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[Idea]Testing Bay: Build And Test Mech Designs For Free


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Poll: [Idea]Testing Bay: Build And Test Mech Designs For Free (332 member(s) have cast votes)

do you like this idea

  1. Voted yes (304 votes [91.84%] - View)

    Percentage of vote: 91.84%

  2. no (22 votes [6.65%] - View)

    Percentage of vote: 6.65%

  3. abstain (5 votes [1.51%] - View)

    Percentage of vote: 1.51%

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#41 MaddMaxx

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Posted 15 April 2013 - 08:39 AM

View Postblinkin, on 15 March 2013 - 12:00 AM, said:

there is a lot that the stats don't show.

you contradict yourself a bit within that post. you say that you don't want players fine tuning cheese builds and then you immediately talk about smurfy, which already allows you to do just that.

this would also serve people who are trying to build legit mechs. something like this would have told me that my chainfire 3x AC2 hunchback wouldn't work because chainfire is too slow and i wouldn't have wasted millions on a mech that is just sitting in one of my bays taking up space because i can't find an effective use for it.

cheese builds tend to be very heavily documented (everyone can recite by memory the basics of the raven 3l build). most other uncommon builds have little or no documentation. so it would serve pilots with original designs the most.


The Smurfy MechLab leaves out "zero" pertinent stats that I can see. I do have one pet peeve but will not mention it as it may bias others who do not see it.

Chain fire has a defined value for all weapons placed into that mode. It is called cool-down, thus the RoF is exactly determinable. "Cheese" and "Legit" builds in the MechLab are indistinguishable, they just have different load-outs is all.

The only way to truly test a build, beyond the raw numbers, is to actually pilot one across both different Maps (Terrain and Heat) and against different opponents. Since neither of these can really be tested outside the live fire exercise, it is basically pointless, belong saying. "ya seemed ok", or I liked it."

I am not against the idea per say, but what the Learning area shows is that just firing a weapon load-out at a stationary target reveals less than optimal results. A Testing Bay without live returning fire opponents, would be generally the same.

#42 blinkin

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Posted 18 April 2013 - 06:22 PM

View PostMaddMaxx, on 15 April 2013 - 08:39 AM, said:


The Smurfy MechLab leaves out "zero" pertinent stats that I can see. I do have one pet peeve but will not mention it as it may bias others who do not see it.

Chain fire has a defined value for all weapons placed into that mode. It is called cool-down, thus the RoF is exactly determinable. "Cheese" and "Legit" builds in the MechLab are indistinguishable, they just have different load-outs is all.

The only way to truly test a build, beyond the raw numbers, is to actually pilot one across both different Maps (Terrain and Heat) and against different opponents. Since neither of these can really be tested outside the live fire exercise, it is basically pointless, belong saying. "ya seemed ok", or I liked it."

I am not against the idea per say, but what the Learning area shows is that just firing a weapon load-out at a stationary target reveals less than optimal results. A Testing Bay without live returning fire opponents, would be generally the same.

you can get a much more hands on feel for the heat profile of the mech and some of the unlisted stats i have been talking about are things like how low slung the weapons are or number of missile tubes for a component.

i understand what you are saying about chain fire speed but chain fire DOES NOT evenly distribute your rate of fire. a perfect example is my ERPPC atlas with 4x ERPPC on the arms (has since been traded for large lasers) when i had it on chain fire it would fire a 4 round burst in rapid succession and then wait a couple seconds before firing another rapid burst. what i really wanted was a steady stream of fire so i was forced to manually control my rate of fire to get that stable rate of fire.

example 2: my AC2 hunchback, it had 3x AC2. i was trying to make a very long range high rate of fire sniper build BUT chainfire WILL NOT fire more than 2 of the AC2 because of the short cooldown on them. so i ended up down a lot of tonnage and with much less ROF and damage than i intended.

in both of these cases i had to subject my team to basically being down one player because i wanted to try something new.

combat testing tells much more but something like this would help to keep teams from being subjected to crappy test builds. as it is we already have disco and AFK players to deal with. why not cut down on the amount of useless tonnage on the field.

