Demos, on 23 May 2014 - 09:23 PM, said:
Koniving, please, either learn the TT-rules or stop creating wonky examples.
In TT, you are firing weapons, building up heat. Then the working heat sinks reduce the heat. At the end of the turn the heat (named "threshold" in your post) is calculated in that way. Your example(s) excludes the heat reduction by the heat sinks.
The Nova/Blackhawk Prime in TT has 18 DHS, so in 10secs ( one turn n TT), you would build up 34 heat, firing all 12 ERML at once (12 * 5 = 60, 60 - 18 *2 = 24). Now your performace is significantly impaired, but you are not shutting down.
If you want to compare with TT, you have to know the TT at first.
Thanks!
I'm quite aware of it.
I'm also aware that TT is a summary of 10 seconds.
That is NOT 12 lasers fired at once, and if you read my post I also said it can't be done at once.
To fire 12 ER ML at the same time you'd reach 60 heat or 200% threshold. That's at the same second.
Allow me to demonstrate a true to life breakdown of TT with the assumption that each laser does instant damage akin to lore.
Tabletop calculates heat generated - heat cooled = remaining heat at the summary of the turn. But in real time we are not working in segments of 10 seconds,
we are working in segments of 1 second.
12 ER ML * 5 heat per ER ML = 60 - 36 = 24 = 80% threshold.
With 18 DHS as you mentioned we have 36 cooling per 10 seconds, which is 3.6 cooling per second.
Now, here's how it went down. Remember 30 threshold is shutdown. No matter When it happens, as this is real time.
0 seconds, 2 ER ML are fired. + 10 heat. (That's already 33.33% heat!) Total: 10.
1 second, cool 3.6. Total: 6.4.
2 seconds, cool 3.6. 2.8 Fire 2 ER ML. + 10 heat. Total: 12.8
3 seconds, cool 3.6. Total: 9.2
4 seconds, cool 3.6. 5.6 heat. Fire 2 ER ML + 10 heat Total: 15.6 (DANGER! 52% heat!!!!) If sustained the mech slows.
5 seconds, cool 3.6. Total: 12.
6 seconds, cool 3.6. 8.4 heat. Fire 2 ER ML + 10 heat. Total: 18.4 (DANGER!! 61.33% heat!!!!) Remaining at this level constitutes a shutdown risk!
7 seconds, cool 3.6. Total: 14.8
8 seconds, cool 3.6. 11.2 heat. Fire 2 ER ML + 10 heat. Total: 21.2. 70.67% threshold!!!!
9 seconds, cool 3.6. Total: 17.6 heat.
10 seconds, cool 3.6. 14 heat. Fire 2 ER ML + 10 heat. Total 24 heat. 80% threshold! Remaining here will constitute and ammunition explosion and horrific inaccuracy due to pilot stress, blurred vision and other factors. Mech could shut down at any moment.
There we go. Your very own example in real time. Which is EXACTLY what I had said. I do know the rules. I also know that you have no sense of real time concepts.
Now, for an awesome trick using these rules? We can find out exactly what will happen if we alpha striked. Ready for this?
The Alpha Strike by definition means firing ALL lasers at the same time. This means a "1 second turn."
Lets begin. Identical conditions. We fire all at once.
Remember threshold is always 30. We subtract our cooling which in this case is 18 DHS at 1 second's worth. To find 1 second's worth of 18 DHS, we take 18 * 2 = 36 / 10 seconds = 3.6 cooling/second.
0 seconds. Fire 12 ER ML at the same time. + 60 heat.
1 second. Cool 3.6. Total: 56.4.
Is the total above 30?
Yes.
Automatic shutdown.
Any questions? Care for some further education?