Nerfs the extremes of Clan Laser Vomit and clan/IS dakka boats severely/mildly respectively.
Subjectively this won't kill the game for me. Many 'mechs I play competitively or otherwise do not substantially run afoul of this incarnation of basically a modified ghost-heat system.
Bad:
Will invalidate many already-struggling 'mechs that rely on
powerful energy builds: Executioner, Gargoyle, etc.
Visual recharge bar causes more visual clutter than useful
information given the speed at which it refills. 'more distracting than useful IMO.
The current iteration of the mechanic doesn't prevent high/super-high alpha. e.g. 6ppc stalker
viable again. TTK: Immediate for some 'mechs. It limits their rate of file to an extent.
Subjectively, I paid money for an EXE package, and have PTSD from the last round of PPC pop-tart island.
Ugly:
It doesn't "logic", and that bothers me. (all mechs with same energy draw limit, and energy draw linked to damage)
From a sci-fi engineering standpoint, a 'mech should have
something like a bank of capacitors (your total burst energy possible)
that are re-charged by the fusion engine of varying size (which drives how often you you can release that burst energy)
Attempting to fire more weapons than your capacitor bank can support
should result in either: A) one or more weapons don't fire or
Overriding this to abuse your capacitor bank / engine should yield other results like reduced speed, sensor range, etc.
TL:DR: Worse than I hoped, Better than I feared, but I would appreciate a more logical/explainable approach (see "ugly" above).




























