MWO is based off of a misinterpretation of a system that's considerably well balanced, when you consider everyone can only fire once per 10 seconds. Those heat neutral PPC builds? Don't exist when you cut that time down to 4 seconds or real time. Further, the reason mechs explode in the real time games versus the tabletop, is TT did allow abuse of the system so long as you don't have ammo in your mech by going beyond the 30 capacity -- but this came with consequences. In my first post, in response to someone about the invincible infinite alpha-strike Awesome, I demonstrated how it can't alpha, period, and it chainfires. Furthermore, I also demonstrated that in the identical system of TT on MWO, 3 ER PPCs at once is instant death -- since detonation is the only necessary repercussion, that's how it works.
Now, in tabletop what they do instead is the pilot's vision blurs (accuracy penalties), he becomes overheated, exhausted, can barely keep his eyes open. Constantly removing his hand from the controls to wipe his brow. Balance suffers due to removing the helmet to do this. The mech is forced to slow down when the neuro helmet is removed. Some components expand within the mech, further facilitating this slowdown penalty. This is presuming the pilot even maintains consciousness. Most of the time, the pilot loses consciousness. The mech suffers an immediate termination of brain signals within readable levels, and the mech loses balance, falling over. During the fall the pilot could receive injuries -- in one case he fell from his seat and his head slammed into the broken transparent steel of his cockpit, piercing his brain. In most cases it's a concussion, further screwing him. Eventually the pilot and the mech are both ready to stand, but this can result in a series of failures, each time doing as high as 32 damage to a component that you slam on (instantly destroying his mech's arm).
The simplified version is you explode, as many of the past games have done.
MW2 had 40 capacity, and heat generation values in very, very low numbers (2 or so per clan ML). MW3 was very close to tabletop, 30 capacity, 3 ER PPCs killed yourself, but suffered problems with very wide open environments, so even with the PPC limitations the intense range of clanw eapons combined with open fields gives you a sniper's fest. If it had MWO's system, the whole MW franchise would have died instantly right there. MW4 has a capacity of 60, although MekTek changed it to vary depending on the mech according to something I read. We know what's happened there. The franchise died for a bit.
MWO's current system allows a maximum capacity of 88.56 (27 DHS, Victor 385 engine) after elite unlocks.
Someone using 10 SHS has a capacity of 40.
Someone with 10 DHS has double the cooling power of 10 SHS, but also has a capacity of 50 (meaning those 2.0 heatsinks are equal to 2.5 or 2.6 DHS in tabletop.
Read the examples I've given in my past posts, which take MWO's current weapon systems, heat, values, recycle, burn times, firing rates, etc., and puts MWO's system to the test against tabletop in a second by second basis.
In every instance, tabletop comes out more balanced. You shutdown faster, (lower spam times), alpha FAR less, and so far every genuinely heat neutral build (defined as zero heat when you fire again) that doesn't involve autocannons are 2 ML or 3 SPL with 14 DHS, and 2 MWO PPCs with 20 DHS, which after the 12 heat change to PPCs won't be heat neutral anymore. At proper values, PPCs and ER PPCs will never be heat neutral in their firing rate (4 second time span).
If you fire them ONCE in 10 seconds they will be with the TT system, but who actually waits 10 seconds in our current system, where you can fire them in MWO's CURRENT system 6 at a time, wait 4 seconds, 6 more, wait 4 seconds, 6 more, wait 4 seconds, 6 more, non-stop until the recent penalty system?
This is MWO's heat system. Watch it, and genuinely reconsider your argument as to whether TT would be poorly balanced in comparison. That's 240 heat generated in 18 seconds for a total of 30 PPCs fired by 1 Hunchback with 13 DHS and a total of 300 damage before self-destruct.
The same thing in the proposed system I'd be dead on the 6th PPC.