Author Topic: 0.6.0 Weapons/Vehicle Stats (Damage, Armor, etc)  (Read 23484 times)

0 Members and 2 Guests are viewing this topic.

Offline Spooky

  • Living Legend
  • *******
  • Posts: 3649
  • l33tp0intz: +157/-37
  • my little pwny
Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #15 on: December 21, 2011, 04:37:19 PM »
Well, you guys could just edit the additional changes into the changelogs on the website at least? :)

Offline Tellings

  • Alphatester
  • Bondsman
  • *
  • Posts: 8
  • l33tp0intz: +0/-0
Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #16 on: December 21, 2011, 05:27:03 PM »
Patch note accuracy is only as good as my ability to focus on 4 hours sleep and the voices in my head...

Do you hear the voices too??

/Merf - Blood for the blood god!

Oh god, I read that in the Dawn of War voice.

Offline thEClaw

  • Star Captain
  • ***
  • Posts: 972
  • l33tp0intz: +75/-0
Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #17 on: December 21, 2011, 05:43:19 PM »
Thanks for the update! :)

EDIT:
I think I stumbled over this before, but I'll just mention it:

If I try to run your script, line 756 produces an error:
Code: [Select]
for x in range(0,len(weapon_list)/2):
TypeError: 'float' object cannot be interpreted as an integer

Every time I downloaded your script, I "fixed" this by typecasting
Code: [Select]
for x in range(0,int(len(weapon_list)/2)):but I am not sure if that is even the right way to do it. Might introduce errors.

PS: You added two new files, thanks a lot! I have always been wondering about the armor-values, now I know more...

Offline Toth

  • Project Director
  • Star Captain
  • *
  • Posts: 1095
  • l33tp0intz: +107/-0
Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #18 on: December 21, 2011, 05:46:10 PM »
Patch note accuracy is only as good as my ability to focus on 4 hours sleep and the voices in my head...
 
"SHUT UP ALREADY BETTY!"

I succumbed to the voices long ago... they are always with me now.

Offline Hiruma Kai

  • Recruit
  • *
  • Posts: 58
  • l33tp0intz: +23/-0
Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #19 on: December 21, 2011, 05:57:49 PM »
Thanks for the update! :)

EDIT:
I think I stumbled over this before, but I'll just mention it:

If I try to run your script, line 756 produces an error:
Code: [Select]
for x in range(0,len(weapon_list)/2):
TypeError: 'float' object cannot be interpreted as an integer

Every time I downloaded your script, I "fixed" this by typecasting
Code: [Select]
for x in range(0,int(len(weapon_list)/2)):but I am not sure if that is even the right way to do it. Might introduce errors.

PS: You added two new files, thanks a lot! I have always been wondering about the armor-values, now I know more...

The weapon_list array length is guaranteed to be a multiple a two.  Its basically a list of a weapon name paired with how many of those weapons there are.  Forcing it to int won't break it (and would have meant the code didn't run in the first place). 

The problem is possibly related to the version of python I'm using versus what you're using.  I can certainly add the type cast in for future iterations of the code.  Just to save you having to fix it each time. :)

Offline ELH_Vivicector

  • Star Colonel
  • ****
  • Posts: 1285
  • l33tp0intz: +49/-4
Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #20 on: December 21, 2011, 07:00:34 PM »
Thanks a lot!

Offline SquareSphere

  • Living Legend
  • *******
  • Posts: 5176
  • l33tp0intz: +228/-6
  • pancake slinging, Square (care) Bear of MWLL
    • 12th Vegan Rangers - Boards
Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #21 on: December 21, 2011, 07:31:11 PM »
Woot, glad to know the pulses got a tweak!  Looking forward to.  Thanks again Kai!

Offline Defender

  • Creative Director
  • Project Director
  • Living Legend
  • *
  • Posts: 3794
  • l33tp0intz: +65535/-65535
  • CHAOTIC NEUTRAL
    • Patrick Salerno's Porfolio
Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #22 on: December 21, 2011, 07:36:37 PM »
As stated already the HG does 10% more damage than the iHG at max effective range but the iHG suffers no damage degredation.
"A Goal without Vision is a Hallucination"


"An open mind is like a fortress with its gates unbarred and unguarded."

