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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

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#1481 Deathlike

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Posted 28 November 2014 - 12:35 PM

Hey smurfy... I like recent updates to the interface.

I wonder if you are to add "quirks" to the mechlab builder part somehow.

For instance, when you select the omnipods, it would show the quirks in your selection. The CT would have something you would hover over (like "fixed omnipod") and get the info that way.

So, when you see the loadout on the left side, it would show all the combined quirks (through omnipods or otherwise).

Also, if the quirk behavior would be applied to the torso twist+arm speed info... including the basic/doubled efficiencies... that would be greatly appreciated. I'm not show how one would show it other than a "before and after quirks" type of deal...

One bug.. that I believe you are aware of. When you have something like the Griffin and apply Twist X (Elited), the picture doesn't look right compared to the game. It happens the other mechs as well that get > 180 degree torso twist.

Some of the omnipod quirks actually increase the torso twist radius (Kitfox and Mist Lynx have this behavior), so it would be nice to see what that would look like with those quirks.

Thanks for your time, and if you get the chance to update the Warhawk C-bill values (was released this week), that would be awesome too.

Edited by Deathlike, 28 November 2014 - 12:35 PM.


#1482 Summon3r

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Posted 02 December 2014 - 04:27 PM

if im missing this i apologize for the post.... but can the lab please please have the option to add modules especially cooldown modules to reflect dps?

thx for all the work you put into this!

#1483 BigZach

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Posted 03 December 2014 - 10:05 AM

View PostSummon3r, on 02 December 2014 - 04:27 PM, said:

if im missing this i apologize for the post.... but can the lab please please have the option to add modules especially cooldown modules to reflect dps?

thx for all the work you put into this!


It should reflect heat efficiency too :-)

#1484 Kin3ticX

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Posted 05 December 2014 - 06:31 PM

is there an experimental page where we can build whatever mech we want within the crit slots?

#1485 OznerpaG

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Posted 06 December 2014 - 03:21 AM

View PostKin3ticX, on 05 December 2014 - 06:31 PM, said:

is there an experimental page where we can build whatever mech we want within the crit slots?


a completely wide open mechlab? interesting idea actuality - be nice to preview designs that havn't been released yet

#1486 Kin3ticX

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Posted 06 December 2014 - 01:17 PM

View PostJagdFlanker, on 06 December 2014 - 03:21 AM, said:


a completely wide open mechlab? interesting idea actuality - be nice to preview designs that havn't been released yet


Yeah I wanted to try to build a Kingcrab with 2xGauss, 2xERLL, and 2xSRM-4s w/ a STD300

-or-

2xGauss, 2xLPL, 2xSRM-6 w/ a XL300

but not sure if it would fit within the tonnage not to mention no solid idea of hardpoints

#1487 CrushLibs

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Posted 08 December 2014 - 02:33 PM

The CLAN UAC-5 is 3 slots but when you drag it to the mech its showing up as 4 slots like the UAC-10.

Might want to fix that.

#1488 Kin3ticX

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Posted 08 December 2014 - 02:40 PM

View PostCrushLibs, on 08 December 2014 - 02:33 PM, said:

The CLAN UAC-5 is 3 slots but when you drag it to the mech its showing up as 4 slots like the UAC-10.

Might want to fix that.


I can't reproduce this. You must be mixed up with AC5/LB5-X

Edited by Kin3ticX, 08 December 2014 - 02:42 PM.


#1489 CrushLibs

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Posted 08 December 2014 - 04:17 PM

http://mwo.smurfy-ne...0e9cb7e68b04f98

Yes I did **derp*

Edited by CrushLibs, 08 December 2014 - 04:18 PM.


#1490 Kmieciu

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Posted 08 December 2014 - 11:30 PM

I bet when Smurfy finally integrates quirks and modules into DPS calculations we'll see a whole lot of Dragons on the battlefield :-)

#1491 Jody Von Jedi

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Posted 12 December 2014 - 12:49 PM

Any plans to add the 2 new CW maps, Boreal Vault and Sulfurous Rift, to Smurfy?

