First off, this is going to be highly theoretical using the weapons numbers from BEFORE yesterday's patch. It may not be an accurate picture of where the weapons are currently.
This also makes heavy use of the comparison of 'Damage Per Second per Ton mass' or DPSpT.
I'm also going to be seperating this into sections with spoiler tags.
Some preperatory work:
Calculation of DPSpT for a given weapon system is as follows:
Spoiler
"Damage/Shot of the Weapon" / "Duty Cycle" / ( "Weapon Mass" + "Ammo Tonnage" + "Heat sink Tonnage")
Where:
Damage/Shot and Weapon Mass are fundamental aspects of the weapon.
Duty Cycle is the reciprocal ('1/x') of Rate of Fire ('x'). This rate of fire is assigned and is the Max Rate of Fire for the weapon unless otherwise indicated. The reason this is done is convenience.
Ammo Tonnage is a variable. I chose to represent this variable as something I termed "Common Ballistic Base ammo load" or CBBal. Basically CBBal is a time. It is the total time for continuous fire. Basically if you leaned on the trigger your weapon would fire this long (ignoring heat and shutdown).
Example: A Gauss rifle with a CBBal of 160sec would be carrying exactly 4 tons of ammo. An AC/20 with the same CBBal applied would be carrying 5.714 tons. Due to the lack of rounding (haven't been able to implement it, yet) this is actually overprecise. It represents the weapons with partial tons of ammo. However, the change from that partial ton (up or down) is small.
Heat sink Tonnage is based on Heat per Shot of the weapon, Duty Cycle, and the Heat dissipation Rate (HdR) of a single heat sink, and the tonnage of a single heat sink.
"Heat per Shot" / "Duty Cycle" = "Heat per Second Generated @ Duty Cycle"
"Heat per Second Generated @ Duty Cycle" / "Heat dissipation Rate (for a single heat sink)" = "# of Heat sinks to render heat neutral @ Duty Cycle".
Duty cycle, Heat per Second Generated, # of heat sinks to render heat neutral are linked. The faster you fire, the more heat you generate, and the more heat sinks you need to sustain that average rate of fire.
You don't have to assign RoF to maximum for comparison. It's just convenient. I can explore relative DPSpT comparisons at RoFs other than maximum for different weapons later in the thread if there's a demand.
Lets explore these numbers for a second.
"Damage/Shot of the Weapon" / "Duty Cycle" / ( "Weapon Mass" + "Ammo Tonnage" + "Heat sink Tonnage")
Where:
Damage/Shot and Weapon Mass are fundamental aspects of the weapon.
Duty Cycle is the reciprocal ('1/x') of Rate of Fire ('x'). This rate of fire is assigned and is the Max Rate of Fire for the weapon unless otherwise indicated. The reason this is done is convenience.
Ammo Tonnage is a variable. I chose to represent this variable as something I termed "Common Ballistic Base ammo load" or CBBal. Basically CBBal is a time. It is the total time for continuous fire. Basically if you leaned on the trigger your weapon would fire this long (ignoring heat and shutdown).
Example: A Gauss rifle with a CBBal of 160sec would be carrying exactly 4 tons of ammo. An AC/20 with the same CBBal applied would be carrying 5.714 tons. Due to the lack of rounding (haven't been able to implement it, yet) this is actually overprecise. It represents the weapons with partial tons of ammo. However, the change from that partial ton (up or down) is small.
Heat sink Tonnage is based on Heat per Shot of the weapon, Duty Cycle, and the Heat dissipation Rate (HdR) of a single heat sink, and the tonnage of a single heat sink.
"Heat per Shot" / "Duty Cycle" = "Heat per Second Generated @ Duty Cycle"
"Heat per Second Generated @ Duty Cycle" / "Heat dissipation Rate (for a single heat sink)" = "# of Heat sinks to render heat neutral @ Duty Cycle".
Duty cycle, Heat per Second Generated, # of heat sinks to render heat neutral are linked. The faster you fire, the more heat you generate, and the more heat sinks you need to sustain that average rate of fire.
