PGI provided the information necessary to calculate Ghost heat in the following Comamnd Chair post
http://mwomercs.com/...ost__p__2575191
combined with the information that multiplier is 12 for Clan ERLL.
Cost of firing 2x Clan ERLL =
25.16 heat
Step 1: Lookup the 2nd weapon fired in the Heat Scale Table. This is 0.08
Step 2: calculate base heat from 2 ER LL (2 x 8.5) = 17 base heat
Step 3: Add the extra heat for the number of weapons fired beyond Max Free Alpha multiplied by the Heat Penalty
Step 4: Heat Penalty = Heat Scale x Multiplier 0.08 x 12 = .96 x 8.5h =
8.16h do this for each weapon beyond threhold.
Step 5: Add up the heat 17 base heat + 8.16 = 25.16
Go for 3, then you are looking at
52.02 heat
Step 1: Lookup the 2nd and 3nd weapon fired in the Heat Scale Table. This is 0.08 and 0.18
Step 2: calculate base heat from 3 ER LL (3 x 8.5) = 25.5 base heat
Step 3: Add the extra heat for the number of weapons fired beyond Max Free Alpha multiplied by the Heat Penalty
Step 4: Heat Penalty = Heat Scale x Multiplier 0.08 x 12 = .96 x 8.5h =
8.16h | 0.18 x 12 = 2.16 x 8.5 heat =
18.36h
Step 5: 25.5 +8.16 + 18.36 = 52.02
How many extra heat sinks do you need to fire 2 compared to before?
Two Clan ERLL used to produce 3.58 Heat Per Second average. Under the new rules, firing two will generate 4.79 HPS.
Knowing that Clan Heat sinks cool at a rate of 1.4 Heat per 10 seconds we calculate .14 per second.
4.79 (new heat) - 3.58 (old heat = 1.21 HPS /0.14 HPS cooling =
8.64 additional DHS
The additional heat of Clan ERLL is not that bad considering the effectiveness. However the 2.0 second beam duration is going to make it next to impossible to deliver the full damage per shot, but when used for its intended prupose at 890-1780m at cost of 4 tons and 1 critical slot it is still very effective, although not boatable.