While we're at it, remove the heat efficiency stuff from the Pilot Lab, no more Cool Run or Heat Containment. Raise PPC and ERPPC heat to canonical values. Make a shutdown last at least 5 seconds, regardless of how far past the heat cap you went. Make incredibly harsh penalties for overriding the shutdown and exceeding the heat cap, even for a moment. Reduce PPC projectile velocity to make it lack convergence against smaller targets moving laterally at speed.
Doing all of this should be programmatically feasible in a short time frame, because most of it just involves changing some stat values. The heat cap equation becomes vastly simplified... heat cap = 30, done. PPC heat at 10, ERPPC heat at 15, PPC projectile speed reduced. We can leave ERPPC projectile at a very high speed... with a hard heat cap you can't simultaneously fire more than 1 without shutting down, and to compensate for the high heat it generates a pilot should be able to hit something reliably with it. So, PPC velocity 1000, Gauss at 1200, ERPPC at 2000.
We have doubled armor, but weapons typically strike only 3 panels out of 11, rendering nearly half of the armor unused for taking hits, neatly negating the armor increase. On top of that, we have vastly increased firing rates for all weapons, and perfect convergence so that a stack of weapons all strike the same spot. In some cases only 1 armor panel is shot through for the kill (either CT, or a Side Torso on an XL-engine mech) The sudden burst of damage cannot be reacted to... whereas a series of shots spread out over even a 1 second interval gives time to twist and turn. Is it any wonder that mechs are dying so fast in this game?
Edited by YueFei, 07 August 2013 - 08:19 PM.