Vergere, your build does not have 2 tons PER ballistic weapon. In addition, an alpha strike from that build generates 92.8 heat and only has a capacity for 71.28. Pants, your build also generates 88.22 heat and only has a capacity for 61.2 SniperCzar, your first build generates 69 heat with a capacity for 61.2. Your second build generates 72.09 heat and has a capacity for 64.56. Not sure why your first build did not overheat at times, because it should ALWAYS overheat on a full alpha based on the numbers... remember: YOU MUST BE ABLE TO ALPHA STRIKE WITHOUT OVERHEATING on a heat neutral map OP updated with new submissions that meet all criteria.
I actually built and tested ingame on River City/Forest Colony. Are you factoring in the cooling that happens during the alpha over the 1.5s duration on the lasers?
I am not, I realize there is a slight cooling effect during that time, but that could also be the reason your build is not consistent. I have a feeling the heat dissipation mechanic in-game is not the most robust or detailed piece of code. I'm going to stick to the numbers on Smurfy's considering it is the easiest way to approve a build, it is also a sure way to prove that a mech will not overheat if it generates anything less than its capacity. You also have to consider that there is a SLIGHT conservatism with these guidelines. Considering not all maps are heat neutral or better. The heat dissipation effect might make it possible for some of these builds to alpha strike on Caustic Valley, etc. I have updated the guidelines to be more specific when it comes to Heat Generated vs. Heat Capacity. P.S. I also updated the guidelines to note that cERPPC only deal 10 points of damage for this challenge. You must account for this when considering your total Pin-Point alpha. ANY spread effect does not count toward your total. Smurfy's adds the spread damage to it's alpha total, thus it must be subtracted from the Smurfy's Alpha reading.
You can say that about any weapon with a velocity in that case. No, a Clan Autocannon will still hit where you are aiming if nothing is moving. It can also be aimed to track the target similar to a beam weapon. There is no reason to discount it imo. It all comes down to the situation and pilot skill
The DEVASTANGER! *cough* new winner *cough* GG wp all. Where's my prize? (62 pts of heat, 68 heat threshold)
Nice go Pooty, however you have to subtract the cERPPC 5 points of spread damage, so you are sitting at 104.50 (not #1)
This is a great way to discover the true potential of some chassis. Would be really awesome if we have this same challenge for every mech, so ppl can see the real potential of the diff variants. Maybe setting a minimum engine to make sure the mech is not a complete sitting turret Are u up to set general rules, Solahma? I really would love to see this challenge in the SHD and the HGN
Ain't got time fo dat! Nice idea, but the only issue is that Alpha strike size does not determine a chassis potential. A lot less silly than a flat out "highest alpha" build thread, but still a silly build thread. The Dire Wolf is really the ONLY mech that can perform well with such a large alpha and still remain heat efficient and survivable. I suppose there are probably a few that could also be looked at (mainly clan mechs). SniperCzar was inspired to make a build with slightly less armor than the rules, but he consistently got 5 kills on any decent group match. I was testing a few out and performed decently (as decently as I can drinking as much as I did ). So there is some truth in what you say. It's one aspect of a mech's potential I guess. I'll think about it.
I was hitting 700-800dmg and ~5 kills last night with a build two tons shy of legal (only 3 tons Gauss and one ton less armor) It also didn't technically qualify for the rules here because the heat output is over capacity, even though on neutral maps the heat dissipation counters some of the laser burn and comes in at less than 100% for an alpha strike.
[size=18pt]The DEVASTANGER 2.0! MUAHAHAHAHAHAHHAHAHHAHAHHAHHAHAHAHHAHHAHAH (alpha takes it to ~96% when mastered on neutral map) 110 TRUE PINPOINT *Continue Excessive Maniacal Laughter* EDIT: This one doesn't fit any criteria other than having the highest alpha that is basically possible. Oh. This is my Mr. End All. You will almost garauntee a 1.0 K/D if you target any immobile mech that is under 85 tons. (also literally any mech with a IS xl engine dies in 1 shot) The idea is why carry more armor where you can carry more weapons? If you want a bit more armor here is this. Mr. End Most. EDIT 2: I used potato links for suspense EDIT 3: ERLL heat nerf made my build totally useless. ffs pgi.
Guess what... Most of these builds are invalid now with the weapons update today.... cERLL will increase these build's alpha strike by a ludicrous amount. I'll probably have to make a new thread or completely re-look at all the builds in the OP
So a stock Dire Wolf Prime would now generate 115.84 heat per alpha with a base heat capacity of 60.80 (72.96 mastered)?
Now with the cERLL changes stable for the time being, the only build in the OP that was effected was Enileph's because it has 3 cERLL which was heavily nerfed due to the ghost heat scaling increase (was 3 now 12). The rest are okay since they rolled back the "Fire 2 cERLL triggers ghost heat" shenanigans.
Almost all of these builds are affected by the ERML heat changes that went through a while back and should probably be rechecked. This is my current alpha build. Can also move a Gauss rifle to a torso and use the DWF-A arm for lower arm actuation. I've also been running an even screwier build that drops 3 of the CMPL for CERML, drops a ton of Gauss ammo, and mounts a TC4 for oodles of laser crits.
So this was linked in another forum I visit. Totally not a legal challenge entry, and you've probably all seen it, but it is rather amusing.