

Online Mechlab, Maps, Stats And Data
#761
Posted 06 May 2013 - 03:58 AM
yepp i saw that on mechspecs too, thanks for posting it here. yea i understand the problem.
Will be fixed.
#762
Posted 06 May 2013 - 08:06 AM
New Grids seem to have broken up squares into 4 but your site is still using the old system.
Was always curious why you did Heat as a percentage compared to the in game method if you have the time to answer this.
#763
Posted 07 May 2013 - 10:36 AM
* Added Jenner F© - no price yet
* Added Missery (Stalker hero)
* Fixed MG sustained dps
* Fixed error with stock vs. loadout pricing calculation
* Hopfully found correct formula for map grids
* Missile Tubes are now manually set and corrected (i hope i got every tube correctly counted)
Edited by smurfynet, 07 May 2013 - 10:38 AM.
#764
Posted 07 May 2013 - 09:31 PM
smurfynet, on 07 May 2013 - 10:36 AM, said:
The highlander missile tubes are still off, on your website they should say the maximum possible on the mech since anything below will just change visually and not matter but people need to know if they can put a lrm 20 in it and a lrm 10 then have 20 tubes change to 30. There are also bugs i think with some mechs and the amount of missile tubes, since the cplt-A1 has only 15 tubes on each arm right? Well i have seen it fire 6 srm6 in an alpha with no 2nd burst of 3 missiles, so i am guessing this is either a bug or intended even though other mechs with a set missile tube limit does not allow for more missiles to be alpha'd out of it.
Well i was trying to get someone to help me get a screenshot for proof but they kind of logged off, anyway just have someone with any 733 chassis put lrm 10 in left arm and lrm 20 with lrm 10 in left torso and you will see what i mean, it visually changes from stock amount. Just like how the ballistics hardpoint visually changes if a gauss rifle or ac20 is in it. I know the jager has the ballistic visual update as well but i am not sure if the JM6-A missile tubes change from 15 if anything else is put in there so someone can check that as well.
#765
Posted 07 May 2013 - 11:33 PM
Und3rSc0re, on 07 May 2013 - 09:31 PM, said:
I'm sure you are right and i can test the 733 (i think i own it) but i currently dont play mwo, because i have a really strange bug with movement (or i just remember it wrong).
I will keep the site updated anyway and have still some cbills to buy new mechs if i need values (like the price for the assault jump jets)
I'm always happy if i get feedback / infos like from you and i can correct the missile tube count on the mechs.
Phil
#766
Posted 08 May 2013 - 05:41 AM
http://mwomercs.com/...atapult/cplt-c4
#767
Posted 08 May 2013 - 11:55 AM
smurfynet, on 07 May 2013 - 11:33 PM, said:
I will keep the site updated anyway and have still some cbills to buy new mechs if i need values (like the price for the assault jump jets)
I'm always happy if i get feedback / infos like from you and i can correct the missile tube count on the mechs.
Phil
Oh no! Maybe upcoming patches will fix it.
#769
Posted 09 May 2013 - 06:48 AM
Thontor, on 08 May 2013 - 05:25 PM, said:
By the way, use Endo steel before Ferro fibrous, if you are only going to use one of the upgrades, you will get more tonnage out of Endo Steel. Only use Ferro fibrous if you already have Endo steel and still have enough free critical slots.
Ferro fibrous only saves you 1.62 tons, Endo steel would save you 3.5 tons.
Thanks for the advice, it looks like the tonnage counter needs to be more accurate assuming the same thing happens in MWO.
#770
Posted 09 May 2013 - 08:34 AM
Eventho alltogether it looks like 20 tubes, just like all together a X-5 looks like 4 tubes its only 2-tube per missle point.
In short it should read 2m(10).
#771
Posted 09 May 2013 - 09:26 AM
Utilyan, on 09 May 2013 - 08:34 AM, said:
i understand what you mean, but i think its harder to get the full amount that way. take the atlas d-dc for example it has 6 + 10 slots. i could display it like 2m(10, 6) or in your example 2m(10, 10), i had that in the beginning, but this is just to long. especially for mechs with 3 missile slots.
BFett said:
Ingame the rounding is a bit strange

Edited by smurfynet, 09 May 2013 - 09:29 AM.
#772
Posted 09 May 2013 - 09:55 AM
If I've got a Gauss Rifle, 2 SRM launchers and an AMS, I don't really need to have machinegun ammo filling up that window.
#773
Posted 09 May 2013 - 10:03 AM
smurfynet, on 09 May 2013 - 09:26 AM, said:
i understand what you mean, but i think its harder to get the full amount that way. take the atlas d-dc for example it has 6 + 10 slots. i could display it like 2m(10, 6) or in your example 2m(10, 10), i had that in the beginning, but this is just to long. especially for mechs with 3 missile slots.
Ingame the rounding is a bit strange

I went ahead and took an atlas for a ride AS7-D which also has a cosmetic lrm 10 and a srm 6. 6+10,
But in reality its just a 2m(10) If I load a lrm 15, its two waves 10 first then 5. If I load 2 10LRMS they all shoot at once. I think the theory wouldn't be too far off of having the tubes of the highest missle count stock weapon. Maybe a dev could let you in on the secrets...

