Lasers:
Long defined by their ability to do large pinpoint alphas, due to exploiting the loopholes with ghost heat's mechanics, they're underpowered and rather awkward weapons on their own, or in small numbers. In order to even their effectiveness across the board, we now have the ability to use energy draw values as a balancing point, upping their general effectiveness (damage/RoF/duration) in exchange for increased draw values, limiting their ability to alpha.
This extends to clan lasers as well. We can give them a more manageable beam duration, making their advantage in damage and range compared to IS counterparts offset by less lethal alphas.
PPCs:
More efficient now, as up to three can be fired at once, PPCs have seen a large increase in use in the test server. They are also currently used as the bulk of the, now meta, PPFLD alpha builds. This used to be the meta back in the day, since gauss was a powerful companion weapon to the PPC, because of their similar velocities, which is now the issue with PPCs and autocannons like the AC/5 and AC/10.
A similar method to nerfing the gauss/ppc meta can be used here, namely adding a charge mechanic to PPCs, and increasing their velocity to give them poor synergy with the autocannons, and now the gauss, while simultaneously making PPCs the sniper weapons they are in lore.
Clan PPCs can also fall under the same treatment as clan lasers, increase front loaded damage to 15 but give a large draw value, along with a longer cooldown and even a longer charge time to the IS versions.
Autocannons:
Now significantly more powerful because of the power vacuum left by the laser alpha meta, autocannons are devastating boats because they can easily fill the alpha quota that energy draw allows, all of which is front-loaded damage. Looking at autocannons on their own, they're well balanced and powerful weapons, so the solution is simply upping draw values on some of the autocannons, namely the AC/5 and 10. The AC/20 is fairly good where it is now, while the AC/2 is now an even worse weapon now thanks to the longer cooldown, so bringing it back to its original numbers would make it stand out more from the other autocannons.
Gauss Rifle:
And here we come to the most exploitable weapon with the new mechanics, as their virtually non-existent heat allows to to be fired right after a big alpha without receiving a big heat penalty. There are multiple ways that this can be rectified, although these solutions either go against TT lore, or impact energy draw in a unique way:
1) Give Gauss rifles a higher heat value.
This would punish you for firing them past the energy threshold, but goes against the lore of Gauss rifles being extremely heat efficient weapons.
2) Gauss rifles lower the alpha cap.
This is an idea I got from Twinkleblade, who suggested that every Gauss rifle on your mech would lower the energy cap by a certain amount, which would lower the size of the alpha before you fire the gauss. This would also allow you to mount more than 2 of them without them becoming overpowered, and would allow mechs like the Thunder Hawk to be introduced in the future.
What are you thoughts on these? How would you use energy draw as a balancing tool?
Edited by Gentleman Reaper, 21 August 2016 - 09:50 AM.