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smurfy mechlab guide

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#1141 JoJoxy

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Posted 10 March 2014 - 03:57 PM

View Postsmurfynet, on 09 March 2014 - 02:02 AM, said:

I planned to switch to solr but had no time.


You might wanna have a look at elastic search instead of solr for evilish queries. Heard lots of bad thing about solr, though i couldn't elaborate.

Anyways, wanted to report a small bug in your javascript:
Whenever you hold down left mouse on +/- for armor values and accidently click right mouse, the script seems to go into some infinite loop reducing/increasing to min/max and slowing down the tab to a crawl. Thats with the latest firefox.

Apart from that, thanks alot for creating the best mechlab out there :)

#1142 Deathlike

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Posted 11 March 2014 - 10:32 AM

Well, the formula for Champion mechs has been found out.

It's always +25% MC above the base price of the mech, rounded UP to the nearest 5 or 0.

So, you don't need to guess anymore. The price is predictable.

Edited by Deathlike, 11 March 2014 - 10:32 AM.


#1143 Kyogiri

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Posted 11 March 2014 - 04:44 PM

Smurfy I think I found a bit of a bug. I erased the number and clicked away and it shows NaN in the field so I repeated it to see if it would do it again and it did. I don't know if you are aware of this or if its suppose to do this.
Posted Image

#1144 Deathlike

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Posted 11 March 2014 - 09:41 PM

Before I forgot this "behavior", I would liko be able to move existing/equipped ammo and DHS into other sections on the mech WHILE the max slots/tonnage is still intact.

For instance here's a simple build:
SDR-5V

I should be able to move any JJ from one torso side to the other (or the legs for that matter). If the object is not being pulled by the menu, existing objects already equipped on the mech should be able to move as long as it is a valid area to be put in.

I'm not sure how complicated a fix that should be, but if you could "fix" that, it would be great.

#1145 MustrumRidcully

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Posted 18 March 2014 - 06:36 AM

Okay, for people that spend more time in the Smury Mechlab then in game, here's an improptu Mech Card Game for you:

Rules for Smurfy Mech Cards Game
1. Acting Player Sets Distance and Mech: On each players turn, the acting player draws a mech from his deck on his hand.
2. The acting player selects one of the mechs in his hand to use this turn.
3. The acting player selects a combat distance for this turn.
4. Then the reacting player picks a mech from his hand.
5. Subtract the speeds from the slower mech from the faster mech and then the faster mech can add or subtract this difference from the distance declared by the acting player.
6. The acting player declares which weapons he will shoot, and what location he is targeting for.
7. The reacting player declares which weapons he will shoot, and what location he is targeting for.
8. Calculate the damage total on each mech and note them on the card.
At normal range, the weapons deal full damage, at up to max range, weapons deal half damage.
If a section is destroyed, the attacker gets points (1 for arm, 2 for leg, 3 for side torso, 4 for CT, 5 for the Head).
The head can only be attacked if at least two other locations have been destroyed.
(For simplicity's sake, destroyed sections still function normally, and we have no crits.)
9. Then calculate the heat gained (weapon heat - heat sinks) by this. The remaining, undissipated heat is given to the defender. At any point, a defender can spend undissipated heat points to lower the damage he suffered by 5 points per heat point.
10. Each player discards his mech.

When a player has emptied his deck, he reshuffles the discarded cards after resolving the turn.
A player hand is usually 4 - one lance.
The game ends when one played has achieved the agreed upon score. (Suggestion might be #Mechs x 5).

Adanced Rules for ECM, Artemis, BAP, NARC
LRMs and SRMs deal half their damage to two locations, instead of all damage to one location.
Artemis negates this drawback.

When a mech uses ECM, the mech owner chooses where the attacker hits, and negates Artemis.

BAP negates all benefits of ECM.

When a player draws a mech with a Command Console, he can choose to launch his artillery strike. The artillery strike deals 10 damage to all locations on the target mech (except the head). A player has one artillery strike per mech with Command Console (it doesn't matter which of the CC mechs uses the artillery strike).

When a player fires a NARC, he gets a Narc token. When he's attacking, he can declare to use that token and pick one hit location. That location does not benefit from ECM and LRMs and SRMs can focus all damage on that target, even if there is no Artemis.

