Some have said "well you can still dakka with it", and that is true, but do we really want a game where the only viable way for heavy/assaults mechs to bring appropriate firepower is to bring autocannons? That sounds incredibly boring vs the options there are now (lasers, SRMs, Gauss, AC20 +SRMs, dakka).
The other thing you have to realize is, the reason people alpha strike is for their own survival. Firing weapons in groups means you are staring, making you an easy target for the other team, meaning you die faster than if you were to come out and get your damage out then roll away to spread damage. One argument I hear is "Well you can just poke with less damage then, and if everyone else has to follow the same rules staring won't be that dangerous." But what about that 3 UAC 10 or 4 UAC 5 Night Gyr that doesn't break the power draw rules? is the belief that 3 UAC 10s or 4 UAC 5s or 5 AC5s actually yield higher TTKs than being able to alpha strike a couple times before being heat capped? In my experience that is not the case. High alpha mechs want to return to cover and cool off, where dakka mechs can keep on shooting at ~15 DPS.
My concern is that this new "power draw" system will curb mechs ability to "fire and twist" which will lead to 1-dimensional style of play among heavy and assault mechs, which will be both boring and will leave many mechs in the hanger collecting dust, and won't even address TTK. I know some people would say "1-dimensional?? All this game is is laser spam!!", and I would respond by explaining that the experience in the solo public queue is not indicative of what is possible when teamwork is employed. Heavy laser use is a product of its mid-range effectiveness, lack of team cohesion, and lack of understanding of what map you will end up on.
That being said, I propose that instead of ridiculous heat penalties or ghost damage 2.0, when a laser vomit alphastrike is over "the limit", maybe just make the lasers burn for a longer duration?
Edited by Gas Guzzler, 01 May 2016 - 11:25 PM.