I really don't see Alphas as an issue. They are high-risk, high-reward, generally speaking. If you miss your Alpha, then you're too hot to fight effectively when your enemy counterattacks you. Also, Alpha'ing can cause you to miss with weapons that fire at different speeds, for example, pulse lasers and SRMs. It's much more effective to fire in weapon groups than to alpha all at once.
Alpha Striking is really only a problem with concentrated, coordinated fire from multiple enemies simultaneously. In that instance, it really won't matter what mitigation PGI undertakes to remember the massive damage inflicted; concentrated fire is still concentrated fire and your TTK will still be very short.
That being said, my suggestions are as follows:
1) Increase the armor cap. People will devote additional tonnage to armor, which takes away from weapons, ammunition, and heat sinks. That helps auto-balance things to a certain extent. It's also the easiest and probably most effective counter that PGI can implement presently, without breaking the game mechanics.
2) Implement reactive and reflective armor like we had in MW4. Both sets of armor take up as many slots as Ferro Fibrous while weighing 2x as much per point. Reactive will reduce ballistic damage by 1/2 while doubling energy damage dealt to your Mech. Reflective will reduce incoming energy damage by half while doubling incoming ballistic damage. Missiles will deal 1.5x damage to both Reactive and Reflective. Reflective helps curb the laser vomit while Reactive prevents everyone from just changing back to ballistics en masse. Missiles get a much needed buff while the tonnage and slot demand for reactive and reflective help balance the Mechs. Standard and Ferro Fibrous Armor will remain in-game as options. Initially, there would be a good bit of turbulence, but then things would settle out after a bit with some players choosing to focus on Mech Variant as an energy killer, another as a ballistic killer, and a third as a balanced build. Thus, it could help develop Mech roletypes a bit as well.
3) Avoid cone of fire and convergence mechanics at all costs! That will just increase the skill gap disparity between "good" pilots and "bad" pilots. In addition, every game I've seen that has these mechanics degenerates into a run-and-gun where everyone takes high-volume of fire weapons and very fast characters. Ghost Recon: Phantoms is a great example. When it hit Steam, the game dynamic changed drastically. Now the only thing you really see are short guns with rapid deployment times and very high firing rates. Players forgo armor in favor of speed, and they wind up just sprinting and hosing everything. The same is true of most other such games I've played. Cone of fire and convergence are neat ideas in a vacuum, but they fail in reality because players adapt to circumvent them, creating a worse meta and a more frustrating gaming experience. In addition, this isn't TT, so we don't need a RNG to determine hit chance.
4) Add an Alpha Heat Generation mechanic and remove all Ghost Heat. When you Alpha, the game sums the weapon heat generated and then doubles it to simulate overloading your heat dissipation system in a similar manner to how Ghost Heat penalizes individual weapons. Removing Ghost Heat rewards single, chain, and group firing while implementing an Alpha Mechanic affects only Alphas. The Alpha Mechanic can have a 2-second time spacing so that pilots can't just use a macro to fire all their guns in a quasi-meta and within 1/2 second to circumvent the Alpha Mechanic. 2-Seconds should be enough time for an enemy to twist and spread the damage for the next incoming Alpha.
Just my 2 cents...
Edited by Nightmare1, 26 October 2015 - 09:45 AM.