And yet... it remains a useful benchmark. It's not the only one, of course. If you have a mech configuration that will overheat in 30 seconds and you think this is just the right amount of time,b ut you notice that you can get a few spare tons by removing some armour, upgrading to endo steel or some such... Then you can add the heat neutral config of a weapon to your mech and increase your damage output without increasing your time to overheat.
But here are the two main approaches I see:
Illustrating the Balance with Math and Charts
There is one general approach to measure weapon strength - this is generally trying to figure out "how much does it cost me to run this weapon in weight" vs "how much damage does it let me deal this way. Theoretically, one could also use such a system for crit requirements, but this is more rarely done. Though with Inner Sphere heat sinks, it may be an interesting addition.
There are two major ways to figure out the weight, and mostly it is the question - how do we calculate the number of heat sinks for a weapon?
1)
Heat Neutrality
We try to put in enough heat sinks so that the weapons heat is perfectly negated.
This is a simple, useful approach, though some thing it's too simple.
Generally, heat neutrality is very useful to know if you are working at modifiying your mech and adding or switching out some weapons. If you have already found a mech configuration that you think is "reasonably hot" or "reasonably cool" (ranging from overcooled to heat neutral to gaining heat slowly up to overheats in the blink of an eye), when you made free some weight, you can simply add the "heat neutral" configuration to the mech and nothing will change about its time to last.
If you replace weapons, you may realize that for the weight of 2 Medium Lasers and their heat sinks, you could also, say, fit another Large Laser - maybe that would give you something you found lacking so far.
2)
TET - Targeted Engagement Time
This approach is a bit different from heat neutrality is that you try to figure out - how long do I expect an individual combat/skirmish/brawl (e.g. not the entire match, but one fight in that match) too last, and then find a build that optimizes the damage output in this time frame.
This approach has some very practical applications to a mech or weapon configurations. For example, if you have 2 long range weapons, you may decide that these are mnostly used for sniping, where engagement times are usually low (unless the enemy is not trying to get into cover), but also a few short range weapons which you intend to use in a brawl. So you may try to go for a high TET for the brawling weapons and a low TET for the long range weapons. As long as you don'T use them together, you should get what you want. (Whether it's always the best choice to mix roles like this is another question).
The important aspect of the TET approach is that it has to account for a mech's inherent heat capacity - since that allows you to gain heat without needing to immediately/completely dissipate it. This creates some artefacts - if you really always only calculate the TET for a single weapon, you get unrealistic figures - a single medium laser currently can produce 10 heat over 10 seconds on average, so that the time to overheat is at least 30 (in practice, it's even higher - your heat capacity in MW:O is 30 + heat sinks, not just 30 - and you need to have 10 heat sinks now... So basically, with a single medium laser and 10 sinks, you never overheat.)
So for my calculations, I always used 4 weapons.That can be unrealistic for large weapons, but it's close enough - the real error beings at the low heat levels, not the high ones.
How to Calculate Damage
THere are basically two major damage figures people are interested in:
- Damage Per Shot (or "burst" or in Battletech terms "alpha" damage)
- Damage over Time (or "DPS")
Damage per Shot is an important asset to have - you want to nail weak spots at the enemy mech and a high damage per shot means you can destroy them without firing again.
Damage over Time - You can't one-shot everything and everyone, so you will need to take multiple shots - how much damage over time you can inflict on average gives a hint on how long it will take you.
How to put Damage and Weight together
I have basically chosen 3 approaches in total.
For using heat neutrality, I have used two damage figures.
1) Damage Over Time
2) Damage Over Time + Damage per Shot, weighted against each other. (More precisely, I calculated it as (Damage per SHot + 10 x Damage over Time)/10.
For TET, I just used the damage that a mech would inflict continously firing.
Whatever model I used, I then used the calculated weight against the calculate damage.
What we would like to see when we compare damage efficiency stats of weapons
Generally:
Range has not appeared yet in any of the calculations, but is a major factor in balancing weapons. What we want to see ideally is that weapons with similar range have similar damage efficiency stats, and the longer the range, the lower the damage efficiency. This means there is a meaningful trade-off between damage and range. If you use a short range weapon, you must get close to the enemy first, but if you do, you can outdamage the enemy that relies on long range weapons. This introduces also an interesting tactical element, as each participant will try to fight in his "turf" or range category.
Heat Neutrality + Weighted Damage Values
Here, Range should suffice. We already made burst potential an advantage in the efficiency chart.
Heat Neutrality + Damage Over Time:
Here, Range is one factor, but we don't account for burst yet. As a general guideline - the higher the damage per shot is for a weapon, the lower we want the efficiency to be.
TET
For TET, we have similar concerns as for Heat Neutrality and Damage Over Time - more range and more burst should mean a lower efficiency.
This is the chart you may find useless, because it's based on heat neutrality:
This is the chart you may find useful, because it's based on the idea of how long you want your mech too last in practice to kill your targets before they kill you:
Edited by MustrumRidcully, 03 November 2012 - 12:35 PM.