Excel Mech Lab V1.80.4 (Updated 9/03/13) Now With Pheonix Inc Saber
#281
Posted 23 January 2013 - 07:53 AM
An example: A dragon with a uac5 + 3t ammo versus the same dragon with an lbx10 + 2t ammo (both weapons + ammo need the same crit-space) and the uac5-version comes out better by far because of the very optimistic dps calculation.
If it's too complicated to fit into a formula, why not make it easy instead? Just add a malus to the dps calculation. Be a bit more...pessimistic so to speak.
Thanks in advance.
#282
Posted 23 January 2013 - 01:47 PM
In actuality over the average of a match the AC.5 likely does more dps than the UAC. But the UAC is capable of crazy burst if you get lucky on the jams.
Also:
We pinned now!!!
#283
Posted 23 January 2013 - 02:54 PM
3rdworld, on 23 January 2013 - 01:47 PM, said:
In actuality over the average of a match the AC.5 likely does more dps than the UAC. But the UAC is capable of crazy burst if you get lucky on the jams.
Also:
We pinned now!!!
I know, I asked Niko Snow to pin the thread like I said I would.
Your tool deserves it. Today alone I was able to prepare three awsome Dragon builds where before I never thought it possible to ever get a satisfying build out of that mech.
Regarding the uac5: Yes, if you get lucky - and often I do ^^ - you can get awsome burts right when you need it. So I think the Excel Mechlab should still calculate a higer DPS for the uac5 in comparison to the ac5. Just not that high.
It's funny though. If this would actually be true - we'd have to run several tests and put the statistics through an analysis - then PGI should make changes and not the Excel Mechlab. *g* Because the uac5 SHOULD be better than the ac5.
#284
Posted 23 January 2013 - 04:05 PM
#286
Posted 25 January 2013 - 08:07 AM
- Added COM-TDK
- Added TBT-3C
- Modified UAC DPS & HPS to account for Jam rates.
- Updated MWO Heat Scale.
- As you can see above, we had a pretty indepth disscussion concerning the UACs optimistic dps calculations. The new calcs assume that the UAC has a 25% chance to Jam on 50% of its shots or a 12.5% chance to jam for 5 seconds. This left us with an average CD of 1.175, and DPS & HPS numbers were adjusted accordingly.
If you are wondering about the naming convention change: I generally move from say .7 to .8 only if there is a large reboot in the sheet. There has been no such change so I decided to just make this the 1st update to the .79 version.
#287
Posted 25 January 2013 - 12:40 PM
#288
Posted 31 January 2013 - 02:25 AM
#289
Posted 31 January 2013 - 04:53 AM
Ethidium, on 31 January 2013 - 02:25 AM, said:
Fixed, I added the AWS-PB and it got booted of the list on accident.
Should be correct now if you will re-download.
Thanks.
#290
Posted 03 February 2013 - 07:53 PM
FINALLY.
STICKIED!
#291
Posted 03 February 2013 - 07:55 PM
#292
Posted 06 February 2013 - 07:42 AM
New feature #1: Make it so that people can assign more then one weapon group number to the weapons.
New features #2: An ammunition counter. Could be coupled with a formula that calculates how long you can fire with the related weapon(s) until you run out of ammo. Would be a rather complicated formula I guess, taking shots per second, heat and number or weapons of the same type into account...but it's just an idea. ^^
Advanced options: Somewhere in the lower part, a section where we can modify heat values. That way you wouldn't need to update the values when PGI changes it. For instance I'm dying to try out how the new heat would benefit a mech with a large pulse laser.
Later that section could incorporate other stats, like tonnage, crit space or ammo per ton values for all the gear...but that might be too much, I admit.
#293
Posted 06 February 2013 - 03:40 PM
#294
Posted 07 February 2013 - 11:12 AM
- Updated Heat values
- Updated AWS-PB stock loadout
- Corrected some errors
TheMightyWashburn, on 06 February 2013 - 03:40 PM, said:
Hrmm. I have not changed anything in that regard. Must be an error in your file. (did you select to enable editing?)
CompproB237, on 03 February 2013 - 07:55 PM, said:
Fixed. Thanks
#295
Posted 07 February 2013 - 11:19 AM
GODzillaGSPB, on 06 February 2013 - 07:42 AM, said:
New feature #1: Make it so that people can assign more then one weapon group number to the weapons.
Pretty good idea. Let me figure out how I am going to do it.
GODzillaGSPB, on 06 February 2013 - 07:42 AM, said:
I can probably add this, not sure where I am going to put it though.
GODzillaGSPB, on 06 February 2013 - 07:42 AM, said:
Later that section could incorporate other stats, like tonnage, crit space or ammo per ton values for all the gear...but that might be too much, I admit.
Changing values would be a pain. because of trying to keep it compatible with 2007, it forces me to conglomerate many of the ranges onto the main sheet instead of split up nice and neat.
Sorry about the delay. I was sick on tuesday and wanted to verify the Heat scale with the new heat values.
They have changed something cause I am coming off small amounts like .01. Probably changed a small decimal or something, it wasn't easily identifiable, so I have not chased it down yet.
Edited by 3rdworld, 07 February 2013 - 11:21 AM.
#296
Posted 08 February 2013 - 06:05 AM
3rdworld, on 07 February 2013 - 11:19 AM, said:
I wouldn't mind scrolling. These infos probably wont interest the usual mechlab user, but those who like to know it can scroll down.
I'd also like to add something to the idea: Full salvo counter. Let's say you have 2x lrm5 and 1x lrm10 (upcoming config of one of my Trebuchet *g*) and you use one torso as an ammo bunker with all the lrm ammo. Now it would be interesting to know - without calculating it yourself (I did of course ^^) how many full lrm salvos one can fire. I have 5 tons of ammo --> 5x 180 missiles / (5+5+10) = 45 full salvos.
This can be done in a small section, where all the ammo of the build is summed up in groups (ac5 ammo, ac20 ammo, srm, lrm ssrm and so on), divided by the connected launcher(s) or canon(s) giving the number of full salvos until you run out.
This also helps multi-ballistic builds estimate whether their ammunition will last the whole match or not.
Oh and it is not only easier to calculate but may absolutely suffice as a means of ammo calculation. So you can forget about the calculation of firing duration since this is much more of a "guesstimation" anyway.
When is there ever a situation where you pull the trigger and only release it once the ammo is depleted? I'd say never. You have to pause due to heat or general battle pauses and nobody will count the time he already fired. But full salvos until empty...that makes sense.
Edited by GODzillaGSPB, 08 February 2013 - 06:06 AM.
#297
Posted 19 February 2013 - 02:04 PM
#298
Posted 20 February 2013 - 07:43 AM
Excel Mech Lab v1.79.3.xlsm
- Updated the Trebuchet Hardpoints
- Updated the Cent speed
Upcoming features
I am thinking about putting in some sort of "dropship" feature. That will let you select a couple of preferences like "prefered mech" in each class and possibly # of mechs ie 2 raven 3Ls.
I have been pretty busy at work lately, but will still support this as long as people still use it.
Thanks guys.
#299
Posted 20 February 2013 - 09:00 AM
#300
Posted 20 February 2013 - 09:12 AM
3rdworld, on 20 February 2013 - 07:43 AM, said:
Thanks guys.
That's pretty awsome. I've done modding myself in the past, even for a bigger audience (Rome Total War, TES Oblivion) and in the end I was pretty selfish about it: When I lost interest in the game, I stopped playing AND modding.
So, all power to you!
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