Cosmeticly you are correct.
In short a Atlas AS7-D missles should read 2m(10).
Btw your site is awsome.
#774
Posted 11 May 2013 - 11:57 AM
#775
Posted 12 May 2013 - 09:21 AM
Utilyan, on 09 May 2013 - 10:03 AM, said:
If a Mech comes stock with both LRMs & SRMs/SSRMs in the same location, like the AS7-D's Left Torso, they will use those specific ports to fire from. So as you said the AS7-D has specifically 10 LRM tubes, and 6 SRM tubes.
#776
Posted 13 May 2013 - 05:28 AM
Grey Ghost, on 12 May 2013 - 09:21 AM, said:
Cosmeticly in looks......it has a 10 and a 6.
"Mechanicly" game wise, it doesn't.
Simply see it for yourself. Grab AS7-D load 2 LRM 10s. Fire it , look it shoots twenty missles, one wave, one shot.......
If there was ony 16 tubes all together it would have shot 16 first then 4. If you load 2 lrm 10s it shoots all 20 at once.
If I pop in a LRM20 Even though it has 2 missle ports with 10 tubes each.......its going to shoot it in 2 waves. SAME if I pop in a LRM 15.
Everyones math here is absolutely correct, You think to yourself ok theres 1 lrm 10 tube, and one srm 6 tube. ok all together thats 16 tubes.
BUT on the field it would absolutely positively 100% WRONG. its 2 missle ports independantly set to 10 tubes each.
IN SHORT........ 2 missle hardpoints, ten tubes each. 2m(10)
Grab a LRM 15 put on atlas, shoot.....it goes Whoosh- whoosh twice. first to shoot 10 missles then to shoot 5. if it really had 16 tubes you would just hear and see one whoosh.
Next grab 2 Lrm 10s put on atlas, shoot..... it goes whoosh ONCE, shoot ALL twenty missles at once. Why? Because there are 2 missles ports.........10 tubes each.

If I had a make believe mech with 10 missle hard points on one spot and each had 5 tubes. Even though all together mathwise thats 50 missle tubes. If I load a LRM 20 its goint to shoot it out in 4 waves/salvos out of just 5 tubes.
Edited by Utilyan, 13 May 2013 - 05:28 AM.
#777
Posted 13 May 2013 - 06:56 AM
Utilyan, on 13 May 2013 - 05:28 AM, said:
I understand what you are saying and what do you think how should we display the data in a matter that everyone will understand / know what the data means.
I only come to the following possibilities:
1. Remove the missile tubes count altogether, its to complicated for 90% of the users
2. Display the values separate from each other, like 2m (10, 6)
3. Still separate but xtimes the max amount you can fire in one whooosh 2m (10, 10) or 2m (10x2)
4. ??
Phil
Edited by smurfynet, 13 May 2013 - 06:56 AM.
#778
Posted 13 May 2013 - 09:36 AM
smurfynet, on 13 May 2013 - 06:56 AM, said:
Suggestion: "maximum damage until shutdown" counter.
Right now you see the following related metrics (sample Jagermech with 4 AC2s):
Max sustained DPS 4.00
Max DPS 16.00
Would be nice to see how much damage I can deal @ 16 DPS until shutdown.
You can accomodate it together with Max DPS, for example:
max XX.XX @ Y.Y seconds = ZZZ
Edited by Neolisk, 13 May 2013 - 09:36 AM.
#779
Posted 13 May 2013 - 12:49 PM
smurfynet, on 13 May 2013 - 06:56 AM, said:
I only come to the following possibilities:
1. Remove the missile tubes count altogether, its to complicated for 90% of the users
2. Display the values separate from each other, like 2m (10, 6)
3. Still separate but xtimes the max amount you can fire in one whooosh 2m (10, 10) or 2m (10x2)
4. ??
Phil
All you need is one value.
The way you have them listed is perfect, only change is you list the maximum fired per missle hard point. When you say 2m(10) its understood there is 2 missle hardpoints each has 10 tubes.
I haven't ran into a mech with differ amounts on the same section.
In the case of the atlas its 2m(10). There is no "6-tube" on that atlas. When you have a value next to each other like 2m(10) in math its already assumed to mean 2 x m x (10). You don't have to write (10x2) or (10,10). You're already multiplying with that first #2.
If a mech had 2 differ value missle hard points it would make sense to do the (10,6), but that doesn't exist at least on those 2 mechs I mentioned, I seriously doubt you'll find 2 differ values in the same section of any mech. I bet they all simply take the value of the highest "tube" count of that particular body part.
#780
Posted 15 May 2013 - 12:38 PM
Utilyan, on 13 May 2013 - 05:28 AM, said:
What I said about the tubes had nothing to do with salvo mechanics of LRM20 versus LRM10 etcetera.
Missile ports in this game apparently follow two rules.
1. The origin point for launching.
2. The limit for how many missiles that can be fired each salvo per each missile launcher. (but not as a whole)
In the case of the AS7-D LRM's will always fire from it's 10 LRM missile ports. So a LRM20&15 will need to fire in two waves (salvo) because they are larger. However, 2 LRM10's will fire simultaneously because they are individually equal to the number of missile ports.
MW:O sets limits per individual missile launchers, but ignores them as a whole. Which is why 2 SRM4 in a JR7-D fire simultaneously (4 missile ports), but one SRM6 fires in two waves. It's nonsensical, but that is just the way it is.
I think the reason they haven't put limits on launchers as a whole in regards to ports, is eventually they want to make all changes to a Mechs configuration change the physical appearance as well. That's just my optimistic guess though.
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