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smurfy mechlab guide

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#1281 smurfynet

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Posted 18 June 2014 - 03:04 AM

View PostBladeXXL, on 18 June 2014 - 02:31 AM, said:

Miiiiiip ... still having no hardpoints shown with IE8 - only header blocks (mechpart including armor) are visible!
Seems like the data isn't loading...


found the bug, will fix it probably tomorrow and do some more IE 8 tests as-well

#1282 VIPER2207

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Posted 18 June 2014 - 03:49 AM

i may be wrong on this one (don't remember exactly, to be honest, and can't find the value in the patchnotes), but isn't the CERPPC dealing 15 damage? 10 to the specific spot hit, and 2.5 to each of the both areas right next to the hitten one? Like 10 to the CT (direct hit) and 2.5 to each side torso?
It shows 10 damage in the mechlab, resulting in a wrong firepower-value.
If i'm wrong, please correct me and forget what i said :)

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#1283 Marauder MKII

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Posted 18 June 2014 - 03:56 AM

http://mwo.smurfy-net.de/
C- AC5 DPS 2.78
C-UAC5 DPS 3.01 (Like a IS)
All simple cannons clans and Ultra cannons have different DPS. This is as it should be?

#1284 VIPER2207

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Posted 18 June 2014 - 04:04 AM

View PostMarauder MKII, on 18 June 2014 - 03:56 AM, said:

http://mwo.smurfy-net.de/
C- AC5 DPS 2.78
C-UAC5 DPS 3.01 (Like a IS)
All simple cannons clans and Ultra cannons have different DPS. This is as it should be?


sounds reasonable to me...
taking the double-fire-mechanic, the jam-rate and the time to unjam into calculation, you could get to such numbers i think. More shots in the same time = more DPS

#1285 smurfynet

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Posted 18 June 2014 - 04:10 AM

View PostVIPER2207, on 18 June 2014 - 03:49 AM, said:

i may be wrong on this one (don't remember exactly, to be honest, and can't find the value in the patchnotes), but isn't the CERPPC dealing 15 damage? 10 to the specific spot hit, and 2.5 to each of the both areas right next to the hitten one? Like 10 to the CT (direct hit) and 2.5 to each side torso?

View PostMarauder MKII, on 18 June 2014 - 03:56 AM, said:

C- AC5 DPS 2.78
C-UAC5 DPS 3.01 (Like a IS)
All simple cannons clans and Ultra cannons have different DPS. This is as it should be?



First of i did not have a too close look at the weapons and stuff. main todo was the mechs and there where fixes for ammo (to support 1/2 ammos).

About the CERPPC yes there is a "splashPercent" value in the gamefiles i do not yet use. But i'm not sure about if i should add that to the firepower as-well, because it splashes to the other components only if they exists. If you shoot an arm the weapon only does 12.5 damage :)

About the auto cannons, with clan, the Ultra variants have a lower cooldown than their non Ultra counterparts.

#1286 VIPER2207

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Posted 18 June 2014 - 04:16 AM

View Postsmurfynet, on 18 June 2014 - 04:10 AM, said:

About the CERPPC yes there is a "splashPercent" value in the gamefiles i do not yet use. But i'm not sure about if i should add that to the firepower as-well, because it splashes to the other components only if they exists. If you shoot an arm the weapon only does 12.5 damage :)


while that is completely true, the same goes for all LBX and missile-weapons... if parts of your volley miss, not the whole damage will be delivered, but you are showing the full damage in your mechlab. i admit, doing something like "i will only display uhm... let's say 75% of the damage because you could miss parts of the volley) would be silly, but the same goes for the cerppc. in my opinion, only showing 66% of the damage because you COULD hit an arm or a leg and some of your damage will vanish, that's not the best solution.
again, that's only my opinion, but i feel like it should show 15 damage.

edit: typo

Edited by VIPER2207, 18 June 2014 - 04:17 AM.


