As many would agree, neither version of the energy draw system we've yet seen has lived up to the promise of what the system is intended to do. And likely - due to core mechanics of the system - it will never be able to.
Nothing demonstrates this more than the hilarious - and frankly appalling - second iteration where PGI has essentially worked ghost heat back into the system as a means to both balance specific weapons beyond the capability of ED alone and to drive player build choice to desired types.
We're at the point where we're modifying the draw values of specific weapons and adding penalties in specific circumstances to impose arbitrary limits on the amount and types of weapons used.
The PTS patch notes read like one long set of ghost heat rules. We've set SRM values so you can now use X-number of predefined "acceptable" launchers. But only in some cases. We've set PPC values so we punish exceeding X-number of "acceptable" shots. Want to mount a Gauss with your other similar weapons? Oh no you don't.
Look... if you need to implement a long series of special rules that require you to break out a calculator to build your mech - in a system designed to be simple and universal - that's a colossal failure. And if you need to add core design elements of Ghost Heat into the system that you intend to REPLACE Ghost Heat because your system proves incapable of producing the results you wanted on its own... well there couldn't BE a bigger failure of a system than that.
Your anti-ghost heat system doesn't function without ghost heat? Delicious, delicious irony.
Edited by ScarecrowES, 24 August 2016 - 08:34 AM.