You don't have to assign RoF to maximum for comparison. It's just convenient. I can explore relative DPSpT comparisons at RoFs other than maximum for different weapons later in the thread if there's a demand.
Lets explore these numbers for a second.
Spoiler
An ERPPC has a Heat per Shot of 13. And a maximum RoF of 1 shot every three seconds, for a duty cycle of 3 seconds per shot.
So Heat per Second Generated would be 13 / 3 = 4.333.
And the number of sinks would be 4.333 / .1 = 43.333
So at max RoF an ERPPC would need 43.333 heat sinks to render it heat neutral, and would have a DPSpT of 10/3/(7+43.333) = .06623
"But you can fire it slower!"
As a response I can only say "DUH! And you will lower, not raise your DPSpT by doing so."
If you set the rate of fire, for example, to one shot every ten seconds, you have a duty cycle of ten seconds per shot.
Therefore Heat per Second Generated would be 13 / 10 = 1.3.
Number of sinks would be 1.3 / .1 = 13
So at this RoF an ERPPC would need 13 heat sinks to render it heat neutral, and would have a DPSpT of 10/10/(7+13) = .05
In reality, the Average Rate of Fire for a weapon is set by how many heat sinks you have dedicated to that weapon. If you fire the weapon faster than you have heat sinks for, you build up heat. If you do that, you have to cool off. Once you've cooled off, you're no longer firing, nor affecting your ability to fire, .therefore time spent at baseline heat is not relevant to weapon balance.
Your Average Rate of fire is what dictates how often you can fire over a long period of time, regardless of if you fire very quickly and then spend a lot of time cooling back to baseline, or fire very slowly, cooling back to baseline each time.
An ERPPC has a Heat per Shot of 13. And a maximum RoF of 1 shot every three seconds, for a duty cycle of 3 seconds per shot.
So Heat per Second Generated would be 13 / 3 = 4.333.
And the number of sinks would be 4.333 / .1 = 43.333
So at max RoF an ERPPC would need 43.333 heat sinks to render it heat neutral, and would have a DPSpT of 10/3/(7+43.333) = .06623
"But you can fire it slower!"
As a response I can only say "DUH! And you will lower, not raise your DPSpT by doing so."
If you set the rate of fire, for example, to one shot every ten seconds, you have a duty cycle of ten seconds per shot.
Therefore Heat per Second Generated would be 13 / 10 = 1.3.
Number of sinks would be 1.3 / .1 = 13
So at this RoF an ERPPC would need 13 heat sinks to render it heat neutral, and would have a DPSpT of 10/10/(7+13) = .05
In reality, the Average Rate of Fire for a weapon is set by how many heat sinks you have dedicated to that weapon. If you fire the weapon faster than you have heat sinks for, you build up heat. If you do that, you have to cool off. Once you've cooled off, you're no longer firing, nor affecting your ability to fire, .therefore time spent at baseline heat is not relevant to weapon balance.
Your Average Rate of fire is what dictates how often you can fire over a long period of time, regardless of if you fire very quickly and then spend a lot of time cooling back to baseline, or fire very slowly, cooling back to baseline each time.
Now for the pretty graphs.
Spoiler
I know I don't have the UAC/5 or LB10-X in these. For the UAC/5 I want to get the Jamming mechanic sorted out to something stable (and not DDR Mechwarrior), and I'd like to quantify the LB10X's damage vs range a bit better. It's a function of the expansion of the shot pattern area at range vs the area of the target mech... which changes based on what target you're shooting at.
But for the most part the weapons are in here. Descriptions of each are below.
I know I don't have the UAC/5 or LB10-X in these. For the UAC/5 I want to get the Jamming mechanic sorted out to something stable (and not DDR Mechwarrior), and I'd like to quantify the LB10X's damage vs range a bit better. It's a function of the expansion of the shot pattern area at range vs the area of the target mech... which changes based on what target you're shooting at.
