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High alphas paired with convergence are a problem that most people are aware about.
This generally comes in three forms:
1. Laser vomit
2. Heavy ballistics. Mostly gauss, but sometimes AC20, and often in pairs.
3. A mix of the above
SRMs are not desirable because they don't have good convergence and because the high damage to heat ratio they offer is not relevant enough due to the efficiency of cooling.
Quite simply, I think that the removal of DHS paired with giving ballistics very limited ammo would help solve a lot of problems. And yes, I understand that in lore clans don't have SHS at all, but just for the sake of discussion, please pretend they could have them for a moment. EDIT: apparently some clan mechs do have SHS.
So what happens if you have only SHS? For laser vomit builds, you either have to reduce the alpha of your vomit or live with the fact that you're going to be able to vomit far less frequently, hopefully to the point that it's not really viable.
For mix builds (#3 from above), you reduce some of your DPS and probably have to rely on just firing your gauss for some periods of time, which is a healthy behavior (not always alpha striking).
Builds that are exclusively based on ballistics will generally not see their DPS reduced, so relatively speaking they will be more powerful. However, this could be kept in check by limiting how much ammo you're allowed to bring.
This would match the tabletop vision of ballistics more closely (I've never played TT and I don't think it's a good idea to try to base balance on TT, however in this one regard I think they do something right). If you look as Sarna, most mechs bring woefully small amounts of ammo, often only a single ton of ammo per ammo based weapon.
Because SHS would make lasers poor choices for DPS, ammo based weapons would be valuable for giving you the DPS you need for your first few skirmishes (enough to help secure a kill or two), after which you would run out of ammo and have to rely on backup weapons.
This also makes it so lasers are closer to what they were designed for: long term, reliable weapons that are too hot to be consistent DPS.
If SRMs were more desirable due to energy weapons being less effective, there are a lot of light and medium mechs who have generally unused missile slots they could use to help cope with energy only builds being less viable.
For mechs that only have energy slots, you simply have to be reasonable and not use every energy slot and bring more heatsinks instead. That, and take advantage of the fact that enemy mechs with ammo based weapons will lose their punch as they start running out of ammo while you keep yours, making you more useful as the game drags on.
At the moment, people generally bring so much ammo for their ballistics that they usually don't run out of ammo during a match except in odd situations where their team is stomping and their survival time is far above normal. Having a limit on ammo would make ballistics good supplements for SHS limited energy weapons without being overpowered due to everything else being so hot.
Edit: not that credentials necessarily make my suggestions any more valid, but I'm a programmer at Ubisoft who worked on Far Cry 4, so I worked with the Cry engine every day for years and I regularly interact with and provide feedback to game designers as part of my day to day work.
Edited by oneproduct, 13 August 2015 - 10:38 PM.