57 PM, said:

So?

Yeah I do know why it adds up. But no one is explaining why it locks out that particular one out of all the ones it could have.

I haven't broken it yet so I'm not really worried about it.

It locks it out because there is no longer any possible configuration where you don't have at least one structure in that location. You cannot reassign all of them somewhere else because there simply isn't space. If you fill all the Dynamic spaces with gear you will run out of criticals and then you will still have the structure there.

I feel like I'm explaining this poorly. That first sentence is the important one. No matter how you configure it it's going to have at least that many structure left at that location. That's why it's locked. You will run out of space elsewhere before you you could move it.

#36 Ghogiel

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Posted 13 November 2012 - 03:43 PM

View PostAllekatrase, on 13 November 2012 - 03:17 PM, said:

It locks it out because there is no longer any possible configuration where you don't have at least one structure in that location.


Ah.... no, that makes sense.





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