Penalties for using multiples of the same weapon have been floated in several places, including a dev post, as a potential fix. Quite frankly, I just can't agree with the idea. It strikes me as giving up on actually balancing heat and weapons, in favor of an arbitrary restriction. My belief is that fixing heat and weapon balance requires a judiciously applied wrench, rather than hitting it with a hammer.
So, after trying out different ideas, researching various aspects of BattleTech, experimenting with 'Mech configurations and how they would function with different numbers for some aspects of the heat system, I have a set of results that may be useful. None of these ideas would fix the problem individually, but the combination looks like it has potential.
- Regular PPCs should produce 9 heat
- 'Mech heat sinks should take some level of damage while overheating, even while shut down
- Heat scale should be changed
- At a certain point above 100% heat, pilot cannot override shut down
- The increase to heat threshold per heat sink should be equal between SHS and DHS
- (Optional) External DHS cooling increased from 1.4 to 2.0
- (Optional) All heat dissipation rates increased by 50% to better match weapon fire rate
- (Optional) Speed/Torso twist/Arm movement speed penalties at higher heat
- (Optional) Jump Jets do not regenerate fuel while 'Mech is over 100% heat
While the current damage from heat during override is dangerous, it could be more effective. I propose changing it from 'damage to random internal sections' to 'damage to randomly selected external heat sinks'. At the same rate that damage is applied to the internal structure currently, damage should be applied to the non-engine heat sinks while the 'Mech is above 100% heat. This makes overheating less dangerous at first, but repeated overrides become devastating as heat sinks are destroyed. This would also give a benefit to SHS, since more can be carried, thus it will take longer to lose them all.
MWO takes the heat scale from TT, heat sinks +30, with reactor shut down at the top. This is incorrect. Reactor shut down should occur at heat sinks +15 while allowing pilot override.
At heat sinks +30 (which would be 15 points above 100%), shut down override should be disabled until heat drops below heat sinks +30. The reason that it was done this way in TT was to counter massive PPC boats. MWO allows almost 2 PPCs worth of additional heat to accumulate before any shut down is triggered, compared to the TT scale. Small wonder PPC boating is a problem.
In both TT and MWO, heat sinks add to the total heat that a 'Mech can accumulate, equal to the heat dissipation. The devs already determined that a true Double Heat Sink in MWO is overpowered, and decided to reduce external heat sink threshold and dissipation to 1.4 per dhs. According to the math, I think it would be more useful to reduce all DHS heat threshold increase to 1, equal to a single heat sink. DHS would still dissipate more heat than SHS, but would not confer an advantage in capacity. Combined with the above changes, 6xPPC boats would be unable to fire an Alpha Strike without immediately reaching unavoidable shut down. Firing a second Alpha Strike before cooling to 0% would result in being immobile for a considerable length of time, standing where the shot was fired. A Cataphract jump sniper would also immediately shut down when firing an Alpha Strike.
(Optional) With the heat threshold reduction for DHS, it would become practical to allow all DHS to cool at 2.0 without helping Alpha Strike builds.
(Optional) The reduced heat capacity and unavoidable shut down level would reduce the viability of Alpha Strikes to the point where all heat sinks could have increased cooling. All weapons in MWO produce heat at a minimum of double the TT rate, some at 4x or higher, while MWO heat sinks operate at TT or below. The numbers suggest that a 50% boost to heat sink cooling rates would be safe, putting SHS at 1.5 and DHS at 3.0. At those levels, a stock Awesome 8Q would be able to maintain firing three PPCs, then two PPCs, then three PPCs again for an extended period of time before overheating, and continually fire a single PPC while still cooling down.
(Optional) A part of the TT heat balance is the penalties to movement and targeting at higher heat levels. This could be easily accomplished in MWO by having high heat effectively reduce the 'Mech's engine rating temporarily. That would slow the 'Mech, both in movement speed and torso/arm aiming speed.
(Optional) Using Jump Jets to snipe (aka poptarting) would be even more difficult if Jump Jets only regenerate fuel when the 'Mech is below 100% heat. Light 'Mechs using Jump Jets to maneuver would be generally unaffected, as would all non-combat uses.
OK, here's the part where you tell me why these are bad ideas. That way, I can take that feedback and improve the ideas. So, fire at will.