well, since if i put a lrm15 where a narc beacon was, i get to only fire 1 missile at a time. this has got very confusing as while i build a mech, i forget what weapon was originally in the hardpoint and have to go find the original loadout.
so since you are forcing us to basically standardize or missile loadouts, you should be giving us the ability to KNOW what was originally in the hardpoint without having to refer back to forums/smurfy/3rd party information. it SHOULD be listed in the mechlab.


3 replies to this topic
#1
Posted 19 February 2013 - 12:23 PM
#2
Posted 19 February 2013 - 12:32 PM
Immelmann, on 19 February 2013 - 12:23 PM, said:
well, since if i put a lrm15 where a narc beacon was, i get to only fire 1 missile at a time. this has got very confusing as while i build a mech, i forget what weapon was originally in the hardpoint and have to go find the original loadout.
so since you are forcing us to basically standardize or missile loadouts, you should be giving us the ability to KNOW what was originally in the hardpoint without having to refer back to forums/smurfy/3rd party information. it SHOULD be listed in the mechlab.
so since you are forcing us to basically standardize or missile loadouts, you should be giving us the ability to KNOW what was originally in the hardpoint without having to refer back to forums/smurfy/3rd party information. it SHOULD be listed in the mechlab.
Just look at the number of tubes on the model itself? It has nothing to do with "original loadout".
#3
Posted 19 February 2013 - 04:41 PM
This is a great point and idea OP, one that I've been pondering myself as well. Hopefully information like this will be listed in the mechlab UI 2.0. I'll do what I can to bring this to the attention of the devs and I urge anyone else to do the same.
Especially since they seem to be constantly tweaking them for balancing.
In case anyone reading this doesn't know, the number of tubes does have an effect in combat. AMS functionality is based on grouping size (more groups = more missles shot down = less damage), and the cooldown of the weapon doesn't begin until the last shot is fired, affecting DPS and efficiency in both situations.
Just look at the number of tubes on the model itself? It has nothing to do with "original loadout".
Really Mackman? What about the designs that have missile-bay doors? Or were you too quick and eager to drop a smartass comment to think it through? You're not helping anyone with that kind of attitude, please just stop.
Especially since they seem to be constantly tweaking them for balancing.
In case anyone reading this doesn't know, the number of tubes does have an effect in combat. AMS functionality is based on grouping size (more groups = more missles shot down = less damage), and the cooldown of the weapon doesn't begin until the last shot is fired, affecting DPS and efficiency in both situations.
Mackman, on 19 February 2013 - 12:32 PM, said:
Just look at the number of tubes on the model itself? It has nothing to do with "original loadout".
Really Mackman? What about the designs that have missile-bay doors? Or were you too quick and eager to drop a smartass comment to think it through? You're not helping anyone with that kind of attitude, please just stop.
#4
Posted 19 February 2013 - 07:29 PM
the amount of missles that fire at a time are based on the base load out of the mech. if the mech came with a narc they fire 1 missle so if you change that to a lrm 15 it will rifle them out 1 at a time. same goes with any other launcher.
in the case of the catapult srm 6 a1 boat well that cat can pack lrm 20 in that arm in wuild so 3 srm6 = 18 missles in one fire salvo. not a case of missle dors just a case of what is the base load fo the mech before you change it.
in the case of the catapult srm 6 a1 boat well that cat can pack lrm 20 in that arm in wuild so 3 srm6 = 18 missles in one fire salvo. not a case of missle dors just a case of what is the base load fo the mech before you change it.
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