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Mechloadout From Smurfy Imported Via Copy&paste To Mwo Mechlab
Started by LeKrisser, Apr 04 2014 11:44 AM
10 replies to this topic
#1
Posted 04 April 2014 - 11:44 AM
I want tp be able to take the Loadout from Smurfy and import it in a command line in the MWO Mechlab via Copy and Paste, where it is validated.
#2
Posted 04 April 2014 - 11:51 AM
That would be handy.
MWO should have a fully functional Smurfy-Lab integrated into the Mech Lab.
One that allows you to build and save multiple loadouts for each of your Mechs - including the ability to simply click on one of these saved load-outs, and have your Mech instantly swap out parts for the ones in the new build (providing you have all the weapons/equipment...etc).
MWO should have a fully functional Smurfy-Lab integrated into the Mech Lab.
One that allows you to build and save multiple loadouts for each of your Mechs - including the ability to simply click on one of these saved load-outs, and have your Mech instantly swap out parts for the ones in the new build (providing you have all the weapons/equipment...etc).
#3
Posted 05 April 2014 - 05:51 PM
Or even better, they simply adopt the smurfy code into the overall mechlab and utilize it, but UI 2.0 might require another 6 months of consulting with crytek as they try and debug the existing cavalcade of "features" they're attempting to introduce. Apparently the mantra of: It's broken,why fix it?
just like SRM hit registration, LB10xAC and the entirety of the shitty shitty ghost heat implementation.
just like SRM hit registration, LB10xAC and the entirety of the shitty shitty ghost heat implementation.
#4
Posted 28 August 2014 - 02:35 AM
Import/export api would be nice.
Im just not sure with profile security...
Im just not sure with profile security...
#5
Posted 28 August 2014 - 02:58 AM
No. Rather I would like to see a ingame Mechlab that works similar to LiSong or Smurfy's in conjunction with a WebMechlab which is directly connected (but can also go without, just nice to have) to the Loadouts ingame on this Website. Plus the possibility to create and save different Loadouts (directly synched Web<->ingame) for a MechVariant for example SCR-D (Stock), SCR-D (PUG), SCR-D (League), SCR-D (Batchall). So I have just to mark one as "active" to change a loadout.
Posting and sharing loadouts on this website should also be possible of course.
I know thats a lot of wishes
Posting and sharing loadouts on this website should also be possible of course.
I know thats a lot of wishes
Edited by nonnex, 28 August 2014 - 04:53 AM.
#6
Posted 02 September 2014 - 09:59 AM
great idea!
#7
Posted 02 September 2014 - 03:12 PM
I just want to be able to SAVE a loadout....
#8
Posted 02 September 2014 - 03:40 PM
As handy as this would be (and as good of an idea it is) it avoids / lets PGI avoid some of the underlying issues with UI "2.0".
Yes it would be a wonderful workaround but maybe they should fix the core problem to avoid the need of a workaround (and THEN add this feature).
Yes it would be a wonderful workaround but maybe they should fix the core problem to avoid the need of a workaround (and THEN add this feature).
#10
Posted 03 September 2014 - 06:10 AM
It is not needed to say (and it has been said for 1000 times) that the ingame Mechlab needs more love to userbility. I'm sure the makers of the ML UI 1.0 and 2.0 had the best purposes while concepting, but had to much focus on the "look" without touching the "feel" (userbility).
Since it it much more easy to develop Web Frontends, we can use this as a playground till the most players are confortable with and migrate the concept to the ML ingame then.
How ever, a own PGI WebLab synched with the server data would be nice, basta!
Since it it much more easy to develop Web Frontends, we can use this as a playground till the most players are confortable with and migrate the concept to the ML ingame then.
How ever, a own PGI WebLab synched with the server data would be nice, basta!
Edited by nonnex, 03 September 2014 - 06:17 AM.
#11
Posted 10 February 2021 - 01:43 AM
well, we have https://mech.nav-alpha.com/
which is not maintained by PG, but grabs from the client data. You can also export build codes and import them in-client.
which is not maintained by PG, but grabs from the client data. You can also export build codes and import them in-client.
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