Author Topic: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)  (Read 3133 times)

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Offline KingLeerUK

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Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #75 on: December 31, 2011, 08:31:14 PM »
Whenever I saw an enemy Harasser in my last few pub games, I told everyone to aim at the very bottom of the mech. The result was Harassers with much less staying power. LOL It wasn't to the point where Harassers were actually dying, but it was enough to scare them off before they could be a huge threat. I agree that fixing the bug will probably resolve the issue, even with their Hull and Heavy Armor.
I'm going to spend the entirety of this bug's lifespan flame-Harasser trolling people just to prove a point, I think. There are always players who don't know about the bug or aren't good enough shots to circumvent it. Letting it slip undocumented into a live release IF they knew about it before the patch went out is still a rather remarkable demonstration of laziness and I reserve the right to mock them for it.

And I reserve the right to ban you for being a continuous source of poisonous intent within our community.  We certainly don't have to tolerate here on our own forums.
 
Enjoy the next 5 days off and hopefully you can come back with a different attitude.
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Offline TheSneak

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Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #76 on: December 31, 2011, 08:47:06 PM »

And I reserve the right to ban you for being a continuous source of poisonous intent within our community.  We certainly don't have to tolerate here on our own forums.
 
Enjoy the next 5 days off and hopefully you can come back with a different attitude.

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Offline ~SJ~ Xarg Talasko

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Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #77 on: December 31, 2011, 08:53:33 PM »


Thief gameplay + Doom3 engine = The Dark Mod

Offline MarauderD

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Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #78 on: January 01, 2012, 12:48:54 AM »
Whenever I saw an enemy Harasser in my last few pub games, I told everyone to aim at the very bottom of the mech. The result was Harassers with much less staying power. LOL It wasn't to the point where Harassers were actually dying, but it was enough to scare them off before they could be a huge threat. I agree that fixing the bug will probably resolve the issue, even with their Hull and Heavy Armor.
I'm going to spend the entirety of this bug's lifespan flame-Harasser trolling people just to prove a point, I think. There are always players who don't know about the bug or aren't good enough shots to circumvent it. Letting it slip undocumented into a live release IF they knew about it before the patch went out is still a rather remarkable demonstration of laziness and I reserve the right to mock them for it.

And I reserve the right to ban you for being a continuous source of poisonous intent within our community.  We certainly don't have to tolerate here on our own forums.
 
Enjoy the next 5 days off and hopefully you can come back with a different attitude.

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Offline WhiteHawke

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Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #79 on: January 01, 2012, 03:33:06 PM »
Whenever I saw an enemy Harasser in my last few pub games, I told everyone to aim at the very bottom of the mech. The result was Harassers with much less staying power. LOL It wasn't to the point where Harassers were actually dying, but it was enough to scare them off before they could be a huge threat. I agree that fixing the bug will probably resolve the issue, even with their Hull and Heavy Armor.
I'm going to spend the entirety of this bug's lifespan flame-Harasser trolling people just to prove a point, I think. There are always players who don't know about the bug or aren't good enough shots to circumvent it. Letting it slip undocumented into a live release IF they knew about it before the patch went out is still a rather remarkable demonstration of laziness and I reserve the right to mock them for it.

And I reserve the right to ban you for being a continuous source of poisonous intent within our community.  We certainly don't have to tolerate here on our own forums.
 
Enjoy the next 5 days off and hopefully you can come back with a different attitude.

This is awesome.  I'm going to go donate to this mod again right now.

Offline MadDragon

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Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #80 on: January 01, 2012, 10:40:47 PM »
sweet baby jesus i hope straylight got the perma ban.
amazing.
btw, do mrms travel in a tighter formation now? maybe i imagined it but sure seemed like they did with the raven.
Well recently playing on the Thanatos E the MRM40 didn't really thightens after shoting it and also about 10-15 missiles won't follow the reticule from my experience.
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Offline =KoS= Eldragon

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Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #81 on: January 07, 2012, 07:00:09 AM »
I updated the costs of all vehicles and included them in the following excel file (This is the same file from this thread).

Out of pure intellectual curiosity, I also created two other columns: DPS/Cost and Alpha/Cost. These are the DPS vs Mech /Cost*1000 and Alpha vs Mech /Cost*1000.

I wanted a sense of "Bang for the Buck" and get a feel for how the balance works out and its really very interesting.

What did I learn from all this?

Mech weights are fairly evenly distributed when you sort by DPS/cost and Alpha/Cost.

Missile boats (SRM/LRM/MRM/ATM) have good alpha/cost. Followed by Heavy Laser boats.
RAC boats have good good dps/cost, followed by Missile boats.

