It would start with a change to a fixed, 50 point heat scale. Dissipation would be 10% of your TT Coolant value. SHS would change to 1.4x and DHS would change to 2.0x.
10SHS@1.4x=1.4/s coolant
20DHS@2.0=2.0/s coolant.
Basically, the idea would be to close the gap between SHS and DHS, making SHS not so worthless and DHS not so OP. Obviously, DHS is still better, but it wouldnt be as much of a must have type of deal.
Overall Idea is to slow the pace of the game, slow our sustainable output. General idea is to have bursts of firing, with periods of cooling off. A change from our current, fire until our 100 point heat scale reaches 100%.
Also, I would include engine/speed heat. This would be 10% of current speed+engine size.
Ex WHK-P moving at 71KPH with a 340 would be 7.1 heat for speed+3.4heat for engine size for a total of 10.4 heat. Basically you always have this heat, change it by altering speed. It would give you about 35-40 heat with which to fire weapons, about 30 or so after I list my heat effects. Negate the movement heat by simply stopping to fire.
During the last 10 heat points, from 41-50, there would be various heat effects added to your mech. These are just very rough ideas, but the general idea is to make heat as much a resource to be managed as is your health bar and ammo. Neglecting your heat, will get you just as dead as running out of health. These effects stack up and add together. The hotter you get, the nastier it is.
41-44: -10% top speed, -10% traverse, twist rates, +10% weapon Cooldown
45: 5% chance for ammo explosion per second
46-48: All ballistic/missile weapons jam, 7.5% chance for ammo explosion per second. Radar range reduced by 50%, Unable to get lock, any current locks are lost.
49: 10% chance for ammo explosion per second
50: Shutdown
You would then need to wait until you reach 10 heat before being able to turn back on. At a coolant rate of 2-3 heat per second, you might be there awhile. Also, that over ride shutdown thing? LOL, I would make it where any heat over 50 you take each second to your Engine Internal until you get below 50 heat
Ex: you get your self to 60 heat with a coolant rate of 2/s. So, 1st second you take 10 dmg, cool to 8, then 8 dmg for 18dmg, 6 for 24 dmg, 4 for 28 dmg, 2 for 30dmg. Now your back to 50. So, in total, you just took 30 dmg to your internal CT engine. Meanwhile, your sitting at 50 heat with 2/s coolant. Most likely your dead before you turn back on. Manage your heat better next time.
Also, Ammo explosions. They would deal 10% of total ammo carried in each location. So, if your a MDD-P with 200 rockets in each of your ST, you take 20 dmg to each internal ST. However, this is where CASE becomes very valuable. I would make it where CASE has its own hitpoint pool of 100. Basically, this allows CASE to take the 20 dmg rather then your internals. Once it reaches 100, CASE is destroyed. Ofc, so would your ammo.....If you happened to be carrying enough ammo to blow 100 points of case up...then wouch. Like MGs? carry 4200 MG rounds, 2100 in each ST for example, that is 210dmg to each torso, CASE would stop 100 of it, but 110 would go to your ST, so, yeah, you just blew your self up.
Also, IS CASE I personally would reduce to 0/0 in weight and crits. Some things just need to change for the sake of IS/Clan balance, this should be one of them, especially given how mean I would make heat management. It would be a resource to be managed. You want a skill based game. This would be the first skill you master, or die horribly. Laser vomit away, but your heat will stop you.
Next segment would be about overall weapon identification changes. I would personally go with a 1x weapon range for all weapons.
Lasers: They would have the advantage of:
-No Ammo Limits
-HIt Scan
-Light Weight
-Smaller size
-Faster Cooldown vs Ballistics
Disadvantage of
-Limited heavily by heat
I changed energy to be equal in damage and heat as well as lowered the beam times of lasers down from current numbers to make them a bit more PPD, while still maintaining their spread feature. This is to help prevent a full ballistic meta given a 50 point heat scale. Lasers would deal their damage faster, but be heavily limited by a 50 point heat scale, 30-40 some given engine heat I would add.
Is vs Clan laser balance. In a 1x weapon range environment and to close the gap between CLans and IS, I increased the ranges on many of the IS weapons, starting with Lasers. Now, realize, the reason IS lasers dont even come close to matching CLan, is its EXTENDED RANGE vs NON-Extended Range weapons. So, it wouldnt even make sense to make ranges similar.
