Interestingly enough i took a nova with 12 ER smalls out and put them all in one group on chain fire. I was actually surprised at how long you could continuously chainfire before you had to give yourself a few seconds to cool off. Next i tried another nova with 12 Small Pulse with almost the same effect, chainfiring kept a constant stream of damage coming out for as long as it took to take off all components of a mech and then kill it.
I tried a good number of my normal builds and PTS 5 still feels like the dissipation is to slow compared to the new lower cap. Yes it's true its better than in PTS 4 but it still feels inferior to the live environment which also has a higher cap. I think the community was looking for a lower heat cap but with higher dissipation than live, with the intention of high alphas not being possible in practical use and only as a last ditch effort to kill or be killed.
Higher heat per damage over your energy draw limit i like very much. With the lower energy draw limit for large lasers i was afraid people would just bite the bullet of extra heat and just fire 4 LL all the time but this helps make sure people will be wanting to not go over energy draw limits.
Final thoughts - I just don't know what to make of PTS 4 and 5. I thought PTS 2 was close to what they wanted and then PTS 3 was a bit too far and needed to be toned back to somewhere in between, but with PTS 4 and 5 I am just not getting the overall end result PGI is shooting for. These later tests make the game feel completely different than how it's been played the last 3 years.
Edited by Sable, 17 September 2016 - 06:38 PM.