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Ohm's Quick Reference Sheets For All Mech Hardpoints, Weapons, Engines, & Pilot Lab - Images, Pdfs, Excel Inside


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#681 Amanda

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Posted 23 December 2012 - 08:20 AM

In the table says that the Large Laser has a damage 9 cooldown 3,25 and 2,12 DPS. But 9/3,25 = 2,76. Medium and small laser is also not correct DPS. Why the data about the DPS on lasers?

#682 direpinnacle

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Posted 23 December 2012 - 11:12 AM

View PostAmanda, on 23 December 2012 - 08:20 AM, said:

In the table says that the Large Laser has a damage 9 cooldown 3,25 and 2,12 DPS. But 9/3,25 = 2,76. Medium and small laser is also not correct DPS. Why the data about the DPS on lasers?


I believe the table is correct, as DPS is cooldown+recycle; I.E How long the lasers take to fire, then how long they take to recharge.

#683 Grey Ghost

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Posted 23 December 2012 - 11:21 AM

Ultra AC/5 DPS, you sure that's right? Doesn't the "volleydelay=0.5" in the stat file make the second shot act like a 1.6 cooldown weapon essentially? So with the double shot wouldn't it be 7.66 DPS instead of 9.09 DPS?

Edited by Grey Ghost, 23 December 2012 - 11:24 AM.


#684 Ohmwrecker

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Posted 24 December 2012 - 02:04 AM

View PostAmanda, on 22 December 2012 - 11:51 PM, said:

In the table beginning of the this topic says that AC2 has a cooldown 0,5 sec. I measured with a stopwatch for 30 seconds to shoot it 33 times! Really cooldown 0,9 and DPS is not 4, but 2.2. Please correct the information in the topic or make a patch to fix that bug!


Hey Amanda, I'll have to verify and if it matches here too I'll make the change. Thanks for the heads up!

View PostAmanda, on 23 December 2012 - 08:20 AM, said:

In the table says that the Large Laser has a damage 9 cooldown 3,25 and 2,12 DPS. But 9/3,25 = 2,76. Medium and small laser is also not correct DPS. Why the data about the DPS on lasers?


The cooldown starts when the beam duration stops. You've got to add the beam duration to the cooldown period to get the actual value to divide the damage by. :D

View PostGrey Ghost, on 23 December 2012 - 11:21 AM, said:

Ultra AC/5 DPS, you sure that's right? Doesn't the "volleydelay=0.5" in the stat file make the second shot act like a 1.6 cooldown weapon essentially? So with the double shot wouldn't it be 7.66 DPS instead of 9.09 DPS?


I need to re-verify where the UAC/5 is at. In prior patches there was a .75s additional cooldown that brought the DPS down to somewhere around 5.4. I'll update the sheet after I do a little investigating, I'm with you though that it's not 9.09.

#685 Grey Ghost

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Posted 24 December 2012 - 09:28 PM

View PostAmanda, on 22 December 2012 - 11:51 PM, said:

In the table beginning of the this topic says that AC2 has a cooldown 0,5 sec. I measured with a stopwatch for 30 seconds to shoot it 33 times! Really cooldown 0,9 and DPS is not 4, but 2.2. Please correct the information in the topic or make a patch to fix that bug!
Perhaps this is just due to client/server lag.

#686 SkyCake

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Posted 25 December 2012 - 12:46 AM

why did you remove the info pertaining tothe the engines and how many heat sinks they have... this was incredibly useful information... please restore

#687 Chavette

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Posted 25 December 2012 - 06:22 AM

View PostSkyCake, on 25 December 2012 - 12:46 AM, said:

why did you remove the info pertaining tothe the engines and how many heat sinks they have... this was incredibly useful information... please restore


I agree, that table was a must have!

#688 Ohmwrecker

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Posted 26 December 2012 - 08:11 PM

Sorry about that guys, it was lost in the transition over to a Google docs format. I will re-add the relevant HS information to the engines section. :P

#689 BlackJackRaider

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Posted 27 December 2012 - 12:53 PM

Thanks again for compiling and posting this vital build information. Much appreciated.

#690 Rikus Tyr

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Posted 27 December 2012 - 03:17 PM

Thanks for all the time and work you put into these to keep them up to date.

I do miss the Hard point color fad for multiple weapon types. If that effect doesn't play nice, perhaps you can split those cells and keep each cell the correct weapon type color. Technically, I guess you'd have to add a column to each body section, and merge the cells in the sections that only have one weapon type.

#691 Dalanyth

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Posted 27 December 2012 - 03:57 PM

This is awesome man good job! I have one idea/request though can you add or is there a listing of how many slots per section are on each mech? Completely stripped? That would be awesome for reference to plan your build wishlist...

