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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

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#1021 smurfynet

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Posted 07 January 2014 - 11:31 AM

View PostUloPe, on 04 January 2014 - 02:11 PM, said:

One suggestion: I notice that I often have calculator running alongside to calculate the number of salvos a certain number of tons of ammo gives me with the particular number of weapons that use this ammo. It would be great if the mechlab could calculate that automatically.


maybe one time :)

Ok the update contains the new Hero mech and updated missile tubes for jenner (thx Li Song) and Hunchback.
Also i filter the Limited edition of the hero because other than it costs more and the copit item its the same.

#1022 New Day

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Posted 09 January 2014 - 03:06 PM

Would you think about adding a scroll bar to the mechbay? It would make browsing easier.

#1023 Arahantius

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Posted 11 January 2014 - 03:21 AM

I love this site and have been using it since I started playing (December lol).

#1024 Void Angel

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Posted 15 January 2014 - 09:10 PM

View Postsmurfynet, on 30 December 2013 - 03:20 PM, said:


I also added a Mech quirks list to the stats portion of the site:

http://mwo.smurfy-net.de/#mechs_quirks

View PostDeathlike, on 31 December 2013 - 08:53 AM, said:

With this update, I now clearly know the different quirks between every mech... especially the awful Pretty Baby. Thanks smurfy!


I LOVE the quirks section - that's information that you really need when evaluating chassis, but you'd have to sort through patch notes and the like to get it.

I don't see stats for all of the 'mechs, though. The baseline hunchback stats are missing, for example. Is there some kind of error with my browser, or are the stats not auto-pulled like weapons, and have to be updated manually?

#1025 Deathlike

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Posted 15 January 2014 - 09:20 PM

View PostVoid Angel, on 15 January 2014 - 09:10 PM, said:

I don't see stats for all of the 'mechs, though. The baseline hunchback stats are missing, for example. Is there some kind of error with my browser, or are the stats not auto-pulled like weapons, and have to be updated manually?


I assume you're looking for the "default stats" right? That's not what is listed in this section. It is "assumed" from any variant from the data that isn't "special" I think.

It is auto-pulled from the mech data I figure.

Edit:
The engine dictates many of the stats, so the "default" tends to be whatever based on a formula (which is a balance issue, but that's not what this discussion is about). It probably could be posted somewhere on that section I figure.

The point of the "quirks" section is... if there's something particular about the mech, whether it is engine, vertical or horizontal firing radius (and speed of both movements), acceleration, deceleration, and others I can't really remember (naming them all would be a chore)... it would be listed there. The "base stat" for each mech is the one that is repeated at least "twice" amongst the variants.

I hope that this clear things up.

Edited by Deathlike, 15 January 2014 - 09:27 PM.


#1026 Void Angel

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Posted 15 January 2014 - 09:24 PM

There's a listing under the generic chassis name, with any variants listed after (and niftily color-coded for reference.) However, some of those stat listings consist of just one or two stats. The hunchback has torso pitch, but nothing else; the Wolverine just has its max engine rating - but in both cases, specific data for all variants are not given.

#1027 Deathlike

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Posted 15 January 2014 - 09:30 PM

View PostVoid Angel, on 15 January 2014 - 09:24 PM, said:

There's a listing under the generic chassis name, with any variants listed after (and niftily color-coded for reference.) However, some of those stat listings consist of just one or two stats. The hunchback has torso pitch, but nothing else; the Wolverine just has its max engine rating - but in both cases, specific data for all variants are not given.


Yea... perhaps you want a special section/table listing all of them?

That would probably be rather "easy" to do (well, it's simply just a data dump then), and "expand" on the quirks in greater detail.

#1028 Void Angel

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Posted 15 January 2014 - 11:45 PM

The current format is fine - its data is simply incomplete. It's just a question of if it can be pulled in from the game files, or must be manually entered.

Edited by Void Angel, 15 January 2014 - 11:45 PM.


#1029 smurfynet

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Posted 16 January 2014 - 12:21 AM

So about the Quirks table:

The data here is 100% loaded from the gamefiles no manual data here.

Now about the Quirks table is incomplete, its not :mellow: as Deathlike already wrote, Quirks are things on variants that are special about that variant.

So i only display the values which are special. (and the engine size which is at least in the offical sense no quirk)

The base values are used from the most used value over all variants of one chassi.

I don't display all values for all variants because its just to much data and the important info gets cluttered.
also as said before that's not what quirks are.

If you are interested about the data of a specific variant use the quirks popup in the mechlist. (Most data shown in the quirks table is also shown there)

#1030 Modo44

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Posted 16 January 2014 - 12:25 AM

Any plans for better mechlab management? Clicking and scrolling through the always resetting list is pretty tedious. Could it get a tree structure (weight class > mech > variant > builds)?