#43 Blacke

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Posted 18 April 2013 - 07:18 PM

I would like to be able to test a new setup out in the training grounds before i shell out 2 million credits. I think this would be a great addition.

#44 blinkin

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Posted 18 April 2013 - 07:20 PM

View PostBlacke, on 18 April 2013 - 07:18 PM, said:

I would like to be able to test a new setup out in the training grounds before i shell out 2 million credits. I think this would be a great addition.

only 2 million? you don't even know the meaning of the word mistake. talk to me when you buy the wrong atlas 3 times in a row.

#45 Blacke

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Posted 18 April 2013 - 08:53 PM

View Postblinkin, on 18 April 2013 - 07:20 PM, said:

only 2 million? you don't even know the meaning of the word mistake. talk to me when you buy the wrong atlas 3 times in a row.


ROFL

#46 White Bear 84

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Posted 18 April 2013 - 09:12 PM

To build on your idea - have the option of testing out that mech in the testing grounds, but unable to drop in actual matches: SO YOU CAN TEST THE VIABILTY AND ENJOYMENT OF SAID MECH.

Just imagine it as a 'virtual test driver' for your next mech purchase.

Currently there are mechlab programs online, but the should be something like this in game.

WB

#47 blinkin

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Posted 18 April 2013 - 09:21 PM

View PostWhite Bear 84, on 18 April 2013 - 09:12 PM, said:

To build on your idea - have the option of testing out that mech in the testing grounds, but unable to drop in actual matches: SO YOU CAN TEST THE VIABILTY AND ENJOYMENT OF SAID MECH.

Just imagine it as a 'virtual test driver' for your next mech purchase.

Currently there are mechlab programs online, but the should be something like this in game.

WB

vv

View Postblinkin, on 09 March 2013 - 03:20 AM, said:

  • mechs within this bay cannot be used in any game mode other than "testing grounds"

already covered. in fact that is the primary purpose of this suggestion.

Edited by blinkin, 18 April 2013 - 09:22 PM.


#48 blinkin

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Posted 22 April 2013 - 03:54 PM

bump

#49 blinkin

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Posted 24 April 2013 - 02:41 PM

bump

#50 RumRunner151

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Posted 26 April 2013 - 01:31 PM

I would pay gold for such a bay.

#51 blinkin

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Posted 10 May 2013 - 10:05 AM

View PostRumRunner151, on 26 April 2013 - 01:31 PM, said:

I would pay gold for such a bay.

i would prefer if it were free so that we could keep more of the new players.

#52 Steel Talon

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Posted 18 May 2013 - 12:02 PM

# bump

#53 TemplarGFX

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Posted 19 May 2013 - 02:41 PM

I would like to see this too, mainly so that I can find out how much I would actually need to buy a new mech, and replace all the bits inside with what I want. Something like "In order to purchase this mech, you will require xxxxxxxx CBills"

#54 Mokou

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Posted 23 May 2013 - 06:27 PM

Of course yes!
Posted Image

#55 Steel Talon

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Posted 15 June 2013 - 03:40 PM

bumping for moar votes!

#56 Steel Talon

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Posted 16 June 2013 - 03:51 PM

[color=#959595]# bump[/color]

#57 Steel Talon

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Posted 17 June 2013 - 12:22 PM

Shoudln't this get pinned when it got so many votes?

#58 Mudhutwarrior

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Posted 24 June 2013 - 07:28 AM

I lost so much coin before finding smurf. Nothing ****** one off more than making a mistake and having to grind to fix it. Great idea and thats why it will never be implemented. I really think PGI has group get togethers to laugh at these threads while handing out paychecks.

#59 EyeDie I

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Posted 24 June 2013 - 07:28 AM

im all for it, bump

Edited by EyeDie I, 24 June 2013 - 07:28 AM.


#60 Enigmos

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Posted 02 July 2013 - 05:35 AM

Anyone who thinks c-bills are superfluous isn't thinking very well.





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