PainRack wrote:Its odd. I noticed several of my Wh40k adverseries and Btech adverseries from SB here on SFJ, and since I can't stand the Wh40k or the SF guys here massacaring my genre anymore, I thought I jump in and take over from where consequences and Thanatos left off.
Jedi Master Spock wrote:
I mentioned this already - which is why I didn't include ballistic weapons in my original analysis. Within the game, there are explanations offered, albeit flimsy ones, for this quirk. I'm not going to say everything about BTech heat generation is consistent.
Actually, its one of the MORE consistent bits. You see, the problem is, you assumed that heat scale= entire mech. There is NO evidence to suggest so.
Once you ignore that non-sequiter, ballistic weaponery is easily explained. Gases are vented, and the heatscale isn't reflected because unlike mechs, the vehicle fusion reactor is "open".
The heat scale in itself is present solely to represent the heat affecting the MHD, the magnetic fields that govern the plasma in the engine.
Which is why it also affect myomer muscles throughout the body of the mech, ammunition throughout the body of the mech, and cockpit temperatures?
My heat figures can easily be underestimates, but they rely upon the fact that if the heavily insulated cockpit reaches sauna-like temperatures, so, too, should most of the rest of the mech. The cockpits are being heated to dangerous levels. Note, please, the world sauna championships taking place at 110 degrees Celsius. To get someone to pass out within seconds, or outright
die in a timescale of several tens of seconds, requires the cockpit become a bit of an oven.
If stray "hot spots" potentially reach flash points to ignite flammables, that's more in the neighborhood of localized hot spots exceeding 200 degrees Celsius.
Actually, its very bad, considering that the small laser which generates 3 point of heat doesn't dump 3 gigajoules of waste heat into the hands of the crew serving the weapon when its used as an infantry gun.
Actually, the standard small laser generates 1 heat (to within the resolution of the system, 0.5-1.5 heat). I'm not sure how much you know about BattleTech if you think a small laser generates 3 heat points on the standard combat scale that I'm referring to. Accounting for error due to the resolution of the system, the small laser has an efficiency between 62.5 and 87.5 percent assuming absolute parity of heat and damage points.
We may note this is a several hundred kg support weapon, and parts of it are heated to incandescent temperatures when firing - so no, somewhere near a gigajoule of waste heat for something that is rarely seen even as a crew-served weapon is not excessive.
Similarly, that means that Battletech weapons are so inefficient that they're create more waste heat than useful energy, as small lasers don't carry gigajoule firepower.
They do, actually, and the new Tech Manual explicitly states that some large energy weapons on the low end of the heat efficiency scale do generate more waste heat energy than they deliver energy to the target:
Tech Manual wrote:A heavy laser or PPC can thus create more waste heat than energy going into the target.
Note these are the least efficient weapons, with a heat:damage ratio ranging from 1-1.5:1 within the primary game mechanics.
High examples of small laser firepower include melting/vapourisation of a human person, but the majority of firepower actually rests well in the low MJ range such as setting buildings on fire. The best standard is to simply assume the armour=steel technique, which yields MJ firepower.
A so-called "majority" which I will believe when I see. Most probably are compatible with a wide range of energies; some may be gravely mis-estimated as well. By all means, feel free to start whipping out quoted incidents.
The latter technique I am familiar with. It's what I started with before I read actual descriptions, and it puts the small laser at ~200 megajoules. Thanatos objected heavily to BT weapons being this powerful, so I looked more carefully.
Most of our descriptions of target damage from laser weapons include substantial overheat from the minimal melting level. Many include vaporization, in fact, of armor. See the BT quotes thread for a number of examples of laser weapons boiling away armor or heating it to yellow, white, or in one case blue-white, temperatures.
This is further weakened by the uncertainties about BT armor, its ability to conduct heat safely away from the site of impact, and its actual thermal resistance. Thus, yes, assuming parity of heat and damage points for lasers is actually a superior technique to the "minimal melting of steel" metric, which provides a "minimal" estimate, which could easily miss by an order of magnitude. Not that waste heat was the only technique I used. I also ballparked based on novel/fluff descriptions, which in most cases agreed with or exceeded the above estimates.
For example, the Aung house incident in
Close Quarters generally exceeds the waste heat estimates, with glass melting a substantial distance from the site of impact; that, I think, is the highest-energy example to date. It's also the sort of estimate traditionally used within the VS debate in analyzing fiction.
No it hasn't. 6 heat sinks max, if said heatsinks are submerged. Alternately, we CAN use the description of a Masakari hidden behind steam, but since we don't know how overheated the Masakari is, or indeed, whether popular depiction contained as a verbal quip in the Wizkid CCG and in some light lit is an actual incident.
No it has not. Unless you're referring to insta kill vehicles, infernos plus fire= the same heat point then as now. That and the fact that they remove the limitation that it could only be mounted on SSRM2 and SRM2.
The effects of heat weapons on non-BattleMech units
has substantially changed from that.
The explaination has also remained the same. Mechs are optimised to operate at certain temperatures, change the external conditions and their cooling systems get ovewrhelmed. Retcon that with physics and what that means is that their cooling systems require a cooler exterior so as to dump their heated coolant effectively.
And at "standard" conditions, this results in a ten second "turn" cycle. Examine actual cooling mechanics (i.e., refrigeration cycles) and you'll find the linear delta-T term present in the extreme temperature rules is actually quite logical.
Note, actually, that additional effects are in play for extremely hot items. They actually deal damage to BattleMechs.
Really? Pray tell, which rules you get this from? Steel Viper units can move around freaking lava and simply get a higher heat scale........
It's funny you should mention magma.
Explorer Corps introduced rules for magma on page 66:
Explorer Corps wrote:BattleMechs that start their movement or pass through molten magma during a Movement Phase take 2d6 points of damage to each exposed location upon entering the magma.
So, yes, sufficient quantity of sufficiently hot material causes damage.