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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

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#1601 Ovion

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Posted 21 October 2015 - 06:33 AM

View PostGrey Ghost, on 21 October 2015 - 04:45 AM, said:

Recent patch Wolfhound Light Mech addition?
It should turn up shortly.
Smurfy is generally rather good at this stuff.

Edited by Ovion, 21 October 2015 - 06:34 AM.


#1602 Kali Rinpoche

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Posted 21 October 2015 - 10:07 PM

Thanks for getting the Wolfie into Mechlab. The (L) variants disappeared though after this latest update.

#1603 CDLord HHGD

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Posted 22 October 2015 - 04:14 AM

@Smurphynet

I wanted to thank you for providing such a good service which has become a staple of my MWO experience. I have heard you no longer play this game which is a shame. It does bring into question the future of your website though. I would hate to see it go away (we already lost one which I never used, but still). Your site has been (and still is) the gold standard to which PGI is compared to.

#longlivesmurphy

Edited by cdlord, 22 October 2015 - 04:14 AM.


#1604 Grasshopper23

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Posted 01 November 2015 - 01:17 PM

Hi Smurfy!

I think I may have found an error in the Battlemechs table. The TBR-S has five jump jets. You have an "X" in he JJ column.

Cheers,
Grasshopper

Edited by Grasshopper23, 01 November 2015 - 01:39 PM.


#1605 Void Angel

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Posted 01 November 2015 - 02:08 PM

I think that's because it can vary based on which pods you use.

#1606 7 million XP

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Posted 17 November 2015 - 07:09 PM

Hi
I was under the impression that the Clan ER-PPC was reduced to 10 damage now.
Is the mechlab going to be updated?
Love the MechLab
Cheers
Smaffers

Hi
I was under the impression that the Clan ER-PPC was reduced to 10 damage now.
Is the mechlab going to be updated?
Love the MechLab
Cheers
Smaffers

#1607 Void Angel

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Posted 17 November 2015 - 08:30 PM

The Clan ER-PPC has always done 15 damage - it does ten to the location hit, and 2.5 to each adjacent location. It was a way to give the Clans a superior ERPPC without giving them a six ton Energy Gauss Rifle.

The footnotes on the webite's data list makes this clear, but the spreadsheet in this thread does not. =)

#1608 Almond Brown

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Posted 19 November 2015 - 10:55 AM

Anyway to extract the PTS data and put it on a separate Tab? Sort of like the old version pages? Would be great to see the Quirks and stuff from PTS under your format Smurfy... ;)

Edited by Almond Brown, 19 November 2015 - 11:07 AM.


#1609 Rhialto

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Posted 01 December 2015 - 05:24 AM

Hey Smurfy, was wondering if your site is ready for today's patch?

There is so many changes everywhere, I hope most of those are read from the games file so you don't have to manually input too much new values. There is your spreadsheet in first post also.

Well I was curious to know if you were still happy and willing when you see huge updates like this or if it was the opposite and you get bored? Could happen after a few years. This thread is also quiet since a few months... Your Mechlab is a huge thing, so useful for players but also a complex one to manage and keep up to date I guess.

Kudos to you sir!

#1610 smurfynet

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Posted 01 December 2015 - 05:35 AM

View PostRhialto, on 01 December 2015 - 05:24 AM, said:

Hey Smurfy, was wondering if your site is ready for today's patch?

There is so many changes everywhere, I hope most of those are read from the games file so you don't have to manually input too much new values. There is your spreadsheet in first post also.



Hi, should be, everything will be loaded from the game-files, i'm not 100% sure about the heatsink changes but i think that too.
PGI sometimes change little thinks, which needs adjustments, like last patch, they removed the maplist.xml and i had to find another way to figure out which levels are actually game maps and which are something else.

The spreadsheet images on the first post get automatically created as-well.

#1611 3D Action

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Posted 02 December 2015 - 09:37 AM

Hello, Smurfy.

It might be that someone has already asked this, then I'm sorry for duplicating, but if not, is there a chance of adding quirks to Battlemech table? Into another column. Maybe a shortened version. Or maybe only the most implactful ones, like heat generation, range, cooldown.
I do realize that quirks are pretty massive and it might bloat the table...
But I find it very inconvenient to collect info about a mech in 2 different spreadsheets to make a conclusion about it.

Thanks in advance Posted Image

Edited by 3D Action, 02 December 2015 - 09:38 AM.


#1612 Rhialto

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Posted 02 December 2015 - 11:06 AM

I already asked this but got no answer so I'll ask again...

Is it intended to be like this? Red instead of green?
Posted Image
When it's better than the basic chassis, it should be green, no?

#1613 Deathlike

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Posted 07 December 2015 - 02:39 PM

Hi smurfy,

If you could update your site with the latest hotfix stuff (Marauder, BJ-1X, and various Clan mechs), that would be greatly appreciated.

#1614 ZeroHazard

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Posted 08 December 2015 - 06:31 PM

Looks like the Marauder BH has a wrong max engine rating. Biggest one should be 300

#1615 Jabilo

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Posted 13 December 2015 - 04:19 PM

View PostDeathlike, on 07 December 2015 - 02:39 PM, said:

Hi smurfy,

If you could update your site with the latest hotfix stuff (Marauder, BJ-1X, and various Clan mechs), that would be greatly appreciated.


Aye, looks like a lot of the clan quirks are out of date - for example Adder. TY

#1616 smurfynet

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Posted 15 December 2015 - 01:27 AM

Todays patch will be a bit late today.

Did not have time checking the IIC Mechs yet, (i will try to download test data, but its always an hassle with changing ip and ip protection)

#1617 zudukai

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Posted 15 December 2015 - 02:28 AM

Smurfy, would you consider putting quirk information in the mechlab? it would be very convenient to have it tied there, instead of needing to look else ware on your site before starting your build, it can also sway a decision if it's readily accessible.

thank you for your time and continued dedication towards upkeep, above and beyond smurfynet, thank you.

#1618 Gas Guzzler

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Posted 15 December 2015 - 12:46 PM

Hello, it appears that armor/structure/heatsink type are locked on the IIC mechs, is this a bug?

Thanks!

#1619 smurfynet

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Posted 15 December 2015 - 12:53 PM

Well, i don't have a IIC mech myself so i did not know that :)

I will fix that as soon i have time today or early tomorrow.

#1620 Gas Guzzler

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Posted 15 December 2015 - 12:59 PM

View Postsmurfynet, on 15 December 2015 - 12:53 PM, said:

Well, i don't have a IIC mech myself so i did not know that Posted Image

I will fix that as soon i have time today or early tomorrow.


Ah okay, no problem. Just to clarify, that stuff is NOT locked in game. One other thing, it looks like the Clan XL engines are not showing their internal heat sink slots properly.

Thanks for providing the mechlab for us, its an invaluable tool!





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