So the reasons for inaccuracy in your estimation are transparent.PainRack wrote:So no limits applies suddenly?
1.5 kg does not give area, which is what's necessary to resolve the solar charger question.Found it. 1.5kg for a solar recharger, providing 45 power points per hour. I can't link up to the fossial fuel quotes unfortunately, since I lost the relevant materials.
Anyway, I ran a search on "cray" "power point" site:classicbattletech.com, and got that he recalls someone coming up with 6 MJ/PP based on the fossil fuel charger (ref here).
I found Cray and Fallguy's discussion here. In that, the 6 MJ per power point comes up.
However, we have a couple serious scaling issues here, and if you prefer to avoid game mechanical arguments, this relies heavily on game mechanics. It also is subject to some problems. The CSHL is not the only choice; another quick Google search will get you this structurally similar argument, which goes to 65 MJ/PP based on different benchmarks and rounding.
A Blazer, IIRC, is the standard "laser infantry" weapon, and if I have the right stat block, consumes 10 PP for something like 1/3 damage point, which gives us a very different D/PP ratio than the CHSL. Your mileage may vary, but there tends to be a general problem scaling from large differences.
In general, VS debaters have preferred effects-based analysis to game-mechanical analysis, and universally, it's better to work directly from a weapon than to scale across a couple orders of magnitude (as we are when we use human-scale game mechanics to resolve BattleMech energy levels). On CBT.com, game mechanics seem to be king.
It's nice if the lasgun and lascannon match up pound-for-pound, but we prefer to analyze the effects of each one, if available, separately. And if that led us to the conclusion that they use radically different power packs, or have huge differences in effect, so be it. (Unfortunately for Thanatos, effects-based analysis doesn't support radical differences in lasgun/lascannon technology.)
Standard meaning what? The point in the recent rulebook about the weapons roughly equivalent to modern MBT cannon dealing 0 damage to mechs, with heavier modern guns dealing reduced (but actual) damage?Not exactly..... I actually disagree with him since he believes the standard translation of modern cannons firepower to damage point.
Try me. Since BT armor is basically superconductive for shock (basically "hard" for speeds of projectile up to mach 10, turning a 10 cm projectile into damage distributed across multiple square meters) we're not actually worried too much about kinetic energy density, as we are with "soft" armor. (Basically, all RL armor is "soft" at hypersonic speeds.)Haha. Not in this case. have you EVER reviewed the physical damage calcs from physical attacks? They're not pretty.
We're worried about total momentum of a projectile. So a 30 ton mech moving at 51 kph has the same momentum as a Mach 10 125 kg gauss rifle round, and should deal similar damage. Fudge that by 10% in the event that the impacting mech doesn't completely stop in the process of whacking the other - let's say 56 kph, to be safe - since the gauss round will pretty much stop when it hits a mech.
So, tell me - I don't have a rulebook in front of me - does a 56 kph 30 ton mech hockey-player body-check deal comparable damage to a gauss rifle, to within the total margin of error for the system (considering we have mech-weight, mech-speed, and damage point as variables, <25%)? If so, then the damage rules are perfectly consistent with super-hard armor shattering. If not, then you have cause to complain.
Variable depending on munition type and autocannon, clearly enough.Really? So pray tell, what is the autocannon speed?
In general, almost certainly supersonic to low hypersonic
Gauss rifles are ~ mach 10, per the Compendium and Master Rules. Mach 2.2 is contradicted by those, and by all references to Gauss Rifles as hypersonic weapons - numerous in the fiction - and is therefore easily discarded.Is it hypersonic, ultrasonic or just sonic in nature from game mechanics? And if its ultrasonic, why is it that its damage nature is LESS than a Gauss rifle, which is 2,2?
Try a heavier round with a higher velocity and much larger propellant charge, lower number of shells, and better flight characteristics with a tighter grouping in a shorter timespan for the autocannon. The machine gun probably delivers less kinetic energy, but as I pointed out above, we're not actually as concerned with the KE within the BT system, although it's crucial in comparison to other universes, both to understand how ridiculous BT armor is, and to examine its effects on other targets.Or if we do reject the quote in favour of hypersonic quotes, why is it that the Gauss rifle range is LONGER than the autocannon? Or MGs vs AC/2s? Why is it that a much faster 20mm autocannon deals the exact same damage as the 20mm machine gun? Which is actually essentially a gatling cannon?
They're also only the same to within resolution of the system. In this case, that means they could be 1.5 and 2.5 damage points, respectively, which would mean the AC/2 actually does almost 1.7 times as much "true" damage as the machine gun. Always remember how much accuracy you're working with.
Thousands total, or thousands per Clan?Lol. I didn't say it was manufacturing. I said it was the Clan Wolf REPLENISHMENT rate. Which is exactly how fast Clan Wolf could replace Battlemechs with Omnimechs.
Of course, it gets even worse. Since the Clan sibko community only produces thousands of babies, the entire Clan military force only has tens of hundreds of new recruits joining them yearly.And that's an upper estimate. There is a reason why the Clans could never have occupied the Inner Sphere.
I will note the record has them occupying a substantial territory within the Sphere as a result of their invasion, so they seem to have worked out something.