So, this is a thread that tries to figure out how much tonnage you actually need to invest for certain goals.
Based on my previous work on weapon efficiency, I wanted to present a bit more immediately understandeable figures. Instead of trying to determine the efficiency (damage/tonnage) of weapons, I simply give the tonnage you need to invest to run certain weapons, if you want to achieve certain comparable goals on the battlefield.
I calculate how many tonnage you need to invest on the weapon(s), the heat sinks and ammo to run them, with specific goals in mind. The goals are determined by:
- How long do I want to shoot before I have to cool off?
- How much damage do I want to inflict (at minimum, sometimes you can'T help but deal a bit more) until then?
- And how often do I want to repeat it (before I run out of ammo)
The specific scenarios in these charts are always designed so that they represent the same total damage inflicted, and the main difference is the time - a short time would represent a "bursty" approach to damage that cannot be sustained and requires early retreat, while a long time represents a sustained firefight.
You will sometimes see that the tonnage requirement is the same for every engagement time - that represents usually that the weapon is not hot enough to actually provide additional heat sinks to achieve the same result (that doesn't mean that the mech won't be hotter in the longer scenario at the end, it just won't be so hot that it would need more heat sinks to avoid shutting down before the alloted time is over). Since the total damage is the same for the scenarios in one chart, the ammo requirement remains constant.
Graphs
The first scenario here is a bit lower on damage, which seems more suitable to expect from light and medium mechs - but see the tonnage itself to see if that would work out.
Total Damage After Engagements: 480
As you can see by the tonnage figures, the low range weapons are very economical, and usually, you're better off with energy weapons.
Total Damage after Engagements: 720
The next chart requires a bit more damage output delivered.
At longer ranges, it really becomes more interesting to run ballistic weapons, unless you expect to only ever run with short burst weapons.
Stuff not modeled
There is of course stuff this can't model - How well you aim, for example. But if you know that (you can use your own profile to figure that out), you can start comparing - if two weapons are close, pick the one you're better with, if one is worse, but you're really a lot better with it, it imght still be worth it using that weapon (assuming you can't improve your resuilts with the other).
An aspect that is often talked about is - how important is single damage projectiles vs beams. These charts don't answer this, but if you, for example, figure out how better the one is over the other independent of tonnage requirements, you can also use the tonnage requirements to figure out if that advantage is negated or even strengthened. Or alternatively, you can go back to the calculations the charts are based on and instead of using the full damage value, you could use one modified by your damage efficiency (comparing the theoretical damage you could have dealt with the actual damage inflicted) with a weapon.
EDIT:
Noesis also mentions an important aspect - the model doesn't care how long it wil ltake between engagements to go back to 0 heat and repeat it. I think this is sufficiently modelled by having variable engagement lengths, but you or he might disagree. It's obvious from the charts that the longer the engagement is to last (and an engagement after which you cannot fully recover includes the variant where you simply have to last longer than expeted), the worse the situation becomes for energy weapons.
Edited by MustrumRidcully, 20 January 2014 - 06:34 AM.