#1031 smurfynet

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Posted 16 January 2014 - 12:35 AM

View PostModo44, on 16 January 2014 - 12:25 AM, said:

Any plans for better mechlab management? Clicking and scrolling through the always resetting list is pretty tedious. Could it get a tree structure (weight class > mech > variant > builds)?


short answer yes.

long answer:

i'm in the process redesigning the whole page. switching to other graph libs and making the site ui 2.0 like. (hopefully without the flaws of the games ui 2.0 :blink:)

i currently have not much time but i work a bit on it every week.

i re-created a mech list similar to the ui 2.0 mech list, currently for the stats portion of the site but i think i will use a normal table like structure there instead and use the ui 2.0 like mech list (with more infos) for the mechbay listing.

i plan to add filter options and possible a search. also i'm thinking about the ability to "pin" your favorite mechs to the top of the list.

Like the quirks i plan to release screenshots on reddit to get early feedback before the changes goes live. (some of you might remember the background image debacle :mellow:)

#1032 TFun90

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Posted 17 January 2014 - 05:04 PM

I noticed that under the detailed engine stats, you give speed both tweaked and untweaked, but only un-augmented turn speed. Perhaps it should be included, or at least noted to remind people.

#1033 Void Angel

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Posted 17 January 2014 - 05:37 PM

View Postsmurfynet, on 16 January 2014 - 12:21 AM, said:

So about the Quirks table:

The data here is 100% loaded from the gamefiles no manual data here.

Now about the Quirks table is incomplete, its not :unsure: as Deathlike already wrote, Quirks are things on variants that are special about that variant.

So i only display the values which are special. (and the engine size which is at least in the offical sense no quirk)

The base values are used from the most used value over all variants of one chassi.

I don't display all values for all variants because its just to much data and the important info gets cluttered.
also as said before that's not what quirks are.

If you are interested about the data of a specific variant use the quirks popup in the mechlist. (Most data shown in the quirks table is also shown there)

Oooooooh, I hadn't been using that part of the site - I just used the mech lab to check on variants. Since there were quirks listed for many chassis, rather than just variants, I figured the quirks list was inclusive. Neet!

Edited by Void Angel, 17 January 2014 - 05:46 PM.


#1034 Red Chaos1

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Posted 19 January 2014 - 01:52 AM

Found a minor bug in the mech builder. "Load stock layout" doesn't work for the HBK-4P. Works for other HBK chassis like the G, but not the P.

#1035 TercieI

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Posted 20 January 2014 - 08:38 AM

View PostRed Chaos1, on 19 January 2014 - 01:52 AM, said:

Found a minor bug in the mech builder. "Load stock layout" doesn't work for the HBK-4P. Works for other HBK chassis like the G, but not the P.


Works for me, on both standard and champion versions.

#1036 SATIR0

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Posted 21 January 2014 - 08:43 AM

Please, can you check the DPS and HPS of the table of energy Weapons?
http://mwo.smurfy-net.de/#weapon_beam
(This values are used in the mechlab too)

If if the formulas to calculate DPS/HPS are
DPS = Damage/Cooldown
HPS = Heat/Cooldown
then there are errors

If there is a diferent formula I apologise for my ignorance.

Edited by SATIR0, 21 January 2014 - 08:52 AM.


#1037 smurfynet

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Posted 21 January 2014 - 09:20 AM

View PostSATIR0, on 21 January 2014 - 08:43 AM, said:

Please, can you check the DPS and HPS of the table of energy Weapons?
http://mwo.smurfy-net.de/#weapon_beam
(This values are used in the mechlab too)

If if the formulas to calculate DPS/HPS are
DPS = Damage/Cooldown
HPS = Heat/Cooldown
then there are errors

If there is a diferent formula I apologise for my ignorance.


for energy weapons dps the duration is also in the formula. the same for hps.

Edited by smurfynet, 21 January 2014 - 09:20 AM.


#1038 Red Chaos1

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Posted 21 January 2014 - 03:16 PM

View PostTerciel1976, on 20 January 2014 - 08:38 AM, said:


Works for me, on both standard and champion versions.

Appears to be working fine now, but it wasn't at the time of reporting, and I had a few clan-mates try as well, they had the same results then. Oh well. Works now, so no matter I guess.

#1039 TercieI

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Posted 21 January 2014 - 08:44 PM

View PostRed Chaos1, on 21 January 2014 - 03:16 PM, said:

Appears to be working fine now, but it wasn't at the time of reporting, and I had a few clan-mates try as well, they had the same results then. Oh well. Works now, so no matter I guess.


I never doubted you. Just sometimes these things are localized and/or short-term, so thought a second test couldn't hurt. :)

#1040 smurfynet

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Posted 21 January 2014 - 10:57 PM

View PostRed Chaos1, on 21 January 2014 - 03:16 PM, said:

Appears to be working fine now, but it wasn't at the time of reporting, and I had a few clan-mates try as well, they had the same results then. Oh well. Works now, so no matter I guess.


hi, this is a known problem, i know its something releated to caching but almost every time it gets reported i'm at sleep or otherwise occupied and i can't test it. by the time i get to the site the cache already expired and its working again.

the only guess i have some device/strange browser requests the stock layout and it gets cached. then normal browsers gets the cached data too but the data/header is somewhat wrong and they can't load the loadout.

the one time i arrived at my site in time i did a quick test and all looked fine except the not loading, but then the cache invalidated :)

i still trying to fix it tho. its just hard to nail down.





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