Personally i don't believe any 1 method of change is going to fix heat balance (and in turn alpha boating) but it will need to be a blend of a raft of changes that have been suggested. I put them forward here for discussion. All i ask in reply is you look at the full picture instead of "this one point hurts this!" The aim is to add consequence and choice for putting out high dmg in short spaces of time.
* Heat cap- has to become lower, being able to dish out 120+ dmg before even worrying about heat is not doing length of combat any favors. Dropping Heat containment from the pilot trees (20% drop on everybody) is a start, making dhs (including engine sinks) only affect the cap by 1 point if that's not enough. Boost Cool running from 7.5/15% to 10/20%
* Heat penalty - blowing a little past 100% to shutdown is ok, being at 98% and alphaing is not, especially in high dmg boats. An aplha strike is supposed to be a risky calculated move not every second press of your fire buttons. Above 120% heat internal dmg is caused as if the mech was on override and a hard cap at 140-150% is imposed that would destroy your engine as if out of bounds for too long
* Multi weapon penalty - Here's where i get a lil more unique, after considering the investigation post made by paul i wondered at how that could work and came up with an idea (all numbers a tentative). Small and large weapons get assigned a separate % scale (my definition would be anything that does over 9 dmg falls into large wep). each level is dependent on how many weps are fired together ie 2wep/3wep/4weps and so on
Light- 10/15/20/25/30/35
Heavy- 15/30/45/60/75/90
when fire together under the time it take to chain fire (preventing fast fire macros giving advantage) the scale adds the percentage for each wep together based on how many weps are grouped ie
a med laser and an Llas are fired together. the penalty for the group fire is 10% of the med (.4) and 15 % of the Llas (1.05) for a total of 1.45 extra heat on top of the basic weapons.
Add an srm4 to the above and it's then 15% of the srm and med as well as 30% of the Llas.
Heat would have to be applied at chain fire intervals post shooting (ie there will be a little heat "lag" as it gets calculated and applied) and the Uac5 would get a 10% drop in it's base heat so as not to disadvantage it on a double tap.
I welcome discussion on it but i believe the above would sort a lot of the current "boating" issues without destroying the builds, it becomes a play style choice between higher dmg for higher heat or closer to chain fire. There would still be advantages to the quad/hexappc/poptart builds now but they would also suffer for the playstyle that brings them hate now as the sustained dmg would go down.
Edited by Ralgas, 01 June 2013 - 03:13 AM.