But for the most part the weapons are in here. Descriptions of each are below.
Spoiler
This is straight Damage at range. Nothing really special here. If you fire one shot, this is the damage you expect to see hitting a target at the indicated range.
Spoiler
This is Damage per Second (at max RoF). No real surprises. If you fire a weapon at max RoF, this is the DPS you get at the range indicated. I know someone's going to look at the ERPPC and the Gauss, and say "See they're balanced because the graphs touch!"
BUUUZZZ! Wrong answer.
You've got to remember that these are weapons firing at Max RoF without regard to heat.
This is Damage per Second (at max RoF). No real surprises. If you fire a weapon at max RoF, this is the DPS you get at the range indicated. I know someone's going to look at the ERPPC and the Gauss, and say "See they're balanced because the graphs touch!"
BUUUZZZ! Wrong answer.
You've got to remember that these are weapons firing at Max RoF without regard to heat.
Spoiler
This is DPSpT using Single Heat Sinks. Note the ballistics, both as a group and as individuals. Now look at the area under each of their graphs. Gauss is top dog (huge area), but the AC/5 is right there in second place. Third is the AC/2 actually surpassing the Gauss in DPS at extreme range. AC/10 is next, followed by the AC/20.
But these numbers don't take any ammo mass into account.
But these numbers don't take any ammo mass into account.
Spoiler
This graph takes ammo tonnage into account. It does this by assigning what I termed "Common Ballistic Base ammo load" which is a time figure that details the maximum length of time a weapon can fire, at the assigned rate of fire, which is then converted to tonnage based on the shots per ton for that weapon, then added to the total tonnage. This brings down the DPSpT some with relation to the energy weapons, but it doesn't change the relative positions between the ballistic groups.
The load I chose for this graph was for 160 seconds of fire. Note the Small Laser.
The load I chose for this graph was for 160 seconds of fire. Note the Small Laser.
*** Skip to here if you don't want to read the preperatory stuff ***
And now for the main event:
Spoiler
This is where we were with the last graph,:
That graph describes the relative weapon balance that existed before the patch.
This next one shows the change that 2.0 Heat sinks would make.
Here's the result of the SubDHS fix.
Here's even a possible set of fixes that should allow retaining DHS with a .2 HdR (and improve Small and Medium Pulse Lasers with regard to the regular versions at the same time)
Though some people are likely to scream about nerfing the small and medium lasers.
Graphs showing effects of these changes:
Again, if my supposition is correct, True DHS is not the problem. The Small and Medium Lasers are. And the solution should FIX the problem and not create or exacerbate others.
This is where we were with the last graph,:
Spoiler
Note the relative positions of the Ballistics group, the Small Laser, and the Medium Laser.
Note the relative positions of the Ballistics group, the Small Laser, and the Medium Laser.
That graph describes the relative weapon balance that existed before the patch.
This next one shows the change that 2.0 Heat sinks would make.
Spoiler
Note the Small and Medium Lasers. The DPSpT of these two weapons is pushed pretty high. This is probably the cause for the Dev's concern. However, the current maximum Laser Boat is the HBK-4P with 9 mounts.
Total DPS, of 9 Small Lasers firing heat neutral at Max RoF:
3 damage/shot / 3 second DC = 1 DPS.
1 DPS x 9 = 9 DPS for the mech.
9/.26 DPS/T = ~34.6 tons Which probably goes to 35 in practice. So yes, this build is probably possible by tonnage.
Total DPS of 9 Medium lasers at Max Rof:
5 Damage/shot / 4.25 second DC = 1.1765 DPS
1.1765 DPS x 9 = 10.558
10.558 / .21 DPSpT = 50.276 tons, which probably goes to 51 in practice. So no, this build is impossible by tonnage.
But, a 7 Med Laser build is probably possible by tonnage on the AWS-8Q.
Note the Small and Medium Lasers. The DPSpT of these two weapons is pushed pretty high. This is probably the cause for the Dev's concern. However, the current maximum Laser Boat is the HBK-4P with 9 mounts.
