wildj, on 13 March 2014 - 04:08 PM, said:
This is consistent with the TT rules. During the heat phase, you add all of the heat that your mech produced through weapons fire and movement (as well as any environment modifiers if you are playing with advanced rules.) Then you take that number and subtract the number of heat sinks you have on your mech. The remaining number is your heat for the next turn. Heat effects and modifiers aren't applied until after this subtraction. I don't see how this is any different than what is simulated in MWO.
You're missing the real time element. In real time, those modifiers would be applied in real time as you climb the scale. It's impossible to go back in time and apply them as they occur. Hence why in Mechwarrior 1 (Battletech 1989), Mechwarrior 2 (the original PC version), and Mechwarrior 3 the heat threshold was 30. You hit 30, you shutdown. And across ten seconds you cool off the heat appropriate to your heatsinks.
Example if you had 10 SHS, you generate 4 medium lasers of heat (3 each) that's 12 heat.
You fired them at once, okay. 12 heat. Since ML are fired instantly and the heat spike is instant in those games, you hit 12 heat. That's 40% threshold. With 10 SHS, you're sinking 1 heat per second.
Whats the tabletop result? 2 heat at the end of the turn.
0 seconds, fired 4 ML.
1 second, sunk 1 heat. 11 heat remaining. 36.666666666667%
2 seconds. sunk 1 heat. 10 heat remaining. 33.333333333333%
3 seconds. sunk 1 heat. 9 heat remaining. 30%
4 seconds. sunk 1 heat. 8 heat remaining. 26.666666666667%
5 seconds. sunk 1 heat. 7 heat remaining. 23.333333333333%
6 seconds. sunk 1 heat. 6 heat remaining. 20%
7 seconds. sunk 1 heat. 5 heat remaining. 16.666666666667%
8 seconds. sunk 1 heat. 4 heat remaining. 13.333333333333%
9 seconds. sunk 1 heat. 3 heat remaining. 10%
10 seconds. sunk 1 heat. 2 heat remaining. 6.666666666667%
Now, what's our result? 2 heat remaining. 6.67% threshold.
Of course, as you hit 40% heat, you would apply that in real time. But applying it during the turn summary that it happened is impossible due to the limitations of the game. Otherwise you'd have to play every single turn at least twice, redo all the rolls, it's a freaking nightmare.
For what you're saying to be true in a real time environment... Then here's the result.
Fire
6 4 ML at 3 heat each.
At some point in time fire 4 ML.
0 seconds, 0 heat.
1 second, 0 heat
2 seconds, 0 heat
3 seconds, 0 heat
4 seconds, 0 heat
5 seconds, 0 heat
6 seconds, 0 heat
7 seconds, 0 heat
8 seconds, 0 heat
9 seconds, 0 heat
10 seconds, add 12 heat from weapons fired, 0 heat due to no movement, subtract 0.1 cooling (SHS) * 10 = 2 heat unsunk.
Notice what's missing from that? The real time element. No one would ever overheat. I'd probably fire my weapons about 60 times over before seeing the heat ever come up and not even know why I overheated.
To overheat, I'd have to fire 10 ML.
-----------
What happens in MWO is this.
You fire your 4 medium lasers, which is 4 heat here, and this happens.
0 seconds, 4 ML, = 16 heat = ? threshold....
Lets find out.
Without any 'skills' unlocked, 10 SHS mech we have a threshold of 40. Check this if you doubt it.
So back to it now..
0 seconds, 4 ML, = 16 heat = 40% of 40 threshold.... We're already a little inconsistent with tabletop with threshold but the heat is the same. But let's keep at it! Our cooling rate is unchanged from tabletop with SHS.
1 seconds, sunk 1 heat. 15 heat remaining. By all rights it should be 36.666666666667% heat now. But instead I'm at 37.5% heat....
2 seconds, sunk 1 heat. 14 heat remaining. 35%.
3 seconds, sunk 1 heat. 13 heat remaining. 32.5%.
4 seconds, sunk 1 heat. 12 heat remaining. 30%
5 seconds, sunk 1 heat. 11 heat remaining. 27.5%
6 seconds, sunk 1 heat. 10 heat remaining. 25%
7 seconds, sunk 1 heat. 9 heat remaining. 22.5%
8 seconds, sunk 1 heat. 8 heat remaining. 20%
9 seconds, sunk 1 heat. 7 heat remaining. 17.5%
10 seconds, sunk 1 heat. 6 heat remaining. 15%.
So instead of 6.67% heat we're at 15% heat. But is this the laser's fault with its higher heat?
Well with higher heat per ML, if I fired 10 ML I'd hit 40 heat. But why was it necessary to raise the heat in the laser? Especially when subsequent lasers in the large category keep getting reduced heat (7 instead of 9, 7.5 instead of 11, 8.5 instead of 12)? Even the AC/20 has reduced heat (6 instead of 7)?
Especially when we add in pilot skills, such as the 20% bonus Heat Containment gives to your threshold once you elite the mech? That raises the threshold to 50 for 10 SHS. That means I'd have to fire 13 ML at once to shutdown.
So what would happen if the ML heat was at its normal levels?
Remember we're in MWO so I have to hit 40 to shutdown.
0 seconds. ML heat at 3. 4 ML fired. 12 heat generated.
1 seconds, sunk 1 heat. 11 heat remaining. By all rights it should be 36.666666666667% heat now versus tabletop. 27.5% instead.
2 seconds, sunk 1 heat. 10 heat remaining. 25%.
3 seconds, sunk 1 heat. 9 heat remaining. 22.5%.
4 seconds, sunk 1 heat. 8 heat remaining. 20%
5 seconds, sunk 1 heat. 7 heat remaining. 17.5%
6 seconds, sunk 1 heat. 6 heat remaining. 15%
7 seconds, sunk 1 heat. 5 heat remaining. 12.5%
8 seconds, sunk 1 heat. 4 heat remaining. 10%
9 seconds, sunk 1 heat. 3 heat remaining. 7.5%
10 seconds, sunk 1 heat. 2 heat remaining. 5%.
So, we got the tabletop result here. 2 heat remaining. But it's 5% heat. Not 6.67%...
It's not working out. It's not the same system. It's similar. But then you hit where it really matters. High damage, high heat weapons.
MWO's weapons keep getting buffs in this regard, all the high damage weapons are much higher damage than tabletop. Their heat is significantly lower.
- But why is that?
- Because cooling is slower.
- Why is cooling slower?
- Because people would fire them all at once.
- Why are they firing them all at once? Heat should stop that!
- Because thresholds rise and are not hard set.
- Why do thresholds rise, they never have in any previous MW game and even tabletop can be broken down to find out exactly what time index in the 10 seconds each weapon had to fire to make the cooling work as specifically laid out in the rule book?
- Because MWO used a different interpretation which comes from the simplified version of just looking without understanding that allowed for exploitation.
- But can't an Awesome fire 3 PPCs at once in tabletop?
- No, it can't. It fires them in sequence, one at a time. The pattern is easiest as 0 seconds (fire 1), 2 seconds (fire the second), anywhere between 3 and 6 seconds (fire the third), wait and cool the rest. To prove this, name one instance in tabletop where all 3 shots hit the same body part. It never happens.
- But that's because there's no convergence or pinpoint in tabletop.
- Um...
Edit: Noticed a typo where I had 6 ML instead of 4.
Edited by Koniving, 14 March 2014 - 03:10 PM.