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Ever Wondered How Many Urbanmechs It Takes To Kill A Dire Wolf? (Mwo Loadout Simulator)


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#21 El Bandito

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Posted 09 July 2017 - 08:12 PM

Very fun to use.

#22 jjm1

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Posted 09 July 2017 - 08:58 PM

All glory to the urbanmech. Bow before its machine gun of doom.

Posted Image

I might have found a bug: 'Alpha, no overheat' causes the mech to stop shooting after it loses weapons.

Also potato tier is way overestimated, its managing its heat like a boss. :P

#23 Jay Z

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Posted 10 July 2017 - 07:51 PM

http://www.4eye-labs...1f0e4d3e0092cc9 This might take a while.

#24 MW Waldorf Statler

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Posted 10 July 2017 - 09:37 PM

has each seeing a dead Urbie ?Posted Image thats little Mini assault can carry More Hits as a Direwolf

last match , a red Cored Urban run against the blue Line ,Firing with LBX 10, all other Weapons less...and carry Hit over hit from the Blue Line...2 Minutes Focus Fire to kill thats little Red Cored Thing...in real others Facts dominated as in a AI Simulation

Edited by Old MW4 Ranger, 11 July 2017 - 04:49 AM.


#25 davoodoo

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Posted 11 July 2017 - 03:07 AM

It targets only ct?? no w8, its just setup with perfect accuracy on ct.

Hardly a good simulation unless both team literally stare at each other at set range
Can be fun to watch it, but oh god dont take it as gospel.

Edited by davoodoo, 11 July 2017 - 03:25 AM.


#26 ingramli

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Posted 11 July 2017 - 03:31 AM

Both title and the heading of it is not realistic nor meaningful.

For urbie and diretruck,
Stand still and trade is not what expected or should do on an urbie. In real game, on a 1v1 situation, if the pilot of the urbie is not worse than half-decent, i'd say diretruck wont stand a chance.....unless the diretruck can twist 360 degrees, or have a much higher turn rate.

For the topic itself, messing around numbers itself is okay, but it ignore the fact that the weapon mounts, hitbox and mobility for every mech are different, you just cant compare it apple to apple. Only real battle statistics between higher tier players will make more sense, which is not available to the public, though.

Edited by ingramli, 11 July 2017 - 03:32 AM.


#27 fat4eyes

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Posted 12 July 2017 - 04:58 PM

Thanks for all the feedback. It's been pretty cool working on it too.

Accuracy is set up so it's more of an 'average' of what damage the hits a pilot with a certain accuracy will do (see 'Expected Value'). I don't simulate individual random hits because that would require you to do multiple trials and do the averaging yourself afterwards. This way you can do just one run and get a reasonable estimate of what the damage averages out to over multiple trials. Not perfect, but definitely more convenient than running the simulation multiple times. You can simulate individual hits by using the 'Weighted Random' component targeting option with 100% accuracy, and that should more or less match up with the results of using Tier 3 accuracy while targeting the CT.

Per weapon accuracy is another thing entirely. It can be done with the current system, but I'm wary about putting in numbers that are not actually backed up with empirical data. Better to have a spherical chickens on a frictionless plane estimate than a more 'realistic' system that has no real basis in reality.

There are settings that allow you to change the accuracy and targeting priorities of the mechs in the settings tab. I can never fully simulate what happens in game, but playing with the mechs in this simulation allows you to see its heat profile and DPS without spending CBills in the game and trying it out for real. I personally built this so I can experiment with the new tech when it drops without spending too many in-game resources.

On that note, I'll be spending the next week trying to provide pre-emptive support for the new tech when it does drop. As it is, most weapons should work, with the exception of RACs and ATMs which have completely different mechanics. Quirks on new weapons will also probably be spotty the first few days.

Torso twisting and hitboxes are interesting things to simulate. I've been thinking to putting in a dodge mechanic that you can apply to mechs, that allow them to spread damage (or avoid them entirely). The thing is it's hard to come up with the numbers for this without data. Right now I'm focused on getting ready for new tech and implementing current mechanics though (UAC double taps, MG extra damage and maybe flamer heat effects).

I've put in support for quirks (both IS and clan) over the past few days. All mechs should have quirked values now, except those quirks provided by full set bonuses.

Edited by fat4eyes, 12 July 2017 - 05:11 PM.


#28 MW Waldorf Statler

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Posted 14 July 2017 - 08:12 AM

accuracy alone a big problem in mWO ..Age of the Player and experience with Games , Motoric Skill,Handycaps, Keyboard ? Mouse? Gamepad? Gaming Wheel? Joystick? Seetings ...





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