Some things to consider:
- Firing all weapons in tabletop is to fire all weapons within a 10 second span of time, exactly one user per weapon.
- That is within 10 seconds... an AC/20 does 20 damage, a medium laser does 5 damage, etc.
- In MWO... within 10 seconds an AC/20 without ANY quirks does 60 damage, a medium laser does 15.
- Even then, despite tabletops horrific Front Loaded Pinpoint Damage (Per Weapon), it is scattered all over the enemy mech. Sure the 2-to-100 shot AC/20 is given horrific front loaded pinpoint damage to one section of the mech and the medium laser (averaging 3 shots in lore to get a total of 5 damage) manages exactly one component, but such is the summarized nature of Battletech tabletop.
- In Battletech itself, the "Alpha Strike" is to fire all weapons at exactly the same time.
- This is usually depicted as being done with minimal convergence, as in torso weapons without the ability to pivot (i.e. non-turreted) will fire directly ahead and hit what body parts are directly ahead (i.e. if an Atlas alpha striked at a Kodiak dead in front of it, the Autocannon from the right torso would probably hit the left torso of the Kodiak. The SRMs from the left torso would likely hit ~Mostly~ the right torso of the Kodiak. The arms will most likely hit the center torso depending on range and whether or not aiming for the center torso would put the arms in front of the torso weapons -- in which case the arms would spread wide and probably hit the Kodiak's arms or STs to avoid hitting itself with the missiles or the autocannon.
- This is virtually always depicted as a desperate act by someone that is ABOUT TO DIE, TERRIFIED, or IN A DEMENTED MENTAL STATE while laughing maniacally. There are also two other examples, including one where the pilot lost consciousness and the Alpha Strike is a programmed reaction... as well as the few examples where there were only 2 weapons to begin with and they are linked.
It is a natural thing to do in MWO because it is possible and we have incredibly high heat thresholds and a blatant lack of discomfort from using high heat weaponry.
Mechwarriors are usually nearly naked, wearing refridgeration/cooling vests and even then suffer horrifically from sweating. Part of the accuracy penalty from just 8 units of heat accrued within 10 seconds
is from sweat pouring into the eyes of the pilot. That's right:
8 units of heat, sweat in eyes, blurry vision.
Remember, that's 8 units of heat after cooling meaning you did get above that temperature and cooled down to that within the 10 seconds.
Above 14 units meant the potential for shutdown; this dice roll was used to calculate the chances of you overheating from firing too much and reaching 100% within the 10 seconds. For example a Warhawk Primary Configuration. This example is being used because PPCs are canonically single shot weapons with devastating front loaded damage (sure an AC/20 might be 2 to 100 shots to do 20 damage, but a PPC has always been one shot to do full damage, making it one of the most devastating weapons in Battletech Lore before the crazy stuff after 3060).
Source material:
Warhawk Primary Configuration; firing only ER PPCs. 20 DHS. (-4 heat per second).
Spaced shots across 3 seconds each.
4 ER PPCs. Cruising speed (+1 heat over 10 seconds).
0 seconds. Fires 1 ER PPC. +15 heat. (WARNING 50% threshold.) 15 heat.
1 second. -4 heat. +0.1 for cruising speed. 11.1 heat.
2 seconds. -4 heat. +0.1 for cruising speed. 7.2 heat.
3 seconds. -4 heat. +0.1 for cruising speed. Fires 1 ER PPC. +15 heat. 18.3 heat. (61% Threshold).
4 seconds. - 4 heat. +0.1 for cruising speed. 14.4 heat. (48% Threshold).
5 seconds. - 4 heat. +0.1 for cruising speed. 10.5 heat. (35% Threshold.)
6 seconds. - 4 heat. Fires 1 ER PPC. +15 heat. +0.1 for cruising speed. 21.6 heat. (72% threshold)
7 seconds. - 4 heat. +0.1 for cruising speed. 17.7 heat. (59% threshold)
8 seconds. - 4 heat. +0.1 for cruising speed. 13.8 heat. (46% threshold -- I'm NOT rounding these numbers; the genius of Battletech at work here).
9 seconds. - 4 heat. +0.1 for cruising speed. Pilot waits just an extra second because it's so dangerously close. 9.9 heat. (33% threshold.)
