I also feel like adjusting a few values here and there aren't going to get us anywhere good; a comprehensive re-evaluation is needed.
Here's what I'd like to see:
Basic mechanics
All Battlemechs have a heat scale. The top of that heat scale is determined by the number, and type, of your heat sinks; the bottom of that heat scale is 0.
* Below 20% of a Battlemech's heat scale, the heat scale bar should be green. This indicates that all systems are nominal.
* Above 20% of a Battlemech's maximum heat scale, the heat scale bar should be yellow. Torso twist speed, arm twist speed, turn rate, acceleration, deceleration, and top speed all begin to degrade linearly. At 100% of a Battlemech's maximum heat scale, they degrade to half their normal rate. Thus, at 60% heat scale, a Battlemech's movement and maneuverability are at 75% of normal.
* At 60% of a Battlemech's maximum heat scale, the heat scale bar should be orange. Sensors begin to short out, causing all the 'low signal' effects that are currently associated with enemy ECM coverage. If the Battlemech has taken a Life Support critical hit, then for each full second that the Battlemech's heat scale is above 60%, 0.1 points of internal structure damage are dealt directly to the head. If 'Override shutdown' is disabled, then the Battlemech shuts down at this point.
* At 90% of a Battlemech's maximum heat scale, the heat scale bar should be red. For each full second that the Battlemech's heat scale is above 90%, each ton of ammunition has an 8.3% chance of sustaining 1.0 points of critical hit damage. If this damage reduces an ammunition slot to 0, it explodes (as per the normal critical hit process).
* At 100% of a Battlemech's maximum heat scale, the Battlemech shuts down, even if 'Override shutdown' is enabled. Further damage to the 'mech's internal structure does not occur, except for the LSS and ammunition effects listed above.
Heat Sinks
Heat sinks determine a Battlemech's heat scale capacity, and its dissipation rate. There are six different 'kinds' of heat sinks: (internal or external) x (single, double, or clan double). A heat sink is 'external' if it takes up actual critical slots; it is 'internal' if it is mounted in an engine, either by choice or automatically.
A Battlemech starts at a heat scale capacity of 30.0 heat points, and 0.0 dissipation.
* Internal single heat sink - +1.2 capacity, +0.1 dissipation.
* External single heat sink - +1.0 capacity, +0.12 dissipation.
* Internal double heat sink - +1.2 capacity, +0.15 dissipation.
* External double heat sink - +1.0 capacity, +0.20 dissipation.
* Internal clan double heat sink - +1.2 capacity, +0.12 dissipation.
* External clan double heat sink - +1.0 capacity, +0.18 dissipation.
Critical Hit Effects
Various systems affect a Battlemech's heat performance when destroyed.
* When the Life Support System of a 'mech is damaged, heat above 60% will cause damage to the head at a rate of 0.1 internal structure damage per second.
* When a Heat Sink critical slot is damaged, the Battlemech loses that heat sink's capacity and dissipation.
* When an Engine critical slot is damaged, the Battlemech's heat scale is reduced by -10.0 capacity, and its dissipation is reduced by -0.5.
Weapon Heat
The heat of various systems can be mostly brought back to tabletop values, with maybe a few exceptions.
* Flamer - 0.1/tenth second; a flamer should also add +0.12 heat/tenth second to any mech it hits.
* Small Laser: 1.0
* Small Pulse Laser: 2.0
* Medium Laser: 3.0
* Medium Pulse Laser: 4.0
* Large Laser: 6.0
* Large Pulse Laser: 9.0
* ER Large Laser: 12.0
* PPC: 10.0
* ER PPC: 15.0
* Machinegun: 0.0
* Autocannon/2: 0.5
* Autocannon/5: 1.0
* Ultra Autocannon/5: 1.2
* Autocannon/10: 3.0
* LB-10X: 2.0
* Autocannon/20: 7.0
* Gauss Rifle: 1.5
* Clan ER Small Laser: 2.5
* Clan Small Pulse Laser: 2.0
* Clan ER Medium Laser: 5.0
* Clan Medium Pulse Laser: 4.0
* Clan ER Large Laser: 12.0
* Clan Large Pulse Laser: 10.0
* Clan ER PPC: 15.0
* Clan LB-2X: 0.4
* Clan Ultra Autocannon/2: 0.6
* Clan LB-5X: 0.8
* Clan Ultra Autocannon/5: 1.0
* Clan LB-10X: 2.0
* Clan Ultra Autocannon/10: 4.0
* Clan LB-20X: 6.0
* Clan Ultra Autocannon/20: 8.0
Movement and Environmental Heat
Movement heat and environmental heat seem reasonably well balanced as-is, but they're included here for completeness.
* Moving at below 50% throttle should produce +0.1 heat/second, while moving at 100% throttle should produce +0.2 heat/second, and points in between should scale linearly.
* While jump jets are firing, each jump jet should produce +0.1 heat/second, regardless of class. Also, while jump jets are firing, a Battlemech should be treated as if its ambient temperature was 3.0 heat units higher than the ambient environment.
(And obviously, get rid of Ghost Heat. Seriously.)
Edited by Ialdabaoth, 01 December 2015 - 12:52 PM.