What I'd like is to also look to scale weapons and heat according to TT benchmarks. That includes setting 30 Heat Capacity with Heat Effects including the first Shutdown at 14 heat, and where it may even be possible to restore armor levels back to TT levels, if the adjustments work out well enough (but first I want to test the changes to Weapons and Heat Capacity with existing quirks before readjusting Armor).
In my free time, I've looked at how TT values could be better translated into a real-time environment and I came up with this table for both Clan and IS:
The way the table is setup is that by adjusting the number of shots made in a 10 second period, the table can generate derived stats for Damage, Heat, Cooldown and so on. So increasing or decreasing the number of shots modifies the related values.
Initially I thought it interesting to having long range ballistic weapons potentially be 'Sniper' style weapons that can front-load damage at range and where most weapons trade range for DPS (and values can easily be adjusted as necessary, since I consider this a third draft anyway!).
So Combining these values with the original Heat Table should more stock builds able to be heat efficient with the original table (and maybe even to original dissipation rates like true external dubs) and has the possibility of having the first avoidable shut down at 14 heat as in the original; with a max cap of 30 for an automatic shutdown. And most Existing Quirks should be able to remain with tweaks to their Percent boosts as necessary.
Here is the Heat Effects table I've looked at previously that would be used:
So looking at a four ER Larger Laser build on a Timberwolf, firing all four would deal 10 damage, generate 12 heat and be at 85.7% Heat to the first avoidable shutdown (14). With 24 current and unmodified DHS, it would dissipate 3.96 heat per second, requiring at least ~3 seconds to alpha for 10 damage again. And with a shorter cooldown than three seconds, can chain fire the weapons after or if Dissipation is using true dubs (4.8 a second or current 2x Basic from Eliting 4.55 with 24 DHS).
Compared to the current weapon values, firing four can deal 44 damage, generating 59.2 Heat and be at 70.9% of its 83.52 Heat Cap. If we are are looking at a fully Elited mech it would dissipate 4.55 Heat a second and require about ~8 seconds to fire all four together again.
A second example taking the stock Awesome 8Q if it were to keep its current quirks, could fire three PPCs dealing 15 damage, generating 11.25 Heat ~80.3% of 14 Heat. With 28 SHS it would need about ~3 seconds to dissipate heat to fire all three again (depending on if Heat Scale applies) and it would only be able to fire every 5 seconds with its cooldown at 5 seconds and could sustain firing all three together until it's third alpha after ~15 seconds of sustained fire.
Compared to the same build with MWO values, if it fires all three it deals 30 damage, generating ~35.1 heat ~60% of its 58 Heat Cap. With 28 SHS it would need about ~4.5 seconds to fire all three again.
Heat Scale (Ghost Heat) could remain in play and apply a penalty reducing the number of weapons that can be fired together (with tweaked values) but ideally, testing would show that it could be unnecessary to keep around in the future if we get closer to TT Weapon and Heat benchmarks.
And Impulse values and their hit effects for Individual Projectiles still need reductions in most cases to avoid stun-locking opponents as then can currently do.