To create more variety and an element of risk/reward, the top ~20℅ of a mechs heat capacity should dissipate more quickly.
So basically if your heat is between 80%-99.99% you dissipate heat faster. If you can keep your heat in that range you will enjoy a higher constant DPS (due to increased dissipation). The way to keep in that range is to carefully group fire weapons. Go over and you overheat, go under and you start to lose your advantage.
With the bonus placed at the top of the heat scale rather than the bottom, the player is more committed to group fire. If the situation changes, they're going to have to wait to cool down before they can switch back to alpha striking.
I don't expect this will cause everyone to switch to group fire and it shouldn't. Both alpha strikes and group firing should have a use.
Inevitable Objections:
To address the two inevitable objections: "but but tabletop heat penalties" it's a terrible idea for MWO. Keeping your heat low doesn't involve any risk or skill, it's just not shooting very often and if you go over not much happens. Mist importantly, if you need to wait to cooldown between every shot to avoid penalties, the best place to do that is in cover. We don't need more static gameplay. Next "just decrease capacity" this has the same effect of making gameplay more static by increasing reliance on cover. The best way to use cover is to peek and alpha which is what people want to reduce.
Edited by K1ttykat, 17 October 2015 - 02:12 AM.