PainRack wrote:Did I also mention that the "conventional" artillery shell in this case did absolutely JACK shit to a house, causing just the roof to cave in and the normal sharpnel damage?
In which case, why claim they could be far stronger? However, I don't trust your summary after you've described so many incidents so poorly. Actual quotes, please.
And these are the SAME artillery shells that can damage mechs?
Quite possibly.
Really? so you consider
A lance of ruby energy fell down from the skies like the glare of some angry god, scorching the earth and leaving a scar along the ground and across a Com Guard jump capable Kanga hovercraft. It split open under the naval-class laserfire, engine erupting in a brilliant fireball that quickly burned off into a dark, oily cloud. Its heavy ammunition stores detonated in sympathetic explosions, shredding armor and hurling large chunks of the vehicle up to a quarter-kilometer distant.
The Sixth Crucis Lancers lost two BattleMechs in quick succession as well as a squad of Infiltrator battle armor, who were burned down to a tortured composite of half-melted armor, crisped flesh, and ash.
Already, the probing lasers searched for their next victim, found it in another NAIS cadet. The laserfire took an arm from his Watchman. It might have cut the MEch down its entire lenght but for the Watchman's speed and the lightning reactions of the cadet, who jerked his machine mostly out of the beam's path.
Not an outlier, nor actually all that far from what I'm talking about. How long is this scar on the ground? How large a naval laser is it? Both unclear. I believe I noted what yield would be required for lethal effects at that radius for
unarmored humans; the destructive area effects against heavily armored humans can by no means be discounted.
Storms of Fate.
I think I know what is so Outlier about THAT!.
By all means, what? Try actually running calculations. The most interesting part of
that whole description is the Kanga's ammunition explosion raining large chunks over a quarter kilometer radius.
Except for the 100m large diamter? You're assuming that the blast effects radiated to an extent of hundreds of square meters..... Its not.
Particularly note the bit about dispersal. Nine separate mechs, plus assorted battle armored units, "ceased to exist" or were vaporized.
The Firefang combined naval volley was spread out along an area. What's so atonishing about that?!?!?![/quote]
Let's review the quote again, shall we?
On the battlefield northeast of Bagera, the effects were a little more dramatic. The Gauss slug, accelerated to incredible velocities, slammed into the red-brown mud with the force of a hundred conventional artillery shells. Less than a second later the PPC discharge savaged the Jaguars' position, flashing the muddy ground into dirty steam. (1)
Colonel Timothy Price, Marshal Bryan's second in command, watched in horrified fascination as the energy released by the blast (2) shattered the Clan 'Mechs unfortunate enough to be near (3) the naval fire's impact point (4). Though the fire mission had fallen over one hundred meters to the west of Price's designated target, the effect on the Jaguars was nothing less than appalling. Nine of the lighter enemy 'Mechs just ceased to exist, blown to pieces by the unbe¬lievable energies delivered by the Fire Fang's weapons. Any Elemental unlucky enough to be caught in the primary blast area (5) was vaporized. Most of the surviving Clan forces were so badly dam¬aged as to be useless as fighting machines, or even as spare parts.
So, let's review. There is
one PPC blast and one gauss rifle strike from the Firefang impacting in this scene (1) - not multiple weapons targeting with accidental precision each of a handful of targets far from the planned impact site.
This PPC discharge has a
point of impact (4). That's some discrete point at which the energy impacts. Thus, we are computing blast effects from this
singular (1) PPC discharge hitting a
singular (4) location, which has
area blast effects (2) on the mechs nearby (3) and also on any battle armor trooper nearby (5).
You haven't been actually running the numbers. If you hit, say, a 3 square meter 1 ton target at a ~13m radius omnidirectional blast, it gets hit with
1/1000th the energy of the total blast. If these Elementals in the "primary blast area" are genuinely being vaporized (5), they need a good bit of energy applied to them. Probably in the gigajoule neighborhood, which would mean that to put our NPPC below 100 gigajoules,
we need to have a primary blast area in which Elementals are being vaporized being less than 6m in radius.
Understand now the magnitude of your errors?
You mean apart from the near insta-kill against jumpships?
And by "near insta-kill" you mean "not actually insta-kill." And no, that's not so terribly surprising, really.
Right. Ground zero of a sustained warship bombardment....... and the twin towers are still standing?
How about you check out
this tool? The innermost ring is where reinforced concrete structures - as modern engineering makes them - will be seriously taken down. In the next ring, they may be still left standing. The yields we are discussing for these weapons are 0.024-0.24 kilotons. And yeah, that's for a ground level detonation and clear lines of sight, something of a simplified model. The actual WTC rammings were
de facto weapons with total energies of around 50 GJ each (12 tons of jet fuel) applied directly to each building, and they almost failed to bring down the towers.
So, ya, it's plausible with terajoule weapons. Towers that aren't directly hit can quite possibly stay standing. It's
not very plausible with petajoule weapons.
