

Nova Prime Stackpoled
#41
Posted 11 June 2014 - 09:40 PM
#42
Posted 11 June 2014 - 09:56 PM
#43
Posted 11 June 2014 - 10:04 PM
If they don't do that, then yeah...I dunno- it won't be possible to fire them all without melting yourself, and it might actually have too many med lasers to chainfire w/out overheating as well.
Edited by Pygar, 11 June 2014 - 10:05 PM.
#44
Posted 11 June 2014 - 10:59 PM
Unintentional alpha suicide at minute 1 of the match. That's what happens when u chase squirrels.
#45
Posted 11 June 2014 - 11:36 PM
Pygar, on 11 June 2014 - 10:04 PM, said:
If they don't do that, then yeah...I dunno- it won't be possible to fire them all without melting yourself, and it might actually have too many med lasers to chainfire w/out overheating as well.
There'll be a fair bit of rage if the Nova gets something like that before the Awesome.
zazz0000, on 11 June 2014 - 10:59 PM, said:
Unintentional alpha suicide at minute 1 of the match. That's what happens when u chase squirrels.
Oh my - with the people who Alt-Tab out to wait, on their first drop, who didn't bother to reset weapon groups before drop.....
You'll be starting 2 men down.
#47
Posted 12 June 2014 - 12:00 AM

#49
Posted 12 June 2014 - 12:58 AM
no 1:
The Nova is not meant to alpha, get off your one button firegrouping.
no 2:
CERML seem to have a ghost ehat penalty at 7. So you can alpha your arms. meaning no ghost heat and getting 6*5=30 heat. so you can easily fire both arms without any heat penalty.
No.3 Smurfeys chart is wrong a 5 heat ERML alpha generates a sh*tload of heat
So lets say we fire all 12.
This is with 7 allowed 6 ERML's beyond Max Free Alpha.
Step 1, look up the 12th weapon fired number in the Heat Scale table. This is 5.00.
Step 2, calculate base heat from 12 ERML. 12 * 5 heat = 60 base heat.
Step 3, Add the extra heat for the number of weapons fired beyond Max Free Alpha multiplied by the Heat Penalty. 6*5
Step 3a, Multiply heat penalty by the base heat value for the number of weapons beyond Max Free Alpha. 2 extra weapons fired. Each heat calculation for the extra weapons are compounded. (5*(5*1.0))+(5*(5*1.0)+(5*(5*1.0)+(5*(5*1.0)+(5*(5*1.0)+(5*(5*1.0)) = 6*25 = 150 ghost heat penalty.
Step 4, Sum base heat and additional heat. = 210 epic heat for a 12 ERML laser under above meant conditions.
But I am not sure if ghost heat star of 7 means actually really 6 beyonf free, or only 5.
So maybe lets say its "only" 5 then we still have 5*25 ghost heat + 60 base heat. this is still 185 heat for its Alpha.
AAAAND for max meltdown, you could equip another ERML in the torso. But the chart actually isn't listing what penalty we get at 13. it ends at 12 with a penalty of 5. I will definately going to try this and see if the ghost heat with such an 13Alpha will cause a shutdown making it able to destroy the CT with a single overheating.
The Nova will be an amazing mech in terms of lasers, You cna make it a CQC Machine with only ERSL and lots of additional heatsinks. you can make it a 2 ERLL sniper with ERSL close backup. Or just the 12 ERML evil thing it is stock.
Also, a very nice thing is, you can stuff 4 MG's into the nova. this with 12 ERML will be an amazing weapon to quickly strip someones armor and eat through his interiors.
And heat management is quite nicely possible. Use maybe less ERML and exchange them for ERSL's use the free tonnage for more heatsinks.
The only thing not working or worth are ERMPL's they have double the tonnage which means sacrificing half the weapons for less damage. Also you only reduce beamduration from 1,3 to 1,1 seconds. Totally not worth the tonnage.
The nova will be the worst nightmare of all IS light mechs and mediums.
Edited by Lily from animove, 12 June 2014 - 01:07 AM.
#50
Posted 12 June 2014 - 01:31 AM
#51
Posted 12 June 2014 - 02:24 AM
Diablobo, on 11 June 2014 - 07:12 PM, said:
What PGI will do is setup the ERMLs in at least 3-4 weapon groups, or groups in chain fire.
This will help avoid new player accidents, and require conscious effort to instant-shutdown by either rearranging the lasers to a supergroup or pressing ~4 buttons simultaneously. In either case, even a new player should have some clue that he might be doing the stupid.
#52
Posted 12 June 2014 - 02:44 AM
Diablobo, on 11 June 2014 - 07:12 PM, said:
Unless PGI makes an exception for the Nova Prime, there are going to be new pilots who fire an alpha and have to sit shutdown for who knows how long it takes to dissipate all that heat. That doesn't sound like much fun. In the heat of battle (heh), pilots can easily make a mistake and fire all their weapons at once.
The penalty si fine, and they won't make this mistake very often except they are unable to lern from it.
But the tutorial could really use a better explanaition of how ghost heat works.
#53
Posted 12 June 2014 - 03:55 AM
Diablobo, on 11 June 2014 - 07:20 PM, said:
PGI should not be holding the hands of its players....I want the option to build a mech that dies after one alpha.
lesson learned and now i use 12 x cersml lasers. or 6 and 6 med vs. small.
Lily from animove, on 12 June 2014 - 02:44 AM, said:
But the tutorial could really use a better explanaition of how ghost heat works.
This is what the OP is really after..... how could PGi releace a mech like the nova prime without a clear explanation of ghost heat at least some place in the tutorial or mech lab..... it will severely harm a new players experience.
#54
Posted 12 June 2014 - 03:58 AM
#55
Posted 12 June 2014 - 04:00 AM
#56
Posted 12 June 2014 - 04:07 AM
#57
Posted 12 June 2014 - 04:11 AM
1 TIC - Left Arm in Chain
2 TIC - Right Arm in Chain
3 TIC - all 6 in the Left Arm
4 TIC - all 6 in the Right Arm
- constant beam of 14dmg
or blasting 42 of potential damage with a break of 0.5sec...... that thing will destroy most medium Mechs in less then 3 seconds. Or yo take the 12 ERSLAS version and kill Mediums at reduced range in 1 second
#58
Posted 12 June 2014 - 04:15 AM
SLAS burntime is 1 second though if rumors are true.
#59
Posted 12 June 2014 - 04:18 AM
MisterPlanetarian, on 12 June 2014 - 04:15 AM, said:
SLAS burntime is 1 second though if rumors are true.
If the table from before was correct,
ISML - 4 heat, 5 damage, 1s burn, 1 ton, 270m range
CERSL - 2 heat, 5 damage, 1s burn, 0.5 ton, 180m range
#60
Posted 12 June 2014 - 04:19 AM
Lily from animove, on 12 June 2014 - 12:58 AM, said:
Then... what's the point of carrying 12 ERML in the first place? in TT you don't have chainfire, you could fire every weapon in a turn once and again in the next turn. So you could fire all 12 in one turn in TT (and survive), quiaff? The masakari can fire his 4 PPCs, too.
So it was designed to be able to fire all of them. At least once.
But I think you'll need a good left right combo and then run away. 6ML Jenners can fire 2-3 times before overheating with 10-12 DHS. I guess you could get 4-6 "half-alphas" out with the stock nova, depending on map. That's a fairly big damage potential for a medium.
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