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Simulating New Tech

BattleMechs Weapons

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#1 fat4eyes

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Posted 22 July 2017 - 11:05 PM

The MWO Simulator now supports new tech!

It can now simulate the following weapons:

- All new lasers
- All new Gauss rifles
- All new Ultra-Autocannons (including double-tap)
- All new Missiles (ATMs, MRMs and Rocket Launchers*)
- RACs! (including jam gauge mechanic)

Here's some interesting DPS tests:


MRMs and ATMs
at 200m
at 400m

ATMs do crazy levels of damage at their optimal range (almost matching the DPS of dedicated brawlers), and still do decent damage up to 500m. Use em now before they get nerfed.


MRM Quantity
at 200m

With MRMs, more is not always better. Your DPS drops a LOT when you start hitting the heat cap and you don't have enough cooling. Better to use fewer launchers and more heatsinks.


RACs and plain old ACs
at 200m

RACs do crazy levels of damage while the jam bar's in safe levels, but really goes down once they start jamming. It's nice to see that plain old ACs can still keep up with the new stuff. They aren't as awesome to fire though.

LPLs and HLLs
at 200m

I've been seeing some heavy laser builds in smurfy that substitute heavy large lasers for large pulse lasers and wanted to see what the big deal was about. Turns out they have a much bigger alpha (almost 40% more), but their total DPS starts to fall behind the old LPL builds when they reach the heatcap.


Try out your own builds. I've also added a special setup for DPS tests here. Just add your builds to the blue team and click Run. Save your setup by pressing the Permalink button on the left.

Let me know if you find any bugs. Enjoy.


Reminder: If you've used the simulator before, make sure to press Ctrl-F5 (on desktop) to make sure you load the latest sources. I'm looking for a way to make this automatic without mangling my code too much.

* Rocket launchers now working correctly.

Edited by fat4eyes, 23 July 2017 - 08:56 PM.


#2 Antares102

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Posted 22 July 2017 - 11:47 PM

Just playing around with it.
Are you considering double tapping of UAC as well as quirks?

#3 fat4eyes

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Posted 23 July 2017 - 08:57 PM

View PostAntares102, on 22 July 2017 - 11:47 PM, said:

Just playing around with it.
Are you considering double tapping of UAC as well as quirks?


It does already simulate double tapping UACs. Granted it's not that obvious UI-wise (I'll work on that), but if you watch the ammo counts and damage you can see that it does double tap UACs.

Edited by fat4eyes, 23 July 2017 - 08:58 PM.


#4 Champion of Khorne Lord of Blood

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Posted 23 July 2017 - 09:13 PM

Does this take into account quirks? Looking to compare builds in 1v1 situations to find best mechs for certain tasks and quirks would be kinda important.

EDIT: I do see it avoiding ghost heat, which is pretty neat. Really nice program you have here.

EDIT2: I see the armor values now on the simulations and the values match up to quirked values, so I'm going to assume all quirks are taken into account. Nice.

Edited by Dakota1000, 23 July 2017 - 09:36 PM.


#5 Rahnu

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Posted 25 July 2017 - 07:19 AM

View Postfat4eyes, on 22 July 2017 - 11:05 PM, said:

MRMs and ATMs
at 200m
at 400m

ATMs do crazy levels of damage at their optimal range (almost matching the DPS of dedicated brawlers), and still do decent damage up to 500m. Use em now before they get nerfed.

Just wanted to comment that, as is the case with LRMs, looking at them from a raw damage perspective won't give you the whole picture.

ATMs are even more finicky to use than LRMs due to having a much shallower flight trajectory. They won't sail over obstacles nearly as well, and in addition, the fact that their optimal range is so short with that 120m minimum range means you're that much more susceptible to getting brawlers all up in your face. This is on top of them requiring lock-ons to reliably land even at such short ranges. Also, the smaller number of missiles means they lose that much more damage to AMS (I've lost entire 2xATM12 volleys to AMS fire).

Frankly... they kind of need that damage to even be worth fielding. Both SRMs and LRMs are much easier to use in actual practice, with SRMs in particular having the massive advantage of requiring no face time. There are way too many times where I've tried to no avail to get my ATMs to lock on to people poking in and out of cover where SRMs would have been far more useful.

#6 Jman5

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Posted 25 July 2017 - 07:59 AM

Hey, this is really fun to play around with. Thanks for making it.

Might be a bit overwhelming, but it would be even more impressive if you could work the skill tree into it. Perhaps have people build their skill tree here: https://kitlaan.gitlab.io/mwoskill/ and then read an import like you do with smurfies.