TAG also generates a token, but it lasts only until the next turn.


Problems? The game Sucks?
Hey, I wrote it within 30 minutes or so between other stuff.
Also, I am not affiliated with Smurfy, so it's not his fault that it sucks so much.
If you want it done better, call Catalyst Lab Games...

#1146 jackal40

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Posted 22 March 2014 - 07:33 AM

I was looking at the costs to upgrade standard LRMs to Aretmis - your page shows the Artemis IV FCS as having no cost, however the game shows the cost at 730,960 c-bills. Thought you might want to update that.

Otherwise you have created a great resource, please keep up the great work!

#1147 Wojtek76

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Posted 22 March 2014 - 08:11 AM

Great job, much more useful than wmo game.
Simple and easy to understand.
Can I suggest you to create the application for android smartphone.
This will be even better.
Thanks

#1148 Almond Brown

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Posted 24 March 2014 - 10:07 AM

Would it be difficult to add in a "Lock-On Time" column for the Missile weapons class. That way the Skills and Modules that reduce those times and are already listed, will have some function as well as computational value. Beyond just noting a >/< 25%.

Example - When looking to get the exact lock-on time for the LRM?? = value, we have the reduction by skill/module value (25%) but lack the base lock on time. Both would provide a means to calculate the "new" LRM?? lock on time.

#1149 Zeede

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Posted 26 March 2014 - 04:01 PM

I have a mech that I'm setting up with two groups of three large lasers each, six total, set to chain fire.

How can I tell if Weaponlab is trying to alpha them (thereby triggering ghost heat) or if it's not counting ghost heat? Is there any way to simulate what I want to do with Weaponlab?

Thanks for the awesome tool, a donation will be on its way shortly :lol:

#1150 Kilad

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Posted 27 March 2014 - 09:41 AM

This is awesome and really helped me decide on my first mech.

#1151 Vimeous

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Posted 03 April 2014 - 02:12 PM

Smurfy you work is invaluable!

One question: I cannot get the mechlab to function correctly in w8/ie11. What am I doing wrong/missing? (w7/ie10 fine)

Issues:
Desktop - mech selector dropdown usable but does not load pages; cannot add/remove items from a mech; armour sections for al but ct squished into single line (suspect hidden behind boxes);
Charm - slow add/remove items; same armour issues.

#1152 Dimitry Matveyev

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Posted 06 April 2014 - 01:02 PM

Smurfy, thank you a lot for a great lab. Very useful tool.

I have a question - when I put 2 LRM20 and 2 LRM10 on mech I get a heat penalty warning in your lab (weapons marked yellow). But when I do the same in the game - I don't. Is it bug in your lab or in the game?

#1153 smurfynet

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Posted 06 April 2014 - 01:29 PM

View PostZeede, on 26 March 2014 - 04:01 PM, said:

How can I tell if Weaponlab is trying to alpha them (thereby triggering ghost heat) or if it's not counting ghost heat? Is there any way to simulate what I want to do with Weaponlab?


The weapon lab does not count ghost heat, yet

View PostAlmond Brown, on 24 March 2014 - 10:07 AM, said:

Would it be difficult to add in a "Lock-On Time" column for the Missile weapons class.


I will take a look at the gamefiles, i think the time is in there, not 100% sure.

View PostVimeous, on 03 April 2014 - 02:12 PM, said:

One question: I cannot get the mechlab to function correctly in w8/ie11. What am I doing wrong/missing? (w7/ie10 fine)


strange i have 8.1 + IE11 myself and everything works just fine (normaly i use FF and Chrome)

View PostDimitry Matveyev, on 06 April 2014 - 01:02 PM, said:

I have a question - when I put 2 LRM20 and 2 LRM10 on mech I get a heat penalty warning in your lab (weapons marked yellow). But when I do the same in the game - I don't. Is it bug in your lab or in the game?


I would go on a limb here, but i would say a bug ingame ;).
The mechlab marks the weapons yellow if they cause heatpenalty counting all weapons of the same heat penalty group. LRM 10 and 20 are in the same so it should cause a penalty if you have more than 2 of either of them alone or combined.

