Let me explain it to you with a VERY SIMPLE image, that I can further expand upon if the concept is too complicated for you.
Here we have an AK-47.
Please SHOW ME WHERE DO YOU SEE a fricking BATTERY.
I know the mechanical concept may be too complicated for your dev team, but the only thing this gun produces is HEAT.
If you are going to go batsh*t crazy and implement a NEW game mechanic such as Energy Draw to balance your game because you are unable to balance it using cooldown and heat, 2 measily variables that you can FIND in ANY game out there, (replace heat with mana,and you get the point), AT LEAST use basic COMMON SENSE when balancing and not implement it to NON-ENERGY weapons.
You have been struggling for a long long time to balance this game, but let me explain it like this to you: inserting a new variable to balance this game is a REALLY BAD IDEA. You are opening a whole new can of worms because you are changing a game-breaking game mechanic, one that will make things even more complicated for everyone.
You want to limit shots in game and the energy system is the only way you can do it? Make cooldowns/heat bigger if you cannot juggle a simple concept such as maneuvrability on each tonnage class.
In your recent quest for pay-2-win , you have inserted into the game mechs that are TOO MOBILE and TOO FAST for their tonnage, and that tipped the scale completely.
STOP COPYING SARNA numbers and throw them blindly into the game. Those are paper values.
Instead, fix what you already have.
Stay with the quirks system which made old-timers from the time of closed beta functional, if you must.
Edited by Darkthor, 24 August 2016 - 03:39 PM.