#1287 Lupin

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Posted 18 June 2014 - 04:19 AM

View Postsmurfynet, on 17 June 2014 - 11:42 PM, said:


the kitfox chassis has an omnipod with ECM, but no stock configuration has it. (so all kitfox variant have the possibility to equip ECM)
Later this week i will add a listing of all omnipods to my site which "looks" quite like the mech listing itself but there are more omnipod sets than variants for the clan chassis.


Thanks for the information, look forward to update.
Little hard to follow Clan configs as not made very clear in game, and god help you trying to find it in UI 2.0.

#1288 Wintersdark

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Posted 18 June 2014 - 04:39 AM

View Postsmurfynet, on 18 June 2014 - 04:10 AM, said:




First of i did not have a too close look at the weapons and stuff. main todo was the mechs and there where fixes for ammo (to support 1/2 ammos).

About the CERPPC yes there is a "splashPercent" value in the gamefiles i do not yet use. But i'm not sure about if i should add that to the firepower as-well, because it splashes to the other components only if they exists. If you shoot an arm the weapon only does 12.5 damage :)

About the auto cannons, with clan, the Ultra variants have a lower cooldown than their non Ultra counterparts.
the ultra ACAS have a shorter cool down because the cool down doesn't start until the end of the burst. Resultant DPS should be the same.

#1289 TercieI

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Posted 18 June 2014 - 04:43 AM

View Postsmurfynet, on 17 June 2014 - 10:36 PM, said:

Ok all reported bugs are fixed now. Only BIG thing missing is the arm accurators.
And ofc there are a lot of other stuff :) here my internal todo:
  • FEATURE - manually collect all pricing infos of the clan mechs


I can do this one. If you have a list, I'd be happy to fill it in. PM me if that's useful to you.

#1290 ArcDemon

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Posted 18 June 2014 - 05:21 AM

I found a minor bug in which the number of available slots is ignored, allowing invalid builds. Tested in FireFox and Chrome.

Example build is here:
http://mwo.smurfy-ne...899c876fb4ceb39

The above would be valid if this was an UrbanMech, but since it's a Spider chasis there are arm and hand acutators which should be using up the 2 critical slots needed for the jump jets. If you remove any component and look at the number of available slots you'll see this is the case (for example if you remove a heatsink the available slots will remain 0, you'll need to remove 3 in order to free up 1 slot).

The bug occured when I assembled everything else first and added the engine last. It seems you can add an XL engine without the required 12 slots available. With a bit of experimenting I found that you need at least 9 slots available to mount an XL engine - I'm guessing there is a typo and only the right or left torso slots required for the XL engine are being checked.

#1291 evilC

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Posted 18 June 2014 - 08:42 AM

BTW, from what I can tell, there is a "Duration" on C-UACs.

I do not have any clan mechs myself, but I talked a team mate through setting up my Fire Control macro, and from these tests it seems that the C-UAC5 takes 250ms to fire it's volley.
The "double tap" window seems to start from the time the LAST projectile clears the breach.
In other words, firing 3xUAC5 in chain fire @ 550ms will cause jams. You need to fire @ ~700ms to avoid jams.

I am currently not sure about when the Ghost Heat window kicks in (ie timed from first or last shot).

Edited by evilC, 18 June 2014 - 08:43 AM.


#1292 Bigbacon

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Posted 18 June 2014 - 09:58 AM

not sure if said yet but
C-AC/10 1/2 ton ammo shows as 28 rounds and not 30.

#1293 smurfynet

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Posted 18 June 2014 - 02:10 PM

View PostArcDemon, on 18 June 2014 - 05:21 AM, said:

I found a minor bug in which the number of available slots is ignored, allowing invalid builds. Tested in FireFox and Chrome.


thank you, it seams this was a long outstanding bug :) I fixed it on my dev environment and rollout an patch tomorrow.

