- We all forgot about easy destructive components like heatsinks. In the middle of combat many mech loosing not only weapon, but theirs coolers systems. Only one that thing make a really tweaky making changes in weapon, instead of adding quirks to mech or change whole heat-system (not mentioning some advice to chain it with engine power what really ridiculous move).
The main base of game was and still now 4 corner mechanic. Armor, speed, heat efficient, firepower.
Pilots of small mech build them around fast-jetlike-engines, use light armor, light structure in cost of free hardpoint and add as much weapon as they can on free hardpoints. Medium balanced between speed, armor and firepower. Some of the now hot even with not so big alpha. Yeah - I mean IS medium. Which with XL engine vs clan weapon become running bombs. heavy and assault always mentioned to be mix-build. For provide longrange support and mid-short brawling. You can make them slower and powerful but place slower, less-weight engine.
Make energy pool chained with engine capacity make some of mech "invalid" or unplayable. Or worse, make all slow except Clan Mech with fixed engines what bring here dis-balance , 'cose IS mech to take same energy pool. speed and maneuver as their enemy - would be forced to have less weapon and... for what need pool if you have no weapon?
Best choice to review some of models in each class and take max possible alpha with heatmanagement = 1.
That number of firepower cut in half and get possible energy pool.
So what we got than.
Light mech - energy pool = 25-20 (20-35t)
Medium mech - 20-25 (40-55t)
Heavy mech - 25-30 (60-75t)
Assault mech - 30-35(80-100t)
That force to split alpha in two, use more grouped weapons or chainfire, leave some time to maneuver and pilot skill using.
But in same time take a little revision to calculating energy.
Like:
1 point per missile (missile weapon) (15 = 15 energy points, 2 = 2 energy points)
damage x 0.5 per shoot (ballistic weapon) (AC2 = 1 energy point, AC20 = 10 energy point.)
damage = energy point (energy weapon) (ERLL laser 9 DMG = 9 energy points)
Why so? Because ballistic\missile users already punished by risk of ammo explosion. C.a.s.e. not always help. Also ammo runs off really quickly (that why not so many trial mech with ballistic weapon, new player can loose all weapons in first few min of battle and become empty. Bad impression). There need balance - laser - ballistic.
I even think about mechanic when weapons have their own heat measurement which fills as fast as frequently you use them right after cooldown. (like that - cooldown takes time, in green status you can fire as always. In red - weapon unaccessible. In yellow - you can fire it again but get heat penalty) Now nearly same I see here but more global - for all weapon you have on mech.
Edited by Tiantara, 19 August 2016 - 05:02 PM.