Correction. cERPPC is 14.5 heat. I had looked at some patch notes instead of the in game and/or took the isERPPC values. Apologizes.
Correct, from what I do understand, the "hottest" weapon of any Linked set used to calculate the total heat penalty in a formula. And regardless of the firing order, it is best that at least one ERPPC is outside that 0.5 sec range. Correction highest base heat then highest multiplier so these values can come from different weapons that are ghost heat linked.
And found the post from Paul (2013) -
https://mwomercs.com...cale-the-maths/
And the newest one Vblog 4-01-2021 -
https://mwomercs.com...ril-dev-vlog-1/
And.. 2xGR + 1 ERPPC (within 0.5secs) are fired
53pts capacity - Heatbar 100% no crits on HS
- 2 pts heat - 2xGR = 2ish% heatbar (
- 14.5 pts heat - 1x cERPPC 26.xx% heatbar
- Combined - 16.5 pts heat before Ghost heat is added, or 28.xx % heatbar if not ghost heat.
****The above when Ghost heat is generated with those 3 weapons - Heatbar - 71ish %
1x cERPPC - 26.xx% heatbar
2x cERPPC - 56.xx % heatbar
1x GR - 1% (game likely rounds up the numbers)
2x GR - 2%
Formula from the linked posts above.
(3x Base Heat + [ 0.18 x Heat Penalty x Base-Heat]).
(4x Base heat + [ 0.30 x Heat Penalty x Base-Heat])
Gauss Multiplier appears to be 8.5 per a previous post but it may actually be 8.0 .... and cERPPC is 4.5 multiplier (based on the in-game results, formula uses highest multiplier of the weapons gh linked)
1. 3rd weapon fired beyond max free alpha = 0.18
2. Calculate base heat 1+1+14.5 = 16.5 base heat
3. Add extra heat for the number of weapons fired beyond Max Free Alpha multiplied by the heat penalty
3a. Heat Penalty = Heat Scale * Multiplier = 0.18 * 4.5 = 0.81 or is the higher multiplier ? 0.18*8.5 = 1.53
3b. Multiply heat penalty by the base heat value for the number of weapons beyond Max Free Alpha. 1 extra weapon fired. Additional Heat = 14.5 * 0.81 (or 1.53) = 11.745 (or 22.185)
4. Sum base heat and additional heat. 16.5 base heat + 11.75 (or 22.85) = 28.25 heat. (or 38.685)
**
*(38.685 w/ghost heat pts / 53 heat capacity) * 100 pct = 72.99% heat bar This closely matches the heatbar % in game
Based on the formula, it uses the highest weapon base heat (cERPPC) and the highest weapon multiplier of the weapons (gauss rifle) I did it with the ERPCC originally for base heat and its multiplier then the highest numbers between the two..
******************
Firing 2*GR + 2*cERPPC (reviewing this one - completed. correct the 0.8 to 0.3)
1. 4th weapon fired beyond max free alpha = 0.3
2. Calculate base heat 1+1+14.5+14.5 = 31.0 base heat
3. Add extra heat for the number of weapons fired beyond Max Free Alpha multiplied by the heat penalty
3a. Heat Penalty = Heat Scale * Multiplier = 0.3 *8.5 (higher multiplier ) = 2.55
3b. Multiply heat penalty by the base heat value for the number of weapons beyond Max Free Alpha. 2 extra weapon fired. Additional Heat = 29.0 * 2.55 = 73.95
4. Sum base heat and additional heat. 31.0 base heat + 73.95 = 104.95 heat w/ghost
104.95 w/ghost heat pts / 53 heat capacity) * 100 pct = 198.0% heat bar. Thus with the dissipation rate, it would be why it takes so long for it top drop below the 100%. And then there is the possibility with the structural crit, it is taking out DHS, even the extra ones located into the engine. Extra engine heatsinks will crit!! (edited that part). And using a stop watch a few times, after shutdown Mech started up at approx 12 secs later then was completely cooled down approx 14 secs later.
Edited by Tarl Cabot, 02 July 2021 - 11:25 PM.