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Confirm 2Cerll Is Almost 2 Ac/20 Heat


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#21 Zervziel

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Posted 08 August 2014 - 11:29 AM

View Postxeromynd, on 08 August 2014 - 10:20 AM, said:

......there was a problem with C-ERLLs to begin with?

Somewhere deep down below the earth's surface in a bunker locked with once-useful relics of the past, the C-ERLL begins gathering dust alongside its fellow Flamers and LBX ACs


Then it get roughly shoved aside because it was taking up IS LPL's spot. Oh wait you said useful.

#22 cSand

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Posted 08 August 2014 - 11:41 AM

View PostPh30nix, on 08 August 2014 - 11:29 AM, said:

do you meant 2 no ghost heat then 3rd is ghost heat? id be fine with that


Yep exactly.

I don't even use clans really... but. I think the other nerfs were fine, but adding that ghost heat thing is (as a lot of us figured when we read it) a bit overboard

Edited by cSand, 08 August 2014 - 11:41 AM.


#23 Agent 0 Fortune

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Posted 08 August 2014 - 11:42 AM

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.

#24 Sandpit

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Posted 08 August 2014 - 11:42 AM

these threads are all pointless.

The community did exactly what it was supposed to do. It gave detailed and constructive feedback to the tune of 56 pages. All of it told Paul they didn't like his ideas and gave viable solutions and alternatives. Paul ignored every single bit of it. Completely

#25 Scratx

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Posted 08 August 2014 - 11:43 AM

View PostAgent 0 Fortune, on 08 August 2014 - 11:42 AM, said:

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.


Base heat is 9 now.

#26 xengk

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Posted 08 August 2014 - 11:44 AM

View PostMystere, on 08 August 2014 - 11:06 AM, said:


Adder? Not yet. But I'm leveling mine this weekend. :D

Besides, if I am attacking a mech with a lighter one, I do not do it face to face. I prefer doing it from behind, preferably at a safe distance, and if so inclined, aiming for the legs to add insult to injury. :lol:


Same way I run my kitfox(2x erLL, 2xSRM4).
The erLL for long range poking, switch to chain fire in mid range with the srms throw in for extra punch.
The fox's arm are so low that they are perfect for leg blasting.





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