Total DPS, of 9 Small Lasers firing heat neutral at Max RoF:
3 damage/shot / 3 second DC = 1 DPS.
1 DPS x 9 = 9 DPS for the mech.
9/.26 DPS/T = ~34.6 tons Which probably goes to 35 in practice. So yes, this build is probably possible by tonnage.
Total DPS of 9 Medium lasers at Max Rof:
5 Damage/shot / 4.25 second DC = 1.1765 DPS
1.1765 DPS x 9 = 10.558
10.558 / .21 DPSpT = 50.276 tons, which probably goes to 51 in practice. So no, this build is impossible by tonnage.
But, a 7 Med Laser build is probably possible by tonnage on the AWS-8Q.
Here's the result of the SubDHS fix.
Spoiler
However, I say this: DHS are not the cause of this. The weapons in question ARE. To call them out, the Small Laser, and the Medium Laser. Tweaking DHS like this has effects way beyond the problem area. Note the effect on EVERY OTHER ENERGY WEAPON.
Yes the change to a .14 HdR "fixes" the Small and Medium Laser. But it ALSO "fixes" the Large Pulse Laser, ER Large Laser, PPC, ERPPC, AC/20... None of which needed "fixing" in this manner, and actually benefited from true (.2 HdR) DHS.
However, I say this: DHS are not the cause of this. The weapons in question ARE. To call them out, the Small Laser, and the Medium Laser. Tweaking DHS like this has effects way beyond the problem area. Note the effect on EVERY OTHER ENERGY WEAPON.
Yes the change to a .14 HdR "fixes" the Small and Medium Laser. But it ALSO "fixes" the Large Pulse Laser, ER Large Laser, PPC, ERPPC, AC/20... None of which needed "fixing" in this manner, and actually benefited from true (.2 HdR) DHS.
Here's even a possible set of fixes that should allow retaining DHS with a .2 HdR (and improve Small and Medium Pulse Lasers with regard to the regular versions at the same time)
Though some people are likely to scream about nerfing the small and medium lasers.
Spoiler
Small Laser
Decrease damage by one half point per shot.
Increase "burn time" by .25 second.
Increase the "cooldown time" by .25 second.
(Total duty cycle increase .5 seconds to a total DC of 3.5 seconds, Max Rof 1 shot every 3.5 seconds)
Medium Laser (if it actually proves a problem)
Increase "burn time" by .5 second.
Increase "cooldown time" by .25 second.
(Total duty cycle increase .75 second, to a total DC of 5 seconds. Max RoF 1 shot every 5 seconds)
The longer burn times puts greater emphasis on the pulse versions shorter burn times, and the longer duty cycle also makes the pulse weapons slightly better in comparison.
Small Laser
Decrease damage by one half point per shot.
Increase "burn time" by .25 second.
Increase the "cooldown time" by .25 second.
(Total duty cycle increase .5 seconds to a total DC of 3.5 seconds, Max Rof 1 shot every 3.5 seconds)
Medium Laser (if it actually proves a problem)
Increase "burn time" by .5 second.
Increase "cooldown time" by .25 second.
(Total duty cycle increase .75 second, to a total DC of 5 seconds. Max RoF 1 shot every 5 seconds)
The longer burn times puts greater emphasis on the pulse versions shorter burn times, and the longer duty cycle also makes the pulse weapons slightly better in comparison.
Graphs showing effects of these changes:
Spoiler
Single Heat sinks:
And using TRUE Double Heat sinks.
Single Heat sinks:
Spoiler
And using TRUE Double Heat sinks.
Spoiler
Again, if my supposition is correct, True DHS is not the problem. The Small and Medium Lasers are. And the solution should FIX the problem and not create or exacerbate others.
Sometimes I swear I spend more time THINKING about Mechwarrior than PLAYING Mechwarrior.
Edited by Vapor Trail, 07 November 2012 - 06:28 AM.