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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

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#581 Heeden

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Posted 20 February 2013 - 08:11 AM

I spend almost as much time on your site as I do in the actual game, awesome piece of work.

Now that we're getting variations in mech chassis, could you include data on arm/torso twist and turning speed for different engines on different mechs? On the splash-screen we get when clicking in the engine column on the stats table would be a good place, and possibly somewhere in the mech-lab.

#582 smurfynet

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Posted 20 February 2013 - 11:49 AM

View PostHeeden, on 20 February 2013 - 08:11 AM, said:

Now that we're getting variations in mech chassis, could you include data on arm/torso twist and turning speed for different engines on different mechs?


Next update will have twistx support for arm/torso arcs popup (3 pie charts) other data like tuning speed will be added too sometime.

#583 Blark

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Posted 20 February 2013 - 02:16 PM

Id really like some fold/expand option for the mechbay or something like it; I've so many builds saved that it is getting difficult to reach assaults for instance.. please, pretty please ;)

#584 Jabilo

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Posted 20 February 2013 - 02:56 PM

Hi,

Would like to see weapon crit chances and damage multipliers added to weapon stats.

Now that we have variant tweaks (turn rates, acceleration etc.) it would be nice to see the stats on these.

Great site!

Edited by Jabilo, 20 February 2013 - 02:57 PM.


#585 Grey Ghost

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Posted 20 February 2013 - 04:20 PM

View Postsmurfynet, on 19 February 2013 - 11:10 PM, 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)

Don't forget the Elite bonus.

#586 smurfynet

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Posted 21 February 2013 - 09:19 AM

View PostJabilo, on 20 February 2013 - 02:56 PM, said:

Would like to see weapon crit chances and damage multipliers added to weapon stats.
Now that we have variant tweaks (turn rates, acceleration etc.) it would be nice to see the stats on these.


crit changes and multipliers is displayed on the stats page already, variant tweaks will be added soon.

View PostGrey Ghost, on 20 February 2013 - 04:20 PM, said:

Don't forget the Elite bonus.


did'nt :lol: next update soon.

#587 Blark

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Posted 21 February 2013 - 09:42 AM

View PostThontor, on 21 February 2013 - 09:33 AM, said:

Seems they aren't correct though. For one thing, your tooltip a say "14% chance to do (one crit), 8% chance to do (two crits), 30% chance to do (three crits)" yeah, 30%... For the MG and Flamer that is. The LB 10-X says 3% for three

Anyways, those numbers are wrong... The 14/8/3 numbers are "additional" crit chance, on top of the normal 25/14/3. Making the total crit chance for them 39/22/6

And it seems the damage is wrong too... For the Flamer and MG.

your site says the Flamer does 0.4, 0.8, and 1.2 when the patch notes say 0.44, 0.88, 1.32

And it says the MG does 0.48, 0.96, and 1.44 when the patch notes say 0.5, 1.0, and 1.5


Now I know your site pulls straight from the game files... So could this be a bug in the game files themselves?


Regarding crits: there seems to be a bug in the gamedata, smurfy made a post about it shortly after the patch came out.
Regarding the dmg: never trust patch-notes; the values seem to be simply rounded.

#588 Snib

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Posted 21 February 2013 - 05:55 PM

View PostThontor, on 21 February 2013 - 09:33 AM, said:

Now I know your site pulls straight from the game files... So could this be a bug in the game files themselves?


My first post in this thread was a reminder that the client data is purely cosmetic for the most part, we cannot know what's really happening on the server.

View PostBlark, on 21 February 2013 - 09:42 AM, said:

Regarding crits: there seems to be a bug in the gamedata, smurfy made a post about it shortly after the patch came out.
Regarding the dmg: never trust patch-notes; the values seem to be simply rounded.

The bug wasn't in the data, just in the attribute names. In this case it's smurfy's bug, he got something wrong with the multipliers (seems to be a type casting mishap, he seems to be using an integer for the multiplier when it should be a float).

edit: Shouldn't post so late, to clarify: The crit chance bonus does indeed have buggy data (or maybe a buggy game), but as to the crit damage multiplier values that smurfy got wrong, they're correct in the game data.

Edited by Snib, 22 February 2013 - 02:39 AM.


#589 DrNick

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Posted 21 February 2013 - 06:52 PM

Hey Smurfy- thanks for the online mechlab!

A question: How does the cooling efficiency percentage in the online mechlab relate to the heat efficiency rating when you actually tweak a mech in the game? For instance, I saw a guide saying a heat efficiency rating of 1.5 is good- what would that translate into cooling efficiency?

#590 Edustaja

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Posted 21 February 2013 - 10:04 PM

Hello again!

Would there be a way to incorporate a forum signature generator to your account. I'm thinking about something like this:
Posted Image

You could select a chassis type and which level are you have completed on that particular chassis (none, basic, elite, master). Maybe incorporate the variants as text under or beside the mechs. This could however make for too large a image.
It would then be easy to either save or link the image on your personal forums.