Best DPS/Cost: Sparrowhawk E
Best Alpha/Cost: Sparrowhawk E
Worst DPS/Cost: Catapult C
Worst Alpha/Cost: Partisan E

Offline Hiruma Kai

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Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #82 on: January 07, 2012, 08:20:25 PM »
I updated the costs of all vehicles and included them in the following excel file (This is the same file from this thread).

Out of pure intellectual curiosity, I also created two other columns: DPS/Cost and Alpha/Cost. These are the DPS vs Mech /Cost*1000 and Alpha vs Mech /Cost*1000.

I wanted a sense of "Bang for the Buck" and get a feel for how the balance works out and its really very interesting.

What did I learn from all this?

Mech weights are fairly evenly distributed when you sort by DPS/cost and Alpha/Cost.

Missile boats (SRM/LRM/MRM/ATM) have good alpha/cost. Followed by Heavy Laser boats.
RAC boats have good good dps/cost, followed by Missile boats.

Best DPS/Cost: Sparrowhawk E
Best Alpha/Cost: Sparrowhawk E
Worst DPS/Cost: Catapult C
Worst Alpha/Cost: Partisan E

Very cool.  Although it looks like I have some bugs in my vehicle stat portion of the script.  There's no way 2 StreakSRM4s and 2 ER Small beam lasers have a combined DPS of 470/alpha of 1426.  The dps should be 94x2 + 46x2 = 280.  Oddly enough the Sparrowhawk B looks correct for DPS and alpha.

I'll see if I track down whats going on and do an update.

Offline xInVicTuSx

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Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #83 on: January 07, 2012, 08:26:40 PM »
Stock up on Sparrowhawks then? O.o

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Offline Cloudburst

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Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #84 on: January 07, 2012, 08:43:13 PM »
I've flown the Shawk E a few times. Really isn't all that terrible.
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Offline Hiruma Kai

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Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #85 on: January 07, 2012, 09:18:04 PM »
Ok, I've found the cause of the problem.

The /mwll/GameData/Scripts/Entities/Items/XML/Weapons/Vehicles/DualStreakSRM4_air.xml has as it initial definition:

<item class="VehicleWeapon" invisible="1" name="StreakSRM4_air">

Bold emphasis mine.  This is similar to the MRM10/20  issue, where its listed twice in my lists, because of the MRM10.xml and MRM10_rot.xml being identical files with the same top level name:

<item class="VehicleWeapon" invisible="1" name="MRM10">

My script grabs the first weapon that fits the description.  In the case of the MRM10s, they are identical, so it doesn't matter.  However, in this case, the DualStreakSRM_air does twice as much damage as the StreakSRM_air.  Given that I just tried the Sparrow Hawk E and it launches only 4 missiles per launcher at a time, this seems to be purely a descriptive name.  Clearly, what I need to do is use the file name as the unique identifier rather than the internal name field on the file.

Offline Az

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Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #86 on: January 08, 2012, 02:52:33 AM »
Hiruma Kai, if you look at /mwll/GameData/Scripts/GameRules/MechLists.lua, you'll notice some weird naming inconsistencies in the missile section, especially with the air versions. So I'm not all too surprised by your naming problem.

But if you look closer, you'll also notice that the StreakSRM4_air isn't mentioned anywhere in this file. This means the weapon has no defined cost: the SparrowHawk E is about 6k cheaper than it ought to be. It is clearly not the best asset to calculate the dps/cost ratio for.

This is not a new issue.

Two other weapons are free (due to case mismatch): Mguns and StreakSRM6_rot ("rot" meaning vertical missile pattern). The Mguns are pretty much negligible (300 C-Bills a pair — big deal) but some mechs get for free a SSRM6 that should costs 4600 C-Bills: the Bushwacker B, Bushwacker D and Raven Prime.

Offline WhiteHawke

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Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #87 on: February 07, 2012, 08:32:28 AM »
Any chance this awesome data set could be updated for 0.5.5?

Offline thEClaw

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Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #88 on: February 13, 2012, 08:17:56 AM »
Since I just had to create the new xls-files, I will attach them here.

It seems that the weapons-list is erroneous at some points. Either there is a bug in the script or MWLL made some changes to the xml-files.
Read out weapons/vehicle stats (by Hiruma Kai)
Drop Calculator (by Snyp3r)
Edit your weapon-groups outside of MWLL (by me and Az)
Create random drop-lists (by me and, involuntarily, Az)

Offline thEClaw

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Re: 0.5.4 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #89 on: April 27, 2012, 09:32:11 AM »
Used the latest script-version to generate updated files. No Google-docs, though. Just archives containing the raw data (.csv), an OpenOffice-version (.ods) and an Excel-version (.xls).
Read out weapons/vehicle stats (by Hiruma Kai)
Drop Calculator (by Snyp3r)
Edit your weapon-groups outside of MWLL (by me and Az)
Create random drop-lists (by me and, involuntarily, Az)