Het Scale Change:
I'll admit, in the grand scheme of things, I'm more for removing ghost heat, and setting the standard heat cap to 31 per mech (so you don't shut down until after you exceed 30 heat). This alone would encourage more volley fire and reduce pinpoint alphas (you know, the way it's done in lore). An alpha strike with this sort of heat scale is almost guaranteed to overheat your mech (again, like what would happen in lore) . . . for most loadouts, anyway. Gauss Rifles generate next to no heat, but they still have their charge mechanic and PPC desync mechanics.
Heat Sink Change:
To make single heat sinks viable, give single heat sinks a cooling of .5 heat per second (each) and allow only single heat sinks to increase the heat cap of a mech by .5 capacity per heat sink. You want to have higher pinpoint alphas, go with single heat sinks. They'd actually become desirable for pop-tarts and high alpha hit-and-run/hill humping builds.
On the flip side, set double heat sinks to dissipate 1 heat per second (each) and retain a locked heat cap of 31 heat. For people blasting off lots of weapons on chain fire or looking to stay in a fight longer, namely brawlers, they'll want doubles.
An example of the results this would create:
Double Heat Sinks
Our Example AWS-8Q Awesome Assault mech, toting 16 doubles, would cool 16 heat per second with no less than 6 tons committed to just heat sinks. Because it has double heat sinks, its heat cap would be locked at 31. Firing more than 2 ERPPC's would shut you down, but with a cooldown of 4 seconds on the ERPPC's and cooling 16 heat per second, you'd be able to maintain a steady stream of volley fire of 2 ERPPC's just about every 2 seconds for 20 damage each volley. This provides better DPS, but you wouldn't be able to do a full alpha strike without shutting yourself down.
Single Heat Sinks
Our other Example AWS-8Q Awesome Assault mech, totes 29 single heat sinks. While this leaves the mech cooling at 14.5 heat per second, it has committed no less than 19 tons to just heat sinks. However, it does give the mech the advantage of having a heat cap of 45.5 heat, rather than the typical 31 (29 heatsinks x .5 capacity per heatsink = 14.5 capacity boost). With this setup, our 3 ERPPC Awesome is able to unleash full Alpha volleys onto a target for 30 damage each. However, it must also wait at least the full cooldown length of its weapons to dissipate all of that heat. With a bit of weight shuffling and standard PPCs, this mech could even be tweaked to fire 40 damage alphas rather consistently, but with a minimum range to worry about.
TL:DR
- Remove Ghost Heat and set Default heat cap to 31 heat.
- Set Double Heat Sinks to dissipate 1 Heat Per Second.
- Set Single Heat Sinks to dissipate .5 Heat Per Second AND increase the Heat Cap of a mech by .5 per heat sink.
- Double Heat Sinks become better for volley fire and sustained DPS at the cost of a lower heat cap and dangerous alpha strikes.
- Single Heat Sinks become better for pinpoint alphas at the cost of extra tonnage in invested heat sinks and lower DPS.