#591 smurfynet

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Posted 21 February 2013 - 11:12 PM

View PostThontor, on 21 February 2013 - 09:33 AM, said:

Seems they aren't correct though. For one thing, your tooltip a say "14% chance to do (one crit), 8% chance to do (two crits), 30% chance to do (three crits)" yeah, 30%... For the MG and Flamer that is. The LB 10-X says 3% for three


hi, as blark already said the crit chance values are wrong in the gamefiles itself.
about the wording i will change it. that it will reflect an increase rather than a fixed value.

View PostSnib, on 21 February 2013 - 05:55 PM, said:

My first post in this thread was a reminder that the client data is purely cosmetic for the most part, we cannot know what's really happening on the server.


yea i know ;), lets wait and see what the next patch brings, if its still wrong i have to think about what i will do.

View PostSnib, on 21 February 2013 - 05:55 PM, said:

The bug wasn't in the data, just in the attribute names. In this case it's smurfy's bug, he got something wrong with the multipliers (seems to be a type casting mishap, he seems to be using an integer for the multiplier when it should be a float).


had a quick look i read both attributes (the one with and without an i) and should use the value as a float. (no explicit typecast) i will check later today and doing some debugging.

View PostDrNick, on 21 February 2013 - 06:52 PM, said:

A question: How does the cooling efficiency percentage in the online mechlab relate to the heat efficiency rating when you actually tweak a mech in the game? For instance, I saw a guide saying a heat efficiency rating of 1.5 is good- what would that translate into cooling efficiency?


problem is that the heat efficiency in game is not really good. 3dworlds has a working formula in his excel mechlab, but using many modifiers to get there. some weapons gets discounts some dont.

cooling efficiency. uses only your heatsinks vs. the heatsinks needed to cool the weapons completly.

View PostEdustaja, on 21 February 2013 - 10:04 PM, said:

Would there be a way to incorporate a forum signature generator to your account.


i like the idea, but i dont think i have time to do that anytime soon. ;) sorry.

#592 Deathlike

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Posted 21 February 2013 - 11:49 PM

Hi Smurfy,

Instead of having "undefined" as the link's name used for the forum, why not adjust it to "Link to Mechlab Config" or something along those lines. You could do whatever you want really, but having it as "undefined" is not so hot.

Maybe a basic "Link to CDA-2A Cfg" is a good starting example where we just list the mech this cfg is for. (Even just the chassic-variant name is good "CDA-2A Cfg".

Edited by Deathlike, 21 February 2013 - 11:50 PM.


#593 smurfynet

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Posted 22 February 2013 - 01:34 AM

View PostDeathlike, on 21 February 2013 - 11:49 PM, said:

Instead of having "undefined" as the link's name used for the forum,


hi, thanks, thats a bug, normally i display the variants-name like you suggested. i will fix that (its possible i already fixed that on my dev system but i will recheck)

phil

#594 SixstringSamurai

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Posted 22 February 2013 - 02:21 AM

View Postsmurfynet, on 22 February 2013 - 01:34 AM, said:


hi, thanks, thats a bug, normally i display the variants-name like you suggested. i will fix that (its possible i already fixed that on my dev system but i will recheck)

phil


Ahhh I liked that. It made setting a custom name easier as that bit of text was easier to pull out of the string.

#595 smurfynet

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Posted 22 February 2013 - 02:28 AM

View PostSixStringSamurai, on 22 February 2013 - 02:21 AM, said:

Ahhh I liked that. It made setting a custom name easier as that bit of text was easier to pull out of the string.


You liked the "undefined" ? :P ok i did not fixed it in my dev version so i'm ready for improvements.
What do you think about a textbox with prefilled the variants name and you can alter that and the forum and html will update automatically.

phil

#596 SixstringSamurai

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Posted 22 February 2013 - 05:09 AM

View Postsmurfynet, on 22 February 2013 - 02:28 AM, said:


You liked the "undefined" ? :P ok i did not fixed it in my dev version so i'm ready for improvements.
What do you think about a textbox with prefilled the variants name and you can alter that and the forum and html will update automatically.

phil


I would love that!

#597 Durkan

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Posted 22 February 2013 - 10:09 AM

Any chance of an option to switch off the background image ?

Kinda cluttered looking with it on - I much preferred the plain background.

#598 Kittybang

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Posted 22 February 2013 - 10:13 AM

I really like the improvements for the site. Keep up the good work :D

#599 smurfynet

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Posted 22 February 2013 - 10:20 AM

Site Update:
* changed the layout a bit (yes i will think about the background and i trying some other changes aswell)
* added coolrun/heatcontainment/elite to weaponlab
* added toggling class groups in mechbay
* added textbox to save loadout link to alter linktitle
* added jump jet infos to stats page
* you now can switch between none/basic/elite stats in "arm and torso yaw popup"
* fixed dmg calculation for + crit weapons
* some other small fixes i dont remember :D

#600 Blark

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Posted 22 February 2013 - 04:32 PM

Like most of the updates, but I would prefer a darker background :P





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