I think that is what has lead us to the terrible heat system with a high heat threshold but a low dissipation in the first system, which rewards alpha after alpha and makes it impossible to run heat efficient mechs.
PGI or Paul see heat neutral mech builds as a problematic thing to avoid.
But that is wrong.
Heat neutral mechs exist in the table top, and they are not overpowered there. Most mechs build up some heat, and there are simple reasons for that.
Heat neutrality is achieved by sacrificing firepower for heat sinks. If you build a "hot" mech, you can deliver more damage in a certain time frame then a heat neutral mech - after a certain time frame you overheat, and the heat neutral mech quickly catches up.
Your goal in building a mech is to deal enough damage to kill your enemy before you overheat. If you deal less than that, you die in shut down against a cooler build, but if you can deal enough damage, you would win against any cooler build (provided heat values and weight values were properly balanced), and only a mech that is even hotter has a chance to beat you.
You don't just fight your own mirror build, of course, so sometimes you have to deal with tougher targets than yourself (where you might need to be cooler if you don't want to overheat before the enemy is hurt) and weaker (where you want to be really fast in taking them down so they can't do too much harm and you can afford to overheat sooner.)
That is basically the straight "we brawl each other to death and no one leaves before all enemies are killed" situation.
A sniper can go even hotter - he doesn't have to deal deadly amounts of damage. He needs to deal lots of damage in a short period of time and then runs into cover to cool off. A cooler "counter sniper" that delivers less damage in this window of opportunity will lose a sniper duel and only has a chance if he actively plays against the sniper role (and forces his enemy to do the same, e.g. neither side being able to run into cover).
To counter a sniper, you are often better off with getting a brawler type mech to him so he can't run into cover and overheats constantly while the brawler delivers sustained DPS and beats the sniper.
Skirmishers/STrikers have a similar heat consideration as snipers - they can afford to get very hot quickly, because they won't stick around. They use superior speed to gain distance and move into cover. Being heat neutral would be wasteful.
For Skirmisher vs Skirmisher battles, things look a bit different - you won't easily run into cover if your enemy is similar fast, so in this scenario, a cooler skirmisher may prevail.
The current mechanics works relatively well for the sniper, because they don't need to worry about sustainability. But it's actually "too good" for the sniper, because something like the Quad PPC Stalker can deliver medium or less destroying alpha strikes before overheating, and can cripple heavy or assaults, too - and that is without considering the cooling pauses snipers can get.
This is just one subset of the PPC sniper meta. There are other aspects, like pinpoint precision, or lack of viable short range weapon options (the buff to SRMs helped here, not sure if sufficient or not.)
But the important message regarding the heat system: Don't fear heat neutral builds. The entire heat and weapon system is build around trade-offs. If you want more firepower, you will need to spend more weight on weapons and produce more heat. Weapons that don't produce much heat are heavier, in the end you ever make the decision between trading off between spending your weight on raw firepower, or spending it on sustainable firepower, and if you actually manage to balance the weapons correctly, there will never be a single, easy answer, even if it is possible to build heat neutral mechs.
Edited by MustrumRidcully, 30 July 2013 - 01:56 AM.