1. Ok, you're doing some weapon tuning while you're doing this . . . fix some of the weapons that desperately need attention while you're at it. You're ignoring MGs and Flamers while you're doing this (in fact Flamers are in dire need of addressing because of how heat is impacted by this system) but it's a perfect time to fix them; and it's also a great time to give LBX autocannons some love, too.
- Remove all of the convoluted extra stuff that was done to Flamers and integrate them into the fold of Energy Draw. It is a win-win for both ease of use and functionality. Set Flamers to 1.0 DPS, 2.0 HDPS (Heat Damage Per Second), 1.0 HPS (Heat Per Second), and 1.0 Energy Draw per second (can even make it 2.0 Energy Draw if you feel so inclined, but 1.0 should be good). This instantly removes the old problem with the "tap bug" that existed in the old system. You can't Spam Flamers all day because you'll eventually enter overdraw heat penalties, and the weapon will actually do just enough physical damage to be useful while still doing just enough heat damage to be an actual nuisance. As a major plus, there's no extra UI stuff or hidden mechanics . . . it makes it completely integrated with everything else in the game.
- Give MG's a little bump to 1.0 DPS (.1 per bullet) and see how it goes. It will make them a decent DPS filler weapon while waiting on Energy Draw and you might see them in more builds under this new system. A complete lack of Heat OR Energy Draw with modest DPS would actually make them at least semi-respectable. It would actually make them a desirable backup weapon for overall high-draw builds.
- LBX Energy Draw still just feels high for the very high spread in these weapons (even just at the edge of "Optimum" range). Sincerely consider, please, raising the damage per pellet and/or dropping the energy draw. 1.5 Damage per pellet with .5 Energy Draw = .75 Energy per Pellet. Seems like a reasonable place to start to me.
2. Heat penalty for going over is not aggressive enough. 1.0 Heat per 1.0 Energy, especially when you've got mechs with heat caps that can be anywhere from 50-70 heat (30 base + 25x1.5 DHS cap = 67.5 heat cap). When a mech goes into over-draw, they should really feel it. You want to make Alpha Strikes a risk-reward burst damage play or last-ditch effort, that's how you do it. Here are two glaring examples:
- My King Crab with 2x AC/20 + 2x LL can fire 2 Alphas and BARELY shut down (I could dump my AMS and get an extra DHS and not shut down, it's that close). However, I can fire both AC/20s non stop for 11 volleys (22 rounds) of 40 PPFLD before shutdown. To me that's a serious issue.
- 6 CSPL Arctic Cheetah can still belt out 4 Alpha Strikes for 36 points of near PPFLD, each, no problem and without an overheat. That simple change would instantly drop that Alpha count to 3 and helps mitigate what is considered one of the most egregious laser-vomit alpha builds among the lights. It doesn't eliminate it; but it mitigates it and makes other light builds/chassis more appealing, which encourages build and mech variety.
3. With the energy overdraw to heat ratio listed above, the 2 Gauss Rifle limit is pointless. Instead, set Gauss Rifles to draw 2 Energy per point of damage (30 energy base). Fire 3 Gauss Rifles and get 60 heat from 1.0 Energy Overdraw to 1.0 Heat exchange . . . enough to shut down most -if not all- 3 Gauss Builds. Fire 4 Gauss Rifles and incur 90 heat penalty . . . instant severe shutdown (with severe internal damage if not death). However, 3-4 Gauss Rifles could safely be fired individually every 1.5-2 seconds in a constant barrage of Gauss Rifle slugs for a serious DPS build. This provides more viable build variety ; and that's the objective here, right?
4. Given the energy draw system, I'd actually advocate for the removal of the UAC jam chance. The heat penalty from very large UACs double-tapping alone would be enough to give people pause about boating or excessive double-tap (especially with a 1.0 equal exchange of overdraw-heat). Even massive quantities of little UAC's (6x UAC/2's for example) will quickly overload the system when double-tapped too much. This also helps the little-guys that can only carry 1-2 autocannons anyway (my UAC/5 Urbie would love you forever) and the enhancement is semi-negligible for other mechs but helps these particular brand of mechs be more competitive.
5. Overall the increase in weapon cooldowns is noticeable but actually very appreciated . . . mostly. On Streak Missile systems, the poor little Streak-2 with its cooldown of 4.03 seconds (IS OR Clan) is ridiculous. On larger systems, the cooldown becomes so long that these weapons can be fired non-stop in nearly any volume without any real risk from overheating . . . even with overdraw. It only becomes an issue when other weapon systems are also involved. Maybe that's intended, but I'd consider removing the cooldown increase on the streak systems (especially the poor little Streak-2). They already spread damage enough that they're primarily only a threat to lights, and the new energy draw system ensures that mechs can't just skirt Ghost Heat with different numbers of Streak systems in conjunction with other weapons.
6. As a generic rule of thumb, I'd say that the current energy draw ratios are in a pretty solid place. However, again, I'll emphasize that I think the overdraw penalty needs to be increased to 1.0 heat per 1.0 energy overdraw. Personally, I don't think energy supply or regeneration really needs much alteration outside of that. Lighter mechs will be hit harder when they overdraw because they've got a lower overall heat cap, generally speaking, while heavier mechs won't be anywhere near as effected by similar overdraws (6 CSPL, for example).
7. I didn't realize there was an audio cue for Energy Overdraw until I piloted an Arctic Cheetah with CSPLs on it (since they have such a subtle and low firing sound). Make this audio cue much more pronounced and distinguished. Everyone playing for any amount of time instantly recognizes the critical heat alarm . . . you need to do the same for this Overdraw alarm. This will be especially pertinent/necessary for when there's larger firefights and lots going on.
8. The visuals on the HUD are actually really easy to understand. It's surprisingly much better implemented than Ghost Heat ever was. Shifting from weird little Mech-Lab warnings (something a new player will never notice until they get to build their first mech) to a surprisingly simple and intuitive UI is leaps and bounds better.
As a final note . . . I realize there is still front end UI work and whatnot to be done, but as things stand I am actually in a bit of awe over how bug-free the build is for the initial implementation of the Energy Draw system. Make the above changes (particularly and especially the Flamer part from #1) and you've got something that will bring my interest back and give me some new hope for the game. I look forward to the next build and hopefully seeing the above-mentioned changes in place.
Edited by Sereglach, 18 August 2016 - 09:42 PM.