Some people are probably going to be upset that their meta laser cheese vomit builds, like the Cheetah, will get nerfed with power draw, but that's the whole point of power draw. It's supposed to break the meta and foster more diverse builds. Perhaps some pilots will be upset that they must now learn how to fire two different weapon systems (Example: Lasers and SRMs). Well, that's more MechWarrior like anyways, and it's really not that hard to do. It breaks the one-button meta and forces pilots to actually pilot. In the case of the Jenners, both are glass cannons, and considerably less threatening as potential meta Mechs than the current Arctic Cheetah.
By not tying power draw to missiles and ballistics, diverse loadouts are fostered and many Mechs can still carry reasonably powerful alphas. Sure, some Mechs will rise to the top as being more competitive than others, but that's okay. This happens with every game and can't be evaded. However, the result is that the new "meta Mechs" will be less overpowered than their predecessors which existed prior to Power Draw.
Let's look at the Hunchbacks. They're a very diverse chassis group, so good examples can be used,
I have a HBK-4P with a Standard 275, 6xMLs, 3xSPLs. With the power draw system, this would mean that I have a power draw limit of 27.5 and a power draw of 42. I could continue running the Mech like this, but I wouldn't be able to alpha. I could fire the SPLs together as a group, and I could fire up to five of the MLs at a time while standing still since the movement penalty is 3 on the power draw. That means that, at most, I could only fire about 25 points of damage at a time before waiting for the power draw to recharge. That's not bad, actually. I still move over 90 kph.
I already talked about the HBK-4G in a previous post.
The HBK-GI could keep its Gauss Rifle with an associated power draw of 15. This is pretty close to what I run now:
http://mwo.smurfy-ne...93b30f26b1e577d So, that would mean I have a power draw capacity of 25.5. The Gauss would count as 15 and the 3xMPLs would count as 18. I wouldn't be able to fire the Gauss and MPLs together. However, I could still fire the Gauss as quickly as it could reload for probably three or four shots, depending on how PGI enacts the cooldown/recharge mechanic. Movement penalty would be 3 of course. All in all, not a bad system I think.
The HBK-4SP:
http://mwo.smurfy-ne...23213da930f8d13 That build would have a power draw capacity of 27.5 and a power draw of 25 while standing still. It still has an alpha of 50 damage points, but it's split between two different systems. Despite not having Ghost Heat on this build, you'll notice that it's still very hot. Movement costs 3 on the power draw, so pilots would need to fire their MLs in groups while on the move.
The 4J is very similar to the 4SP but with regard to LRMs instead of SRMs. The 4H is similar to the 4G but with regard to the AC/10 instead of the /20.
Overall, I think that this is a pretty good system. I was just spitballing the numbers initially, but they seem to be more effective than even I had anticipated.
Edited by Nightmare1, 09 March 2016 - 04:44 PM.