#1492 BigZach

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Posted 15 December 2014 - 10:22 AM

View PostJody Von Jedi, on 12 December 2014 - 12:49 PM, said:

Any plans to add the 2 new CW maps, Boreal Vault and Sulfurous Rift, to Smurfy?


They're on the site now.

#1493 smurfynet

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Posted 15 December 2014 - 10:27 AM

View PostBigZach, on 15 December 2014 - 10:22 AM, said:


They're on the site now.


yea i added the feature on the same day, or to be correct, i integrated the rendering beforehand, but i changed the door and generator icon that day and updated the gamefiles to the latest production so the mapdata itself is present.

Phil

#1494 Deathlike

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Posted 15 December 2014 - 06:55 PM

Hey smurfy,

If you could put up the C-bill prices on the Masakari variants, that would be greatly appreciated.

Thanks.

#1495 Keisuke Nagisa

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Posted 20 December 2014 - 10:10 PM

Not sure if this has been asked but are there plans to incorporate modules and quirks into the mechlab and have the stats reflect them?

#1496 smurfynet

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Posted 21 December 2014 - 06:31 AM

View PostKeisuke Nagisa, on 20 December 2014 - 10:10 PM, said:

Not sure if this has been asked but are there plans to incorporate modules and quirks into the mechlab and have the stats reflect them?


Hi,

yes it has been asked before and answered too :)

I'm currently rewriting the complete mechlab, weaponlab and mechbay.
Main goal is to support the quirks and years to come. The original mechlab was written 2 years ago.

I already rewrote the mechlab part, performance is much better, but i need to rewrite the weaponlab and mechbay too.

I also working on some improvements and a bit of a new layout (mockups posted before).
All quirks related stuff is also not yet implemented. (Except i now have the quirkdata available and now i need to actually use it)

Weaponlab needs also an overhaul, but i'm not sure what to improve except using the quirk data.

Phil

#1497 Grey Ghost

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Posted 21 December 2014 - 01:08 PM

View Postsmurfynet, on 21 December 2014 - 06:31 AM, said:

Weaponlab needs also an overhaul, but i'm not sure what to improve except using the quirk data.

Is the "Fast Fire" -5% cooldown included in the "Elite mech skill level unlocked" toggle? I suppose a Ghost heat toggle might be helpful to some as well.

#1498 Throe

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Posted 24 December 2014 - 10:36 AM

Just wanted to drop you a note that the JJ change to the Timber Wolf -S is not visible in the 'Mech list. It shows all variants of the TBR as having no jump jets. The TBR-S has 5 jump jets permanently installed in it's omnipods.

#1499 Deathlike

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Posted 24 December 2014 - 12:35 PM

Hey smurfy, when you get the chance, could you update using the latest (Dec 22 patch) data?

They buffed the health of the 3 gun gens and the Omega gun gen, so that changes things.

BTW, are you going to build a map with the planet data? If not, it would be awesome if you could link to the website that has that implemented (because, some of us have nothing better to do :P ).

While you're at it... get the Masakari C-bill data whenever you can.

Thanks smurfy.

Edited by Deathlike, 24 December 2014 - 12:35 PM.


#1500 smurfynet

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Posted 24 December 2014 - 12:42 PM

View PostThroet, on 24 December 2014 - 10:36 AM, said:

Just wanted to drop you a note that the JJ change to the Timber Wolf -S is not visible in the 'Mech list. It shows all variants of the TBR as having no jump jets. The TBR-S has 5 jump jets permanently installed in it's omnipods.


currently the mech list does not list jj granted by the stock loadout. But i will try to add them too.

View PostDeathlike, on 24 December 2014 - 12:35 PM, said:

Hey smurfy, when you get the chance, could you update using the latest (Dec 22 patch) data?

They buffed the health of the 3 gun gens and the Omega gun gen, so that changes things.

BTW, are you going to build a map with the planet data? If not, it would be awesome if you could link to the website that has that implemented (because, some of us have nothing better to do :P ).

While you're at it... get the Masakari C-bill data whenever you can.


I will update the patch data tomorrow and recheck all cbill/mc prices and update as needed.

About CW yes, i plan to add a CW section with map and other features as-well. I worked 3 nights a ~8 to 12h on the mechlab rewrite so i had not much time for the CW stuff.





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