10 seconds. -4 heat. Fires 1 ER PPC. +15 heat. 21 heat. (70% of heat threshold).
Pretty impossible for him to shut down like this. Some notes though, there's a 1/3rd chance at this level of heat that he may have an ammunition explosion depending on how long he stayed above a certain level of heat; he didn't stay up there long so it's slim.
Note: After/during this time, the overal movement capability of the mech after this would be cut by 120 meters due to stiffening joints from Heat Expansion! (Made up for during the next movement phase).
Note: Accuracy due to heat affecting the pilot would be cut by 3; since the average pilot has a gunnery of 5, this means the distractions of sweat in the eyes and the discomfort of being inside the mech would cut his accuracy by 3/5ths or 60% over the next 10 seconds
while the Pilot himself recovers from the rise in temperature!
Erratic spacing between each shot. Again assume the BT standard of one use per 10 seconds.
4 ER PPCs. Cruising speed (+1 heat over 10 seconds).
0 seconds. Fires 1 ER PPC. +15 heat. (WARNING 50% threshold.) 15 heat.
1 second. -4 heat. +0.1 for cruising speed. 11.1 heat.
2 seconds. -4 heat. +0.1 for cruising speed. ER PPC fired! +15 heat. 22.2 heat.
3 seconds. -4 heat. +0.1 for cruising speed. 18.3 heat. (61% Threshold).
4 seconds. - 4 heat. +0.1 for cruising speed. 1 ER PPC fired! + 15 heat. 29.4 heat. (98% Threshold). (Weapons LOCKOUT!)
5 seconds. - 4 heat. +0.1 for cruising speed. 25.5 heat. (85% Threshold.) (Weapons LOCKOUT! Pilot is overriding!)
6 seconds. - 4 heat. +0.1 for cruising speed. (Weapons LOCKOUT; pilot has overridden.) 21.6 heat. (72% threshold)
7 seconds. - 4 heat. +0.1 for cruising speed. Fires 1 ER PPC. +15 heat. 32.7 heat. (109% threshold) (Threshold has been breached! Threshold has been breached! Shutdown in 3...)
8 seconds. - 4 heat. +0.1 for cruising speed. 28.8 heat. (96% threshold -- Again I note that I'm NOT rounding these percentages; the genius of Battletech is at work here). (Threshold has been breached, shutdown in... Shutdown has been avoided. Warning: Heat.)
9 seconds. - 4 heat. +0.1 for cruising speed. Pilot waits just a second because it's so dangerously close. 24.9 heat. (83% threshold.) (Warning: Heat.)
10 seconds. -4 heat. Fires 1 ER PPC. +15 heat. 21 heat. (70% of heat threshold).
Oooo, so close to shutting down! Had to override the Battletech weapons lockout (In BT there IS No SHUTDOWN OVERRIDE! It is a weapons lockout override.) Staying slightly over 30 for 3 seconds would've been really bad, since starting back up is not possible until reaching 14 units of heat (46.67% threshold). That was a really close roll. (To mention it for this time, I did melt a heatsink. No ammo explosion though. Was really pushing it but didn't stay above 64% Threshold for long enough at a time.)
2 at a time.
4 ER PPCs. Cruising speed (+1 heat over 10 seconds).
0 seconds. Fires 2 ER PPC. +30 heat. (WARNING 100% threshold.) 30 heat. (Weapons LOCKOUT!) (Threshold reached: Shutdown in 3...)
1 second. -4 heat. +0.1 for cruising speed. 26.1 heat. (WARNING: Heat!) (Shutdown avoided.) (Weapons LOCKOUT!) (WARNING: Ammunition Temp! Cookoff in 3..)
2 seconds. -4 heat. +0.1 for cruising speed. 22.2 heat. (Warning: Ammunition Temp! Cookoff in 2...) (Weapons LOCKOUT; pilot is ignoring lockout; no attempt to override.)
3 seconds. -4 heat. +0.1 for cruising speed. 18.3 heat. (61% Threshold). (Ammunition is cooling.) (Weapons have unlocked.)
4 seconds. - 4 heat. +0.1 for cruising speed. 14.4 heat.
