stjobe, on 20 September 2014 - 11:23 AM, said:
I made this image a long time ago for a completely different thread about heat, but I still think it shows some relevant facts:
As you can see by the dotted vertical lines, the heat penalties start at 37.5% if you have 10 SHS, and 50% if you have 10 DHS (or 20 SHS).
Of course, a faster dissipation would be necessary with a lowered cap, or we'd all be overheating continuously.
As for the Nova, I don't think it's able to alpha all its weaponry in TT either, but I might be mistaken (not a big Clan fan).
You'd be surprised, we have superior to 2.0 heatsinks already.
10 DHS.
TT: 30 threshold, 2/s cooling.
MWO:
Cooling Rate : 2.30 heat/sec
Heat Threshold : 60
15 DHS.
TT: 30 threshold, 3/sec cooling.
MWO:
Cooling Rate : 3.10 heat/sec
Heat Threshold : 68.39999999999999
20 DHS. Until we get to the high end of heatsinks.
TT: 30 threshold, 4/sec cooling
MWO:
Cooling Rate : 3.91 heat/sec
Heat Threshold : 76.8
But that threshold more than makes up for it. The ability to fire 7 PPCs at once? And cool that fast?
There's another thing, too.
Your graph (as I mentioned before) overlays cooling on top of threshold, creating an illusion that cooling thusly equals threshold. It does not. It gives you a 10 second window to work with, but ultimately you take your heat made in 10 seconds and subtract the 10 seconds of cooling you received just before you compare it to the heat scale to see if you ran enough heat to be punished.
Here, for penalties you'd have to run above X amount of heat for X amount of time to see it happen, as you can't pause every 10 seconds to check for punishments and you can't use a 10 second window to apply punishments for something you did 11 seconds ago. It would need to apply in real time against what you have. Yet, applying it instantly is a bit harsh and impractical (when hitting and beating a shutdown risk, it's because said pilot hit Override or managed to space his shots just right to avoid hitting 30 during his firing sequence. To have it suddenly hit without warning makes it very hard to mimic that.)
[Any time you fire enough heat to reach a shutdown penalty, you can break it down mathematically to avoid ever hitting 30 heat at any one point in time; as the 'risks' get higher it becomes harder and harder to do, and when you automatically shut down it is because it is now impossible to break it down as a second by second heating/cooling without hitting 30].
[Try it! Take any mech that doesn't shut down and break the firing sequence down across 10 seconds. Make it hard, too. Now when they do shut down but it's possible to avoid, like an RNG shutdown at say 80% threshold, just rework the math a tiny bit and bam, you'll see where the pilot made the mistake of firing that one laser just a little too soon, hitting 30 and shutting down. It's actually a bit of fun though tedious to write it down].
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As for the Nova, across 10 seconds it could safely fire 36 heat. You could do 5 ER ML at once, then 2 more ER ML about 4 seconds later to prevent shutting down or being punished in any way, and then in 6 seconds after that be ice cold again (that's with simple 2.0 DHS, 30 threshold).
Thus the most you could fire and still get back to zero heat within 10 seconds of when you started to fire is 7 while moving at half speed (6 while moving at full speed; the faster you go the more heat you generate). The most you can fire at once is 5.
The Nova's sheer count of ER ML was actually related to how easily the lasers were destroyed by through-armor criticals. Backups keep it fully functional even after losing 3 to 6 lasers. I once had a Nova lose 11 lasers before losing any arms.
Last edit. I promise!
Edited by Koniving, 20 September 2014 - 11:45 AM.