


Online Mechlab, Maps, Stats And Data
#561
Posted 18 February 2013 - 02:48 PM

#562
Posted 18 February 2013 - 09:59 PM
#563
Posted 19 February 2013 - 07:48 AM
#564
Posted 19 February 2013 - 10:22 AM
Syllogy, on 19 February 2013 - 07:48 AM, said:
Good questions considering that Garth pinned this thread.
Then again, all threads have been unpinned for some reason.
#565
Posted 19 February 2013 - 10:44 AM
#566
Posted 19 February 2013 - 12:14 PM
Changelog:
* fixed chart bug in weaponlab
* added jumpjet count in stats bar in mechlab
* adding ecm to stats bar in mechlab
* trebuchet is now available
* showing emp of ppcs
* showing critchance for lbx, machinegun and flamer (data seams a bit off for mg and flamer)
* fixed sorting in mechbay
Edit:
About critchance for mg and flamer, the gamedata is just buggy as hell don't know if it's so in game while playing aswell, but its just strange:
//Flamer: missing i in critDamMulti and critchance is 14, 8 and 30!!! percent critDamMult="1.1" critChanceIncrease="0.14,0.08,0.3" //Lbx: looks good critDamMulti="2.0" critChanceIncrease ="0.14,0.08,0.03" //MG: again missing i and chance is 14, 80 and 30 % ;) critDamMult="12.5" critChanceIncrease="0.14,0.8,0.3"
Edited by smurfynet, 19 February 2013 - 12:41 PM.
#567
Posted 19 February 2013 - 12:25 PM
#568
Posted 19 February 2013 - 12:31 PM
I just accessed the mechlab on my tablet (as I am right now typing this) but could not use it since when you go to select a mech it drops down as you hover the mouse over it. Ofcourse you cant do that on a tablet, its all clicks, so when I try to select a mech, clicking just closes the select box.
Making it clickable aswell as highlight would easily fix this

#569
Posted 19 February 2013 - 03:47 PM
All weapons can crit (to 1x/2x/3x) but those weapons have _increased_ chances to crit. All weapons can crit. I don't know the exact numbers.
#570
Posted 19 February 2013 - 03:48 PM
Bishop won dai, on 15 February 2013 - 12:56 AM, said:

and with armour stripped to a scary level I still needed a few tones,
interestingly if speed isn't a factor, to get the xl engines into a match ranged from 10.5 to 7 tones
so it might be useful

ok an real example
an XL110 weighs 1t with 4 free HS, but needs 10 hs before you can use it in a match, thus the total engine weight is 1 + 6 = 7 tons, where as an Xl180 is 5.5 tons with 7 free heat sinks so its total weight is 5.5 + 3 = 8.5
I thought I was pretty clear but I guess I wasn't

#571
Posted 19 February 2013 - 05:26 PM
Awesome site btw! Thanks!
#572
Posted 19 February 2013 - 06:23 PM
Quote
Confirming that this works now for Twist X, so you'll need to adjust the max bonus from +10% to +20%. As before, Twist X does not apply to mechs without lateral arm movement.
#573
Posted 19 February 2013 - 07:03 PM
#574
Posted 19 February 2013 - 09:47 PM
cdlord, you can find out on the main page where the module counts are (on the website link, minus the /mechlab).
#575
Posted 19 February 2013 - 11:10 PM
Deathlike, on 19 February 2013 - 10:44 AM, said:
yea, they fixed a bunch of them. i will add coolrun and heatcontainment possible with the next update. maybe fastfire too (to the weaponlab, fastfire as a tooltip is for months now at the statspage)
Waladil, on 19 February 2013 - 03:47 PM, said:
All weapons can crit (to 1x/2x/3x) but those weapons have _increased_ chances to crit. All weapons can crit. I don't know the exact numbers.
only this 3 weapons have crit chances and values in the gamefiles. also the valus for 2/3 of them looks wrong.
Bishop won dai, on 19 February 2013 - 03:48 PM, said:
ok an real example
an XL110 weighs 1t with 4 free HS, but needs 10 hs before you can use it in a match, thus the total engine weight is 1 + 6 = 7 tons, where as an Xl180 is 5.5 tons with 7 free heat sinks so its total weight is 5.5 + 3 = 8.5
I thought I was pretty clear but I guess I wasn't

now i understand what you want, but i'm not sure how, other than i currently do, show this info to the user. maybe +x tons of more heatsinks needed in the mousover of the engine?
Brixton, on 19 February 2013 - 05:26 PM, said:
hm only stalker with 4 energy hardpoints is listed as 4 energy in the summary. what stalker variant you are talking about?
Snib, on 19 February 2013 - 06:23 PM, said:
thanks for confirming that, i will add 3 piecharts for all 3 possible values, in the meantime only the +10% values is shown text only.
phil
#578
Posted 20 February 2013 - 03:07 AM
Weaponlab details
100%
E SMALL LASER
100%
E FLAMER
100%
E FLAMER
100%
E FLAMER
100%
E FLAMER
100%
E FLAMER
100%
E FLAMER
Maximal possible dps
3.40 dmg/s
Sustained dps (without overheating)
3.40 dmg/s
Heat generation
4.27 heat/s
Cooling Efficiency
143% not good

Heatcapacity
40.00
Dissipation
1.00 heat/s
#579
Posted 20 February 2013 - 03:36 AM
phil
#580
Posted 20 February 2013 - 07:42 AM

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