Heat scale penalty keeps being a bad idea and nerfing builds that aren't even problematic.
Why were SRM boats overpowered back in the old days? Because SRMs did a lot of damage, even a lot more than they were intended to thanks to splash damage. Boating the best weapon is always a good idea, and it can be fixed by nerfing the weapon so it's not overpowered compared to the rest (or buffing the other weapons so they aren't underpowered)
Why were PPC boats overpowered? Pinpoint convergence and giant heat capacity allowing too many alpha strikes in a row so you could safely deliver deadly damage before overheating, and if you didn't - you're a sniper, you can get into cover and cool off.
The fix to that is dealing with the unhealthy combination of group fire and pinpoint convergence (and some of the systematic enablers, like high heat cap).
SRM or LRM boats don'T need to be forbidden from boating or group-firing since they don't deal pinpoint damage.
In fact, ideally no weapon should be forbidden from boating - you just need to address the synergy provided from group-fire+convergence.
The other ideas seem okay on first glance at least. Lowering pulse laser beam duration would make them more useful and competitive with regular lasers.
Lowering the ER LL heat is a good idea, since it's really not worth it, though I would suggest lowering its beam duration, too - it is really almost impossible to hold any target steady for a full second at 500+ meters.
It's a good idea to have the component damage also deal damage to the hit location itself, but I would suggest lowering the MG multipler on crits a bit now. A multiplier of 4-5 might be enough.
Though I would note that this will not actually make the crit system itself - as the game mechanical subsystem to take out individual items - any more important. It's just an "extra damage" system.
Edited by MustrumRidcully, 30 July 2013 - 12:12 PM.