Edit: Does AMS work in the simulation?

Edited by Jman5, 25 July 2017 - 08:23 AM.


#7 DAYLEET

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Posted 25 July 2017 - 08:45 AM

This is awesome!!

#8 HGAK47

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Posted 25 July 2017 - 08:45 AM

But my friend, if you can stay behind cover and move to good vantage points, dps has less importance than a nice volley of damage and then waiting for cooldown / heat dissapation. (In response to the MRM comment about dps / heat cap)

Like everything, build to what you are doing.

#9 Trev Firestorm

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Posted 25 July 2017 - 11:59 AM

Neat but... Is this handling spread for missiles and LBX or just dumping each shot entirely on one component?

#10 fogsworth

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Posted 25 July 2017 - 12:14 PM

View PostJman5, on 25 July 2017 - 07:59 AM, said:

Might be a bit overwhelming, but it would be even more impressive if you could work the skill tree into it. Perhaps have people build their skill tree here: https://kitlaan.gitlab.io/mwoskill/ and then read an import like you do with smurfies.


Some of my mechs really need the heat capacity/cooling skills.

Would also be cool to temporarily disable a mech.

Edited by fogsworth, 25 July 2017 - 12:23 PM.


#11 Jman5

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Posted 25 July 2017 - 04:42 PM

View PostTrev Firestorm, on 25 July 2017 - 11:59 AM, said:

Neat but... Is this handling spread for missiles and LBX or just dumping each shot entirely on one component?

It seems to, but I think the default is a little too generous. However he added options under team setting that allows you to adjust accuracy and aim. So you might want to bump it down for some of those spread builds. Particulary MRMs, which are pretty tricky to keep them all on a moving target.

Edited by Jman5, 25 July 2017 - 04:44 PM.


#12 fat4eyes

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Posted 26 July 2017 - 08:37 PM

View PostJman5, on 25 July 2017 - 07:59 AM, said:

Hey, this is really fun to play around with. Thanks for making it.

Might be a bit overwhelming, but it would be even more impressive if you could work the skill tree into it. Perhaps have people build their skill tree here: https://kitlaan.gitlab.io/mwoskill/ and then read an import like you do with smurfies.

Edit: Does AMS work in the simulation?


Quirks are simulated, they affect armor/structure, heatgen, cooldown, duration and velocity. Mech skills are in the plan, but that will take a while. Missile spread is simulated, but the numbers I based it on are from a standing mech directly facing the attacker, so numbers will be higher than in actuam battle (MRMs spread in particular is very optimistic). LBX spread is not yet simulated, I haven't gathered the data for it yet. AMS is not simulated, that's a harder to get data for (if someone else already has data it would be very helpful, even if its just the number of missiles taken out by AMS on average).

Thanks for the comments, more updates are coming to the simulator.

Edited by fat4eyes, 26 July 2017 - 08:41 PM.


#13 fat4eyes

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Posted 26 July 2017 - 08:52 PM

View PostZyrusticae, on 25 July 2017 - 07:19 AM, said:

Just wanted to comment that, as is the case with LRMs, looking at them from a raw damage perspective won't give you the whole picture.

ATMs are even more finicky to use than LRMs due to having a much shallower flight trajectory. They won't sail over obstacles nearly as well, and in addition, the fact that their optimal range is so short with that 120m minimum range means you're that much more susceptible to getting brawlers all up in your face. This is on top of them requiring lock-ons to reliably land even at such short ranges. Also, the smaller number of missiles means they lose that much more damage to AMS (I've lost entire 2xATM12 volleys to AMS fire).

Frankly... they kind of need that damage to even be worth fielding. Both SRMs and LRMs are much easier to use in actual practice, with SRMs in particular having the massive advantage of requiring no face time. There are way too many times where I've tried to no avail to get my ATMs to lock on to people poking in and out of cover where SRMs would have been far more useful.


I love ATMs (bought a Huntsman hero during the sale specifically to outfit with ATMs) but I really don't think they're going to keep the 3dmg per missile at optimum range. It's just too easy to do 700+ damage as a medium boating ATMs. Just stay near an assault and keep the rain coming, and no brawlers are gonna push you (at least until the assault is dead). Also, you don't use ATMs like LRMs, you use them like streaks. You HAVE to get line of sight on almost every shot to hit, and having low ammo per ton means you have to make every shot count. SRMs can and do lots more damage, but for my situation (250 ping and middle-aged man reflexes) ATMs allow me to do WAY more damage than I would have with the other missile types. I'm just going to enjoy them while they're still OP.





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