Edited by smurfynet, 06 April 2014 - 01:30 PM.


#1154 Jabilo

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Posted 08 April 2014 - 10:44 AM

Hi!

Thanks of course for your continuing hard work.

Would just like to offer some feedback and ideas.

I noticed that the quirks section did not seem to list the new turning and torso speed quirks (nerfs) for the Highlander and Victor:

Mech Tuning
Highlander HGN-732, HGN-733, HGN-733P, and HGN-HM torso movement speed changed from default to -10%.
Highlander HGN-733C and HGN-733C© torso movement speed changed from +5% to default.
All Victor variants' turning speed and torso movement speed changed from default to -20%.
All Victor variants' arm movement speed changed from default to -10%.

It occurred to me that as the quirks applied to every variant in the chassis type that this is why they are not listed.

Of course it would be really helpful though to know that these quirks exists and that the turn and torso speeds are slower than other mechs of the same tonnage - for example the Awesome.

Could quirks be displayed in a different way so this is clearer?

For example could every category be represented on the top line with what the turns speeds etc. would be for a default chassis of that tonnage, and then list the differences against each variant?

Just a thought. If you were a new player it would be really helpful to know that a Victor turns slower than an Awesome, but this would not be clear from the site currently.

I personally believe that quirks will be a bigger part of the game, with more chassis having quirks and even the type of quirks increasing (weapon quirks etc.)

If this happens I think that an improved quirk reference section would be great. Maybe even a completely separate "quirk history" page showing the dates that different quirks were introduced to different chassis' and variants.

Maybe you could even do a "compare variant" function like you get on some shopping sites. You could select two different mechs and click compare and then you would go to a screen showing the differences in their vital statistics.

Thanks again for the great site.

Edited by Jabilo, 08 April 2014 - 10:49 AM.


#1155 smurfynet

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Posted 10 April 2014 - 11:44 PM

View PostJabilo, on 08 April 2014 - 10:44 AM, said:

Hi!


thanks for your great feedback, about the mech quirks. yea i know what you mean, but i'm not sure how well this will work. except for medium mechs there are not many different chassis with the same tonnage.

I'm not really sure how to calculate the base values. but i will try to alter the code at my dev environment and have a look how it would look like if i calculate the base value over all chassis with the same tonnage.

#1156 Daith

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Posted 11 April 2014 - 06:06 AM

thx, nice page!

#1157 arghmace

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Posted 16 April 2014 - 08:44 AM

The new SHD variants are supposed to have +25% torso twist and +5% turn speed quirks. Do you get the quirk listing from data files as well? If so, then the patch notes are wrong, I guess.

#1158 ApolloKaras

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Posted 16 April 2014 - 10:19 AM

View Postarghmace, on 16 April 2014 - 08:44 AM, said:

The new SHD variants are supposed to have +25% torso twist and +5% turn speed quirks. Do you get the quirk listing from data files as well? If so, then the patch notes are wrong, I guess.


I was just about to post that lol

#1159 smurfynet

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Posted 16 April 2014 - 10:37 AM

View Postarghmace, on 16 April 2014 - 08:44 AM, said:

The new SHD variants are supposed to have +25% torso twist and +5% turn speed quirks. Do you get the quirk listing from data files as well? If so, then the patch notes are wrong, I guess.

View PostSaxie, on 16 April 2014 - 10:19 AM, said:

I was just about to post that lol


as Jabilo already asked, the quirks on my site are relative to all variants of one chassie. All Shadow Hawks have the +25% torso twist and +5% turn speed quirk so nothing gets displayed.

The thing is, the quirks itself are not in the gamefiles. I calculate the base values and then compare them with per variant.

Jabilo suggested (i did not had time to test it) to calculate the base value based on all variants of all chassies with the same tonnage instead of all variants per chassie.

#1160 arghmace

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Posted 16 April 2014 - 11:47 AM

View Postsmurfynet, on 16 April 2014 - 10:37 AM, said:

All Shadow Hawks have the +25% torso twist and +5% turn speed quirk so nothing gets displayed.


Wow, I didn't know they all have those quirks. Thanks for a prompt reply!





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