Example: Let's say this theoretical pinpoint alpha limit is 30, and the penalty is 10% more heat every damage point you go over the limit. Ok so 6 PPC (60 heat) stalker fired an alpha, that is 60 damage total and 30 over the limit. 30 * 10 = 300%. 60 heat + 300% = 180 heat. Current GH value would be 167.1 heat, which is pit nicking since you have already shutdown and/or exploded either way.
2 AC20 (12 heat) jagermech fires an alpha. That is 40 damage total and 10 over the limit. 10 * 10 = 100%. 12 heat + 100% = 24 heat. Current GH value would be 23.52 heat.
I think this is a much simpler system to understand (with ingame warnings of course) and to do the math for. It also exempts some ballistics which don't need a penalty, like the AC2, unless you were firing over the limit. And if you do fire slightly over the limit, the penalty is not staggering.
IM 2 AC10, 1 PPC, 1 AC2, I know this build is terrible but it is just an example. In this case it is 2 damage over the limit. 2 * 10 = 20%. 17 heat + 20% = 20.4 heat. So yeah, not a huge increase, and you are unlikely to alpha constantly with this build (or even use it) anyway.
Some may disagree with the percentage increase and/or the limit. Those can change (I would stick with 10% because that is easy to do in your head), but the end result is the same. As long as this is explained in the Mechlab about the penalties, then it should be easier to understand than regular GH. You still can't have crazy high pinpoint alpha builds, no more ballistics > all meta, lasers are not horribly punished, and no more odd inclusions of weapons. Basing GH on the pinpoint damage done, not the weapon used, is more logical and doesn't punish certain weapons into oblivion (like the AC2, and large lasers).
Edited by Choppah, 24 November 2013 - 11:27 AM.