I don't want arbitrary numbers assigned to each weapon for specific heat penalties, I don't want a learn a new targeting computer system added as an additional resource to manage and I don't want them to completely change the way how heat works.
Based on good and practical solutions suggested by others I think the following would work without too much work on the part of the developers and not overly confuse players:
1: Increase PPC heat by a slight margin to make them less heat-efficient than other energy weapon alternatives
2: Mech takes internal damage upon overheating above 125% (or permanent damage to heat sinks)
3: When a mech shuts down, all weapons are placed on cooldown upon powering up (initializing weapons), decreasing DPS by increasing downtime of weapons due to reckless use (would be easy to apply this globally, when a match starts and your 'mech is powering up, the weapons have to come off cooldown also for example)
4: Slightly decrease/increase the projectile speeds of the PPC/ERPPC/gauss/ac for the purpose of preventing/discouraging players from alpha striking from long distance
5: This one is more ambitious: Let's fix the convergence system for alpha strikes, if you are firing at a target that you do not have a reticle box lock on, your weapons will not converge. So for example if you wanted to chain fire PPCs (or 2 PPCs on one hardpoint) at a target 800 meters away with no lock they will still all hit the same spot, but if you alpha a unlocked target then all your weapons will go straight ahead and land in different spots.
-This would help make ECM more useful as well, and allow sniping in coordination with scouts (spotters), leading to more strategy.
-Also this would be a long term fix to allow ECM to help defend you from AC40 instagibs that everyone has been complaining about, no lock, no convergence.
-This would also encourage people to use target lock on what they are shooting at more often leading to more teamwork in spotting assists.
I feel this would fix 99% of the boating problems and not take too much effort to accomplish both on the part of the devs and the players.
Edited by Duck Butter, 24 June 2013 - 05:28 PM.