Offline =KoS=Zeus

  • Star Colonel
  • ****
  • Posts: 1576
  • l33tp0intz: +83/-0
  • Knight of the Inner Sphere
Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #23 on: December 21, 2011, 07:40:35 PM »
Did LRMs gain a bit of mobility? I was regularly striking VTOLs with the Cougar Prime's CLRM10s last night on Death Valley. It could have been pilot error, but it was happening frequently enough that I had to ask. I read somewhere that the minimum range on LRMs was reduced to just 150m, perhaps this is due in part to better maneuverability added to the missiles?

Also, yes, the pulse lasers are deadly. I was hammering down tanks, mechs, and VTOLs with my Cougar Prime's 2 CLPLs.

Additionally, it appears that IS Small Pulse Lasers got a range boost out to 250m instead of 200m. Not sure if medium or large got a slight range buff or not.

Offline Deathbane

  • MWLL Contributor
  • Living Legend
  • *
  • Posts: 2336
  • l33tp0intz: +165/-14
  • Fun now allowed
Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #24 on: December 21, 2011, 07:49:17 PM »
Did LRMs gain a bit of mobility? I was regularly striking VTOLs with the Cougar Prime's CLRM10s last night on Death Valley. It could have been pilot error, but it was happening frequently enough that I had to ask. I read somewhere that the minimum range on LRMs was reduced to just 150m, perhaps this is due in part to better maneuverability added to the missiles?

Also, yes, the pulse lasers are deadly. I was hammering down tanks, mechs, and VTOLs with my Cougar Prime's 2 CLPLs.

Additionally, it appears that IS Small Pulse Lasers got a range boost out to 250m instead of 200m. Not sure if medium or large got a slight range buff or not.

Yeh they did.
"Arguing about battlemechs off the field of battle is like arguing as a spheroid, even if you win, you're still a freebirth!"

'It's too bad they don't have a "Report to Mother button", I bet you'd be slapping that one twenty-four-seven so she'd come dry your tears when your own idiocy leads you to failure in a game on the internet.' - dimachaerus

New idea- would I be able to use an external hard drive to add RAM and/or improve gigahertz?

Offline Cloudburst

  • Star Colonel
  • ****
  • Posts: 1220
  • l33tp0intz: +32/-0
Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #25 on: December 21, 2011, 08:54:17 PM »
Patch note accuracy is only as good as my ability to focus on 4 hours sleep and the voices in my head...

Do you hear the voices too??

/Merf - Blood for the blood god!

Read that in CSM Sergeant's voice. +1 for execution, reference, AND timing!
When will full game/demo/beta be released?
         We're planning a beta release in the next *very* few weeks. At this time, we can't be more specific. Please stop asking.

No, I will not stop asking.

Offline =CJW= Bin Fish

  • Lance Sergeant
  • **
  • Posts: 390
  • l33tp0intz: +24/-0
  • Gimme a Bloodkite!
Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #26 on: December 21, 2011, 10:27:34 PM »
Patch note accuracy is only as good as my ability to focus on 4 hours sleep and the voices in my head...
 
"SHUT UP ALREADY BETTY!"

Love it!!
lol no Bin Fish, cane mala, non biscoctus :P

Offline IG142

  • Lance Captain
  • ***
  • Posts: 500
  • l33tp0intz: +27/-0
Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #27 on: December 22, 2011, 04:26:29 AM »
Loving the pulse laser changes, they're exactly what I've been hoping for. I used the Vulture Prime a bit today, and the combined pulse laser and LRM changes have made a big difference. I don't know yet if it's turned the corner, but it is definitely better than before.
Mechman

Offline General_Armchair

  • MechWarrior
  • **
  • Posts: 315
  • l33tp0intz: +26/-0
Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #28 on: December 22, 2011, 07:55:30 AM »
Regular and Clan Pulse lasers now have 3 pulses instead of 5, but the damage per pulse has been increased for a net result of same damage dealt but shorter duration.

That explains why my pulse lasers seemed....weird.   My original assumption was that I was lagging or something.

Offline J-Me

  • Lance Captain
  • ***
  • Posts: 579
  • l33tp0intz: +48/-0
Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #29 on: December 22, 2011, 08:40:58 AM »
Novacat F doesn't exist.