5 seconds. - 4 heat. +0.1 for cruising speed. 2 ER PPCs fired! +30 heat! 40.5 heat. (WARNING 135% Threshold!) (Weapons LOCKOUT!) (Threshold has been breached, shutdown in 3 seconds...) (WARNING: Ammunition Temp! Cookoff in 2...)
6 seconds. - 4 heat. +0.1 for cruising speed. 36.6 heat. (Weapons LOCKOUT!) (Threshold has been breached, shutdown in 2 seconds.) (WARNING: Ammunition Temp!! Cookoff in 1...)
7 seconds. - 4 heat. +0.1 for cruising speed. 32.7 heat. (109% threshold) (Threshold has been breached! Threshold has been breached! Shutdown in 1 second...) (AMMO EXPLODES! Left Arm destroyed. Remaining damage prevented by CASE!!)
8 seconds. - 4 heat. +0.1 for cruising speed. 28.8 heat. (96% threshold -- Again I note that I'm NOT rounding these percentages; the genius of Battletech is at work here). (Threshold has been breached, shutdown in... Shutdown has been avoided. Warning: Heat.)
9 seconds. - 4 heat. +0.1 for cruising speed. Pilot waits just a second because it's so dangerously close. 24.9 heat. (83% threshold.) (Warning: Heat.)
10 seconds. -4 heat. Fires 1 ER PPC. +15 heat. 21 heat. (70% of heat threshold).
Oooo, Damn near! Had to override the Battletech weapons lockout. Staying 30 or above for 3 seconds would've been really bad, since starting back up is not possible until reaching 14 units of heat (46.67% threshold). That was super risky move! (Fresh mech. This time it was reported that I had a loss of overall coolant. Also had an ammo explosion. Lost an arm.) We definitely shouldn't forget the movement penalties, accuracy penalties from the distractions of heat (and the explosion and personal injury!)
Alpha strike!
4 ER PPCs. Cruising speed (+1 heat over 10 seconds; note due to turn-based limitation there isn't anything to say the mech stopped right away).
0 seconds. Fires 2 ER PPC. 60 heat. WARNING! At 200% of Mech Heat Tolerance! EMERGENCY SHUTDOWN! Cut Power! All joints locked. Mech may fall over! EXTREMELY LIKELY AMMO EXPLOSION! (If using all rules, the heatsink taxation rule would use a dice roll to determine and punish for any of the following scenarios:
1 second. -4 heat. 56.1 heat.
2 seconds. -4 heat. 52.2 heat.
3 seconds. -4 heat. 48.3 heat.
4 seconds. -4 heat. 44.4 heat.
5 seconds. -4 heat. 40.5 heat.
6 seconds. -4 heat. 36.6 heat.
7 seconds. -4 heat. 32.7 heat.
8 seconds. -4 heat. 28.8 heat.
9 seconds. -4 heat. 24.9 heat.
10 seconds. -4 heat. 21 heat.
Note that due to limitations of a turn-based game, the shot must be fired at '0' seconds to accurately gauge heat in an MWO-style. The heat was actually gauged using thermal laws, in which a large amount of heat was transferred at first significantly deteriorating (temporarily) the cooling per second (say of 60 heat, 20 of it was absorbed within 2 seconds and the rest absorbed over the remaining value of time gradually; overworking the heatsinks and in this case frying almost 3. Of course the heatsinks wouldn't be any good until the 10 seconds are up once they are completely used for all 40 points of heat as they need time to dissipate the heat as well as absorb it, say about 5 seconds both ways to make it a nice even number. Also had an ammo explosion instantly.)
There's nothing within the board game to attribute a cutoff of movement during the heat phase, though in real time the heat from 'walking' and the overall distance travelled would have both been cut short of the intended movement.
Using this method applied to MWO, the countdown to shutdown would be cut down to 2 around 140% heat and skipped entirely at 150% heat for an instant shutdown. (so 145% would only get a 1 second warning). Weapon lockout is canonically described at approximately 50% heat, however 80% heat seems like a better place for it.
This is literally combining the Tech Manual lore with Basic Battletech, Strat Ops and Tact Ops lore and rules into a real time breakdown.
To note: My choice is Combat Simulation; but MWO IS Candy Crush Saga.