Jump to content

Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

1768 replies to this topic

#761 smurfynet

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 403 posts

Posted 06 May 2013 - 03:58 AM

MG sus DPS

yepp i saw that on mechspecs too, thanks for posting it here. yea i understand the problem.
Will be fixed.

#762 Wildstreak

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 5,154 posts

Posted 06 May 2013 - 08:06 AM

Will there be a change to the maps with the new Grid system in game?
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 smurfynet

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 403 posts

Posted 07 May 2013 - 10:36 AM

New Version live with the following changes:

* 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 Und3rSc0re

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 225 posts

Posted 07 May 2013 - 09:31 PM

View Postsmurfynet, on 07 May 2013 - 10:36 AM, said:

* Missile Tubes are now manually set and corrected (i hope i got every tube correctly counted)


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 smurfynet

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 403 posts

Posted 07 May 2013 - 11:33 PM

View PostUnd3rSc0re, on 07 May 2013 - 09:31 PM, said:

Missiletubes


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 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 08 May 2013 - 05:41 AM

If I go by this pic... the Catapult-C4 has 21 missile tubes..
http://mwomercs.com/...atapult/cplt-c4

#767 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,487 posts
  • LocationParanoiaville

Posted 08 May 2013 - 11:55 AM

View Postsmurfynet, on 07 May 2013 - 11:33 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

Oh no! Maybe upcoming patches will fix it.

#768 BFett

    Member

  • PipPipPipPipPipPipPip
  • 751 posts
  • LocationA galaxy far far away...

Posted 08 May 2013 - 04:34 PM

I was playing around with the AWS-8T and for some reason it won't let me add 1 more ton of ammo to the mech without me taking 1 point of armor off the mech and then placing the ammo. Is this a bug or am I missing something?

#769 BFett

    Member

  • PipPipPipPipPipPipPip
  • 751 posts
  • LocationA galaxy far far away...

Posted 09 May 2013 - 06:48 AM

View PostThontor, on 08 May 2013 - 05:25 PM, said:

That's because you are using Ferro Fibrous which is 35.84 points per ton. Your 484 points of armor comes out to 13.504 tons, meaning you actually have 0.996 tons free, not 1.00... But since free tonnage is rounded to the nearest 100th, it shows as 1.00 tons free.

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 Utilyan

    Member

  • PipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 1,252 posts

Posted 09 May 2013 - 08:34 AM

Mr. smurfy. The hunchback-J has 2 missle hard points only 10 tubes each.

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 smurfynet

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 403 posts

Posted 09 May 2013 - 09:26 AM

View PostUtilyan, on 09 May 2013 - 08:34 AM, said:

In short it should read 2m(10).


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:

Thanks for the advice, it looks like the tonnage counter needs to be more accurate assuming the same thing happens in MWO.


Ingame the rounding is a bit strange ;), i will try different method in fixing the rounding issue.

Edited by smurfynet, 09 May 2013 - 09:29 AM.


#772 Padic

    Member

  • PipPipPipPipPipPip
  • 391 posts
  • LocationColorado

Posted 09 May 2013 - 09:55 AM

I'm sure this is in your backlog, but one enhancement I'd like to suggest is the ability to filter ammo-types based on the current loadout of the mech.

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 Utilyan

    Member

  • PipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 1,252 posts

Posted 09 May 2013 - 10:03 AM

View Postsmurfynet, 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 will try different method in fixing the rounding issue.



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... :blink:

Cosmeticly you are correct.

In short a Atlas AS7-D missles should read 2m(10).

Btw your site is awsome.

#774 00meat

    Member

  • Pip
  • Survivor
  • Survivor
  • 12 posts
  • LocationUnited States

Posted 11 May 2013 - 11:57 AM

Dose the smurfylab factor fast fire into dps? It doesn't seem like it changes when you click the check mark for elite level skills.

#775 Grey Ghost

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 661 posts

Posted 12 May 2013 - 09:21 AM

View PostUtilyan, on 09 May 2013 - 10:03 AM, said:

missile stuff

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 Utilyan

    Member

  • PipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 1,252 posts

Posted 13 May 2013 - 05:28 AM

View PostGrey Ghost, on 12 May 2013 - 09:21 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.




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 smurfynet

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 403 posts

Posted 13 May 2013 - 06:56 AM

View PostUtilyan, on 13 May 2013 - 05:28 AM, said:

Detail description of missile tubes.


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 Neolisk

    Member

  • PipPipPipPipPipPipPip
  • 547 posts
  • LocationMississauga, ON

Posted 13 May 2013 - 09:36 AM

View Postsmurfynet, on 13 May 2013 - 06:56 AM, said:

Phil

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 Utilyan

    Member

  • PipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 1,252 posts

Posted 13 May 2013 - 12:49 PM

View Postsmurfynet, on 13 May 2013 - 06:56 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


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 Grey Ghost

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 661 posts

Posted 15 May 2013 - 12:38 PM

View PostUtilyan, on 13 May 2013 - 05:28 AM, said:

Bunch of missle stuff

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.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users