Heat Calculations Questions

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TheMoe

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If my mech has a standard heat reduction of 30 heat units per turn, and I my weapons create 60 heat. What would happen:

Turn 1 my mech walks forward and prepares to shoot. It's the first turn and I haven't jumped, just a normal walk. My mech is cold, and let's assume we're on a world that offers 100% normal heat management. I target an enemy mech or turret and I choose all my weapons, which will generate 60 heat when fired. How do I read my heat indication line?

I think what I'll see is a solid line that extends for 60 heat, with a flashing portion of the line cutting the line in half, showing next turn I'll have 30 heat remaining (60 from this turns weapons, minus the 30 cool down in between turns). Is this correct? It sure would be nice if we had some indication on the heat line when we hover over it, or maybe there's some way to see the heat numbers I just am not aware of.
 

LucidFugue

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Without doing detailed testing, you are slightly off. What you'll see in the flashing portion is an estimate of the result after addition/subtraction of heat. For most purposes it is accurate. Heat calculations are performed at the end of the turn. The use of weapons & jump jets will have a total amount of heat applied (and any factors affecting this such as biome/tile/ability affects are calculated into this figure). The total heat sinking capability (including any biome/tile affects) is also calculated. The total final heat is then calculated based on the addition of heat addition and subtraction of heat sinking. If you are over your threshold after both added heat and subtracted sinking, you take damage (and potentially a shutdown).

I say it is an estimate because the estimate is given when you are targeting opponents, but that isn't always when heat is applied (which is at the end of the turn as stated). Specifically, if you have an Ace Pilot, you need to keep in mind the following:
  • There can be a variance between the estimate and the actual result if you decide to use jump jets after firing. These add heat which won't be included in the estimate if you shot before moving.
  • Tile-based affects like water or ice are dependent upon where you end your turn. If you shoot first, then move off one of these tiles into a non-heat affecting tile, you lose the bonus to heat sinking and you will gain more heat. Conversely, if you started your turn out of water/ice and moved into it, you will gain extra heat sinking.
To summarise based on your example, you should see a flashing increase in the heat bar that would correspond to an estimate that you will end the turn with an additional 30 heat. So the bar would be completely empty with a flashing portion indicating an additional 30 heat.
 

TheMoe

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Without doing detailed testing, you are slightly off. What you'll see in the flashing portion is an estimate of the result after addition/subtraction of heat. For most purposes it is accurate. Heat calculations are performed at the end of the turn. The use of weapons & jump jets will have a total amount of heat applied (and any factors affecting this such as biome/tile/ability affects are calculated into this figure). The total heat sinking capability (including any biome/tile affects) is also calculated. The total final heat is then calculated based on the addition of heat addition and subtraction of heat sinking. If you are over your threshold after both added heat and subtracted sinking, you take damage (and potentially a shutdown).

I say it is an estimate because the estimate is given when you are targeting opponents, but that isn't always when heat is applied (which is at the end of the turn as stated). Specifically, if you have an Ace Pilot, you need to keep in mind the following:
  • There can be a variance between the estimate and the actual result if you decide to use jump jets after firing. These add heat which won't be included in the estimate if you shot before moving.
  • Tile-based affects like water or ice are dependent upon where you end your turn. If you shoot first, then move off one of these tiles into a non-heat affecting tile, you lose the bonus to heat sinking and you will gain more heat. Conversely, if you started your turn out of water/ice and moved into it, you will gain extra heat sinking.
To summarise based on your example, you should see a flashing increase in the heat bar that would correspond to an estimate that you will end the turn with an additional 30 heat. So the bar would be completely empty with a flashing portion indicating an additional 30 heat.

Thank you. Your explanations and warning were both very helpful. Yes, your description makes a lot more sense. If I have a mech that cools 30 heat and I have a super hot setup of weapons that generate 129 heat, and my pilot doesn't have any of the special gut skills that increase max heat tolerance, then I could fire all my weapons in one turn and void a shutdown with 99 heat remaining (assuming a neutral planet and standard effects of terrain). Thanks again!