Also, Clan keep their slight damage advantages at 1 point per laser, ISERLL:9/9, CERLL: 10/10. Clan Laser beam times came down, my math for laser beam times is 0.1s burn time for 1 point of damage. Clans get half a second(0.5) more in general for their increased ranges. But given how its 1x ranges and not 2x, they get alot less overall then now. CERLL I have at 1.15 vs 1.5.
>Pulse Lasers: They would deal slightly less damage then thier standard counterparts, but deal slightly less heat and have quite a bit less range. In trade, they would burn and cool down faster to give a sort of "machinegun" feel to them. More a brawling style weapon, while normal lasers are your longer range versions.
Flamers: These would deal 1 heat to the target vs 1 heat to the shooter, per flamer. Also, if your shooting a section of a mech carrying CASE or Ammo, you will deal 1 dmg per second, per flamer to the CASE and if there is ammo inside the CASE, there is a 2.5% chance per flamer per second, of making it explode. Once CASE is breeched, the chance goes to 5% per second per flamer of making the ammo explode. Basically, Flamers would be for convincing ammo to pop...lol. Idk what else to do with them.
PPCs/ER/C: ISPPC, I increased its range to 600m to improve it a little. PPCs in general get longer CD vs what we have now since they are PPD, long range weapons. THey are hot, slow firing and PP. ERPPC came down in heat from 15 to 12, and on a 50 point heat scale, that is only like 3-4 shots, so its not even that OP. You would likely be out DPS'd by non PPC builds. BUt if you kept your range, you might be OK. I also increased velocity. If they need ot be long range, they would get the speed to match. 1220-1250 is a good place to start. Some mechs would get quirks to help out.
Also, PPC/ER/C would be unable to group fire. Any group you place them in would automatically swap to Chain fire. This is to curb any PPC boating further and prevent any AC/PPC meta builds people might try ot make, as well as keeping them from grouping with Gauss. There would be a 0.75s delay between PPCs firing and any other weapon becoming available. This is to slow the fire rate on these down and keep them from being the meta gun, since it is PPD I would buff them in other areas to make this worth it.
Ballistics: They have the Advantage of:
-Excellent Dmg to Heat ratio
Disadvantges of
-Limited by Ammo
-Requires lead and aiming for velocity
-Longer reloads vs Lasers.
-Large in size and weight
Basically cannons/Gauss/ACs would get longer CDs, and require you to lead your shots AC2s and 5s I increased ranges, AC2 got less velocity but more range, 2000 just seems a bit much. 1700 seems better. 900m range up from 720. They deal much better dmg vs the heat you gain. Sure, they are heavy, but the dmg they deal vs the heat they gain is their primary advantage.
Gauss Rifles would increase in reload rate significantly, 4s to 8s.; This is a long time to wait in a heated engagement and it helps to limit those Quad Gauss Whales. Gauss Rifles would be unable to group fire, only CHain fire. There is a 0.75s delay between firing a Gauss and any other weapon. (See PPCs above, same story with the Gauss) PPCs would fire faster then Gauss simply because Gauss are 1 heat vs the PPCs 10-12-15; Heat alone on a 50pt heat scale would heavily limit thier output.
Clan Ultras would fire in much smaller bursts. AC2 and 5 being single shots, with double rate. Clan 10 and 20 would fire in bursts equalling 5 dmg per pellet. So, UAC10: 2 pellets, 5/5. UAC20, 4 pellets, 5/5/5/5. I would keep their burst speed like t hey are now at .11
Missiles:
-Good damage vs heat
-Highly limited by ammo
-Quite inaccurate overall
-Rather long reload cycles
Missiles I would buff in terms of accuracy and speed from where they are now. LRMs I would improve thier speed and change them all to CLan style stream fire. To get the best acc out of LRMs you would need NARC or TAG, but I would buff accuracy in trade for a long reload cycle.
SRMs I would make track your cursor, giving you some control over their direction, making them easier to aim and hit with. I watched a MWLL vid where a guy used SRms and they did track the reticule, I thought, that was really how t hey should be and how, personally, I imagine them.
Streaks would do like MW4, lock on and track the target, but they would not twist and turn as fast as that game. Rather, they would lock on and try to track around obstacles and all that within their max range of 300m, once they travel that far they die out..
SRMs would also fire in a rapid stream, 1 right after the other in very rapid succession, much like a CUAC
SRMs would deal 2per missile in damage, Streaks would be 1 per, in trade for thier tracking ability..