And of course, this equals to no yield could be made? It argues HEAVILY against warship weapons being anything similar to megaton or even kiloton nukes.
Want to bet if I dig through the forum, I can find examples of you saying this shows SW firepower is ass weak when turbolasers/proton torps fail to bring down statues and the like?
Again, you're failing to grasp the orders of magnitude we're talking about. I have made similar arguments...
... against claims of megaton and gigaton weapons, and suggested that such weapons are likely sub-kiloton when they fail to create enormous fireballs and have such small destructive effects on the ground and such small radii of lethal effects vs normal humans.
Ahem. Let's compare it to its effects on reality again? The 120mm and 155mm artillery shells........ don't have any greater effect on ground targets than conventional weapons. Indeed, given gameplay, they're actually WEAKER.
Hang on. In gameplay, using the optional Maximum Tech artillery rules, a high explosive round from a heavy artillery piece, landing in the open, will kill a lot of people up to 75m away, and kill
everybody within 45m. It'll kill pretty much everybody hiding in trenches in the woods up to 15m from the point of impact.
All things considered, that sounds like a pretty reasonable match for modern conventional artillery, rather than measurably weaker. And that when we're dealing with a game system that really isn't designed to handle infantry, and a weapon that's not intended to deal with infantry. Using the optional anti-infantry round also presented in Maximum Tech, we're pretty much looking at near-100% lethality to any unarmored humans within 75m of the target.
And of course, what "does" count as lucky shots? In said context, it was merely the trooper pumping in shot after shot until the Elemental armour is damanged enough that the trooper died.
I am again not going to trust your summary of events to be accurate
in detail beyond a trooper having managed to eventually kill an Elemental with a rifle. Present a quote of the event, please.
lol.
1. We already know how piss weak explosive effects are in Btech. The explosive contained in the LRM cannot destroy a wooden shack. Indeed, even the AC/2 and MG, 20mm autocannons would find it difficult to do so in one burst.
Via... guess what, game mechanics. Via... guess what,
armor piercing munitions and
shaped charges. By and large, you're arguing on a scarcity of evidence here.
No, we
don't know that explosive effects are weak in BattleTech. As I've previously presented, in fact, the comparison between gauss rifle and autocannon
dictates significant explosive effects.
2. The point was to show the non linearity. The mithras and Zithras quote shows that despite varying weapons ranges, higher ke does not translate directly to higher damage.
And the varying weapons ranges translate to a variance in KE? Varying weapons ranges which are much closer together in some game systems than others?
We can't say anything authoritative about the relative composition of the AC/2 salvo vs the MG salvo. Either might have a higher KE.
For christ sake, your failure to recognise that your NUMBERS come solely from the mech must be heated up to a certain value and this is a vague indicator of weapons firepower via waste heat is not my problem.
Yet again, there is no "solely" about this.
The Star Lord incident as I have repeatedly stated is off. Even if the life support system was utterly offline, firing twin PPCs would not have caused harm to Duncan and Trent.
You're claiming a direct contradiction to the canon here. You may want to actually back up this argument in some fashion that
doesn't rely on a decrepit machine having an intact cooling system.
And even here, the mechanics of conduction and convection would had meant that merely opening the hatch would do precious little to help them.
Precious little? They opened the cockpit to the outside air. We're not talking about a window, we're talking about basically the entire canopy. That's going to help a
lot.
One of them
still momentarily passed out.
There must be some more complicated reason that the reader isn't aware of.
If you like, introduce magic heat fairies, but I prefer to use actual figures regarding the heat tolerance of human beings.
With what? Pulling numbers out of your ass? Despite the repeated statements that your cockpit numbers are off, that the stated cockpit temperature is explictly stated to be in the 40s to 50s,
When the cockpit cooling systems are working correctly, under normal operating parameters. Which is
not what I'm talking about. I'm talking about severe overheating, and the multiple sources - including the Techmanual - that talk about how a mech pilot can be cooked to death if just the cockpit systems aren't working.
that the terrain features you use are literally impossible to draw concrete numbers from due to lack of various factors,
"Various factors" meaning you don't like the conclusion, but don't actually have a solid argument against it.
the impossibility of using waste heat and environmental heat to derive numbers as they don't tally with the ingame universe
I'm using everything from game mechanics to novel fluff here. Quite obviously, both in-game and out-of-game material jives with what I'm saying, because I'm using both quite successfully to come up with the same ballpark conclusion.
and that last but not least, your numbers don't balance against each other when compared across mech weight classes?
... which, as I have mentioned, is a product of the limitations of the resolution of game mechanics, and that I'm only claiming at best plus or minus a half order of magnitude of precision?
My numbers work just fine. They are the singularly most plausible figures for waste heat energy for energy weapons - not precise, but they have a very high confidence level attached to their large margin of error.