Problem was that in the overall freeslots check it only checkes for one 6 + 3 instead of 6 + 3 * 2

View PostevilC, on 18 June 2014 - 08:42 AM, said:

BTW, from what I can tell, there is a "Duration" on C-UACs.


i will have a look at the weapon stats in more detail in a couple of days, thank your for your infos

View PostBigbacon, on 18 June 2014 - 09:58 AM, said:

C-AC/10 1/2 ton ammo shows as 28 rounds and not 30.


youre right, 60 / 2 = 30, but even this is true the shots in the C-AC/10 1/2 box are only 28.
Not sure why PGI did that but i guess because to encorage you to use the full box :lol:
More dramatic is with the CAC5 Box. 35 vs 15 , I validated the values with in game.

#1294 Wintersdark

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Posted 18 June 2014 - 02:37 PM

Ghost heat _should_ count from the trigger pull if its consistent with how lasers and missiles work, and I'd expect that.

Burst times seem to be roughly 250ms across all the autocannons - well, I haven't tried 2's but I've used the others together frequently. Cool down doesn't start till after the burst, as per beams and missiles.

#1295 Bigbacon

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Posted 19 June 2014 - 08:02 AM

View Postsmurfynet, on 18 June 2014 - 02:10 PM, said:


thank you, it seams this was a long outstanding bug :) I fixed it on my dev environment and rollout an patch tomorrow.

Problem was that in the overall freeslots check it only checkes for one 6 + 3 instead of 6 + 3 * 2



i will have a look at the weapon stats in more detail in a couple of days, thank your for your infos



youre right, 60 / 2 = 30, but even this is true the shots in the C-AC/10 1/2 box are only 28.
Not sure why PGI did that but i guess because to encorage you to use the full box :lol:
More dramatic is with the CAC5 Box. 35 vs 15 , I validated the values with in game.


that is some common core math right there......

#1296 Grey Ghost

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Posted 19 June 2014 - 07:29 PM

Timber Wolf-S's center torso is missing it's +1 Jump Jet slot. The stock build even loads with it missing with 1 ton free, and the max showing as 4.

#1297 Jaroth Corbett

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Posted 20 June 2014 - 03:23 AM

Hey smurfy something seems to be wrong with your site building clan mechs. I can get builds to work in the outreach mechlab but not yours. I tried copying over my builds last night but some of them were not going through. Has anyone else reported a problem like that? I used both Firefox & Chrome.

Edited by Jaroth Corbett, 20 June 2014 - 03:24 AM.


#1298 smurfynet

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Posted 20 June 2014 - 03:28 AM

View PostGrey Ghost, on 19 June 2014 - 07:29 PM, said:

Timber Wolf-S's center torso is missing it's +1 Jump Jet slot. The stock build even loads with it missing with 1 ton free, and the max showing as 4.


thanks, will fix that today and rollout an update too.

View PostJaroth Corbett, on 20 June 2014 - 03:23 AM, said:

Hey smurfy something seems to be wrong with your site building clan mechs. I can get builds to work in the outreach mechlab but not yours. I tried copying over my builds last night but some of them were not going through. Has anyone else reported a problem like that? I used both Firefox & Chrome.


Can you provide me with more info about what is bugging? I think i fixed almost all bugs (Except the one GreyGhost posted and support for arm actuators which is not too bad because it gives you more slots. )
Links to the builds would be useful too.

#1299 Jaroth Corbett

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Posted 20 June 2014 - 04:00 AM

OK I will go through them.

EDIT: OK the first one I went through, it appears the problem is on the Outreach site & not yours. Sorry. :angry:

Looking at the others now.

Edited by Jaroth Corbett, 20 June 2014 - 04:05 AM.


#1300 smurfynet

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Posted 20 June 2014 - 04:08 AM

View PostJaroth Corbett, on 20 June 2014 - 04:00 AM, said:

OK I will go through them.

EDIT: OK the first one I went through, it appears the problem is on the Outreach site & not yours. Sorry. :angry:

Looking at the others now.


hm based on the screenshots (game vs. mysite), it looks like that my site says 0.96 tons free, while in game there are more free. I will take a look at it.





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