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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

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#561 Blark

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Posted 18 February 2013 - 02:48 PM

My mech list has become so long that I wish I could only display mechs of a particular class (i.e. filters) :D

#562 Midrag

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Posted 18 February 2013 - 09:59 PM

mechlab flammer hit not worck.

#563 Syllogy

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Posted 19 February 2013 - 07:48 AM

Why did this post become Un-Pinned? This is an excellent resource and should not be discarded, even with the MechLab 2.0 update.

#564 Blark

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Posted 19 February 2013 - 10:22 AM

View PostSyllogy, on 19 February 2013 - 07:48 AM, said:

Why did this post become Un-Pinned? This is an excellent resource and should not be discarded, even with the MechLab 2.0 update.


Good questions considering that Garth pinned this thread.
Then again, all threads have been unpinned for some reason.

#565 Deathlike

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Posted 19 February 2013 - 10:44 AM

With the patch notes, it may be worthwhile to looking into the numbers again with coolrun and others. They might actually work as intended (it's surprising that they have finally figured it out).

#566 smurfynet

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Posted 19 February 2013 - 12:14 PM

New version pushed.

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 Strykewolf

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Posted 19 February 2013 - 12:25 PM

Hmmmm, might be a temporary, local issue, but...I cannot connect to you site today. IE cannot find it. LOL

#568 TopHatCat

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Posted 19 February 2013 - 12:31 PM

Heya guys just alil' feedback.
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 ;) Hope it helps!

#569 Waladil

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Posted 19 February 2013 - 03:47 PM

With the recent crit changes, the site misrepresents the flamer/mg/lb-10x.

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 Bishop won dai

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Posted 19 February 2013 - 03:48 PM

View PostBishop won dai, on 15 February 2013 - 12:56 AM, said:

I would like to request a total weight to run tab on engines, I recently needed this info on the deaths knell ( finally managing to fit 2 large lasers, I was however going for 2x pulse Posted Image)
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 Posted Image


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 :P

#571 Brixton

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Posted 19 February 2013 - 05:26 PM

Hello - I noticed that on the MWO:Stats page, some of the Stalker variants show 4 laser hardpoints, but in the summary it shows 6 available.

Awesome site btw! Thanks!

#572 Snib

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Posted 19 February 2013 - 06:23 PM

Patch notes had this:

Quote

- Basic `Mech Efficiencies are now correctly doubled when Elite status is obtained. (NOTE: Elite status requires you to have all 4 Elite talents purchased for that variant).


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 CDLord HHGD

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Posted 19 February 2013 - 07:03 PM

Love the site. Got a suggestion (yes another one). Would it be possible to put in the number of available module slots? I know it doesn't really meach much as far as the site goes, but it'd be nice while I'm at work to see it and plan. Bwahahahahaha!

#574 Deathlike

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Posted 19 February 2013 - 09:47 PM

Chances are, the values are not working in game for the other two weapons (or maybe it's the LBX not working).

cdlord, you can find out on the main page where the module counts are (on the website link, minus the /mechlab).

#575 smurfynet

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Posted 19 February 2013 - 11:10 PM

View PostDeathlike, on 19 February 2013 - 10:44 AM, said:

With the patch notes, it may be worthwhile to looking into the numbers again with coolrun and others. They might actually work as intended (it's surprising that they have finally figured it out).


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)

View PostWaladil, on 19 February 2013 - 03:47 PM, said:

With the recent crit changes, the site misrepresents the flamer/mg/lb-10x.

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.

View PostBishop 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 :lol:


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?

View PostBrixton, on 19 February 2013 - 05:26 PM, said:

Hello - I noticed that on the MWO:Stats page, some of the Stalker variants show 4 laser hardpoints, but in the summary it shows 6 available.


hm only stalker with 4 energy hardpoints is listed as 4 energy in the summary. what stalker variant you are talking about?

View PostSnib, on 19 February 2013 - 06:23 PM, said:

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.


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

#576 Wintersdark

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Posted 20 February 2013 - 02:25 AM

View PostMidrag, on 18 February 2013 - 09:59 PM, said:

mechlab flammer hit not worck.


Err, what?

#577 smurfynet

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Posted 20 February 2013 - 02:31 AM

View PostWintersdark, on 20 February 2013 - 02:25 AM, said:

Err, what?


i guess he means "heat", and it does work but because of it has no cooldown/duration the heat is generated infinitiv.
thats the reason i dont show it in the heatscale.

#578 Midrag

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Posted 20 February 2013 - 03:07 AM

Anyway

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 smurfynet

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Posted 20 February 2013 - 03:36 AM

i try to find an solution, don't have access to the code right now. but if i remember correctly i use the EHS value to calculate the cooling eff. not the hps. maybe i need to change the formula a bit.

phil

#580 toaster79

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Posted 20 February 2013 - 07:42 AM

Thx for the update :)





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