TL;DR:
Balance still isn't there. Double Heat Sinks are definitely an upgrade and make high heat weapons more competitive. Ballistics tend to get more efficient the higher their range, Energy Weapons it's the other way around - which is what you would expect for all weapons. Range is an advantage, and so you need to pay for it in some manner - for example by dealing a bit less damage for the same weight.
Methodology
I went with a slightly different approach this time than for the first time, to better account for the unique aspects of the heat sink implementation. By which I primarily mean the way engine heat sinks work (both general, as well as specifically they work now for engines).
The below chart is based on the following constraints:
A Mech with a 250 Engine Rating is used (this gives it 10 "free" heat sinks)
The Mech has no defined tonnage limit at this point, but it is equipped with enough instances of each weapon in the chart so that it achieves the following goals:
1) It manages to deal 160 damage within 20 seconds.
2) It does so without overheating within that time (it might mean it overheats at 21 seconds)
3) It has enough ammunition to repeat this 6 times. (So that's 120 seconds or 960 damage worth of ammo ).
I chose the values for damage and time based on the general experience of this game - I believe most "intense" engagements are within the 20 second time limit - by then, the combatants either seperate again, or one of them is defeated.
The damage value is based on the idea that this might about the damage you will deal to core a single 100 ton Assault mech with maxed out armour, with enough leeway to account for missing the center torso.
After all this is done and calculated, I compare the weight of the weapon system including ammo and heat sinks vs. the damage it can inflict. (E.g. Damage / Weight). This is the "Efficiency" of the weapons
For the weight, I did not calculate the engine weight or engine heat sinks, of course. (That means that many ballistic weapons may have more heat sinks than they'd need.
The Spreadsheet
The excel spreadsheet on which this chart is based on can be found on Google Drive. (now converted to Google Docs - it is still as "view only", so if you want to edit something, you need to download it or copy it to your own document.)
The Chart
The vertical axis lists the efficiency (damage dealt in the targeted time divided by tonnage to run it), the horiziontal axis obviously lists the weapons (within the categories of ballistic, energy and missiles, ordered by range):
Alternate Sorting (Ballistics and Energy weapons sorted by Range)
Ballistics
As we see on this table, the only ballistic weapon that notably gains with Double Heat Sinks is the AC/2. The other ballistics are "carried" by their engine heat sinks alone.
Note that the Ultra AC/5 Double Shot stats do not account yet for the jamming effect. I think what is important to notice here though is that the Ultra AC/5 would be great already without the double shot - and I wouldn't be surprised if the new Jamming probability and jam duration would make not using the double shot feature more useful.
The LBX-10 AC is overrated on this chart, since I didn't assign it an efficiency yet - which it should have, since it has the same drawbacks as the SRMs and LRMs - it spreads it damage around. The efficiency of the LBX-10 AC in this chart would represent you basically standing within 100m or less of the enemy, which isn't really utilizing its range, but would mean using it to brawl like with an AC/20.
Energy Weapons
The Energy Weapons notable benefit from Double Heat Sinks. Without them, even the more efficient ones are underpowered against most Auto-CAnnons and the Gauss, but with DHS, some of them pull ahead.
Very noticeable is how Medium Lasers and Small Lasers are more efficient than most weapons, with the small laser pulling ahead considerably.
The Pulse Lasers are extremely weak. The ER Large Laser is actually less efficient than the PPC.
Direct Fire Weapons
If you compare weapons with similar range, it still seems that other than the AC/20 and AC/10, most ballistics excel their non-ballistic counterpart, some by a notable margin.
While the ER PPC has the largest range of all, it seems so much less efficient than any other weapon.
Missiles
Streaks may seem low on this chart, but I am currently not applying any to-hit based modifiers on the weapon efficiency. SSRMs are less "efficient" only if you ignore that they never miss.
Alternative Scenarios
I also greated alternative TET scenarios. This is a series of graphs for those cases.
Raw Data
This can be found in the Excel sheets, but here is one chart for the 20 second / 160 damage / 6 engagements chart.
Single vs Double Heat Sinks
There seems to be very little reason to not use DHS. Unless you run out of Crit Space. WHich is quite possible.
How do I use this information?
If you're a developer or like to pretend you are one, you could use the underlying sheet to tweak weapon values or heat sink mechanics.
If you are a min/maxer, you could use this to find the ideal setup for your mech. If you even have a better idea than I do how well you can work with different weapons, you could plug in different weapon efficiency stats.
In either case, you can use this as evidence that I invest too much time in analyzing this game rather than playing it. But I can assure you, despite all the number crunching, no digits were harmed.
Edited by Niko Snow, 16 April 2013 - 04:45 PM.