Methodology of my testing: I preferred testing with heavier mechs, as they're most impacted by ED. Light heavies, mediums, lights - they're only moderately impacted if at all. I focused mostly on mixed builds, though I did some boating for comparison.
Builds tested thoroughly listed here: http://mwomercs.com/...ost__p__5358699
Overall Thoughts
I thoroughly enjoyed this PTS, probably had more fun that I ever have before in MWO. I like 4v4 a lot, but that's not why (after all, I'm not all ga ga over Scouting). I really enjoyed thinking about what I was going to fire and when, and choosing the right weapon for the right instant, instead of just building my mech around a group of weapons I'd fire as soon as I had enough heat.
I found brawling with LBX/SRM and AC/SRM builds tons of fun, as you needed to spread your fire between twists; this felt faster and more dynamic, even though fights took longer. When building a mech, you need to consider it's burst capabilities and it's DPS capabilities, and look at ways to maximize both.
PTS1 didn't lengthen TTK noticably. PTS2 absolutely did. If longer TTK is important, then this is achieving that.
I respect that some prefer having harder hits; I myself actually preferred lighter penalties, but as I said in my PTS1 recommendation thread, I felt this PTS was very well served by heavier heat penalties clamping down on hard alphas. With that said, I honestly feel the harsher penalties will lead to a better game, despite personally preferring lighter ones (for much the same reason as I'd prefer to have neither ghost heat nor energy draw, but I understand that would be bad for the game as a whole).
The biggest takeaway here is that I was able to find very solidly workable builds using all sorts of hardpoint limitations, and at no point felt terribly outmatched in combat, particular not vs. boated builds.
What I Liked Best:
I really enjoyed how rewarding mixed builds were, and particularly how LBX autocannons of all sizes had a very real place in mech builds. Many complained about "mixed builds being trash", but I found that the only cases where mixed builds suffered is where people where running builds that were allowed by GH due to differing weapon types to deal very heavy damage in a very short time. That's basically what this system is addressing, putting a cap on just how much damage you can burst (not necessarily purely front load, but fire within a very short time).
What I Liked Least:
PPC's of all stripes. They where overnerfed from PTS1. I respect why that happened, but I found with the long cooldown now and the already existing issues PPC's have with low velocity, there is way too much risk and too little reward. PPC's are in a bad place on PTS2 at the moment, of that there's no doubt.
My Recommendations:
For me, this PTS is very close to where I'd love to be live. I'd like to see:
PPC: Decreased cooldown.
ERPPC: Decreased cooldown.
CERPPC: 15 damage PPFLD, 15 heat, 15 draw with existing cooldown; or if the splash damage absolutely must remain, the a substantially decreased cooldown. As it stands, the cERPPC is dealing 10 useful damage, 2.5 maybe-useful damage, and *might* do 2.5 damage to an arm for 15 heat and 15 draw. It's a terrible weapon right now.
I'm happy with where Autocannons, Ultra Autocannons, and *GASP* LBX Autocannons are right now. I find Lasers of all sorts usable in different roles, and SRM's and LRM's to be excellent - SRM's are a great energy:damage conversion, if severely spread, and LRM's are buffed significantly on this PTS(while remaining limited in extreme boating circumstances), which is a good thing given how junky they are normally.
I'd maybe consider a slightly higher cap; maybe 35 heat, but I'm fine with it staying at 30. I'd recommend a slightly lower penalty, but 1:1 is WAY easier to understand, and 0.5:1 allows for too many hard alphas given the goals of the system.
Final thought
I really want to try this on live, because it needs to be tested 12v12 in open and uncontrolled matches.
Edited by Wintersdark, 25 August 2016 - 04:11 PM.