To expand on my idea, I am rocking the Catapult C4 and the slots are like this:
Head - 1
Center Torso - 8 with no engine
Right Torso - 12
Left Torso - 12
Right Arm - 10
Left Arm - 10
Right Leg - 2
Left Leg - 2
Rear Center Torso - 0
Rear Right Torso - 0
Rear Left Torso - 0

Edited by Dalanyth, 27 December 2012 - 04:10 PM.


#692 Suskis

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Posted 28 December 2012 - 12:03 AM

sorry if this has been asked before, but this thread is tooooo long to read it all.

being a tabletop Battletech player since 1986, I would like to suggest an addition to the engine chart:

as the only relevant thing when customizing a mech is how much weitgh is left for equipment once you fit cockpit, gyro, IS and engine, it would be great for each mech, besides each engine, to list the remaining free tons.
this is quite useful because there are mechs that make no sense being equipped with certain engines (like Cicada) because ligher mechs can achieve same speed and have more free tons left for equipment.
This was the BASIC chart we used in tabletop game when creating a mech. For each mech tonnage / speed, you knew how much space you had left for equipment. In this game, this is not as straightforward as it should be.
Just my 2 cents.

#693 skelley92

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Posted 28 December 2012 - 06:50 AM

Very useful and thanks for keeping it updated. Great work.

#694 Khanahar

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Posted 28 December 2012 - 10:34 AM

View PostDalanyth, on 27 December 2012 - 03:57 PM, said:

This is awesome man good job! I have one idea/request though can you add or is there a listing of how many slots per section are on each mech? Completely stripped? That would be awesome for reference to plan your build wishlist...

To expand on my idea, I am rocking the Catapult C4 and the slots are like this:
Head - 1
Center Torso - 8 with no engine
Right Torso - 12
Left Torso - 12
Right Arm - 10
Left Arm - 10
Right Leg - 2
Left Leg - 2
Rear Center Torso - 0
Rear Right Torso - 0
Rear Left Torso - 0


Ohm has said he's considering an "advanced" table which would have stuff like this. (Although all you'd really need would be actuator info, which is the only variable.) I'd love to see one that includes torso/arm twist, though no hurry!

#695 smurfynet

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Posted 28 December 2012 - 02:29 PM

@Dalanyth

about the max free slots, its almost the same on each mech, ~52 to ~57 so not much difference there. I thought about adding this values to my stats side aswell but i didnt because of that. But i added torso/arm twist.

#696 Void Angel

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Posted 28 December 2012 - 02:46 PM

View PostAmanda, on 22 December 2012 - 11:51 PM, said:

In the table beginning of the this topic says that AC2 has a cooldown 0,5 sec. I measured with a stopwatch for 30 seconds to shoot it 33 times! Really cooldown 0,9 and DPS is not 4, but 2.2. Please correct the information in the topic or make a patch to fix that bug!

Heh. Ohm's tables are awesome, but I don't think they let him patch the game on his own recognizance. =)

#697 SixstringSamurai

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Posted 28 December 2012 - 03:09 PM

Yeah I'm pretty sure that netcode has a lot to do with how fast you perceive a weapon firing. I know with Gauss Rifles there can be a delay in firing that varies with my ping fluctuations that is no where near the table values. I've seen UAC/5 listed at a DPS of 10 I think with the MWO Mechbay program due to double fire. I know that based on the projectile damage it should be at least 5 or higher but smurfy's listing of 4.55 is probably closer to what it actually is even with double fire since it has a cool down just longer then a second and the weapon can be fired inside of the cool down window. When you apply the math on a second by second basis its normal operation (single fire) is probably 4.55 and double rate would be just above 9.

#698 DR Eisenhauer

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Posted 29 December 2012 - 09:15 AM

This overview is more than awesome. Thank you very very much!

#699 Eleck

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Posted 30 December 2012 - 09:23 PM

I see a minor error; the Cataphract CTF-4X actually has 2 center torso energy hardpoints, and the chart shows it with only one. By default it carries a LL in that slot, but my configuration, for example, sports 2x ML.

#700 Jayssoneer

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Posted 31 December 2012 - 12:06 PM

What does the "Engine multiplier 16.2" signify? This replaced the "Engine heatsinks" table that listed heatsink amounts for different engines. Has there been some change to the old rule on heatsink amounts (+1 per 25 engine rating)?

And what about EHS? For example Medium laser has HPS 1 and EHS 6, but AC2 also has HPS 1 when it's EHS is only 2. Doesn't heat dissipation work in a way that you'd need exactly 10 heatsinks for 1 HPS?





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