Quicksilver Kalasa, on 26 August 2016 - 12:10 PM, said:
DPS generally controls that, taken from MW4 you have these values:
AC20: 20 damage, 5 heat, 5 recycle
Gauss: 18 damage, 1 heat, 7-8 recycle (can't remember the exact recycle time, but it was much higher)
both had pretty high velocities rather than one being a softball.
Honestly, the number of heat sinks you mount should not impact this because it is part of the reason we are where we are in the first place. If the old gauss vomit whale could never expand its heat capacity to the extent it did, it never would've been as much of a threat as it was.
Generally, for the largest of alphas, 2 consecutive alphas should make you heat capped (being heat capped meaning not shutdown and still functional, if not at full capacity) similar to how the old vomit BK used to work. You got 2 good alphas and then you were basically relying on half of your firepower in any extended engagement. Exact numbers to get to that would take a bit of number crunching but that's how I feel it should work.
I've always been undecided about the gauss. The charge mechanic stripped a lot of DPS off the weapon and killed a lot of the utility you expect from a ballistic... but no charge seems way too good, and this really subplants the AC/20. It becomes strictly better all around, which I don't think it should. Still, I don't mount gauss much any more, so I'd happily defer to people who have a more invested opinion on the weapon.
As far as tying capacity directly to sinks, I think this is outright a better system than what MWO currently uses. Remember that right now we're using engine size to define base heat capacity, and then adding external heat sinks on top of that. If you're rocking a mech with a 300xl engine and DHS, you start out with a heat capacity of 50 before you even add sinks. Under my system you'd just have 20.
This has a lot of profound effects. First, it lowers the heat cap on a LOT of mechs. That ERPPC Warhawk is mostly uneffected, but it's heavy on sinks. The cap is higher because you invested an extra 14 tons and 28 crits into cooling.
However that Kodiak-3? MWO gives it a heat cap of 53... with only 12 dubs, mine is 24. Less than half. Remember that in the current MWO, the heat scale defines your max alpha capability as well as your DoT capability. If you really wanted to, you could use every bit of that current heat scale and do one massive alpha, then wait for it to cool - no penalty other than time. My system, then, guarantees lower caps on pure alphas while having only marginal effect on DoT. It does this without needing GH or any other system on top of it at all.
On the other end of the spectrum... lights. Many people have long said that the current system is largely unfair to light mechs... especially to those with low engine caps. I think this might help. Alpha capability of light mechs will likely never push too hard against my lower capacity. 20 for the base 10 true-dubs should allow for most lighter mechs to cycle through their weapons with fewer difficulties under my system than the base system. And remember the poor Locust-1V with only one energy slot that can barely keep cool? 10 singles is 10 heat capacity, more than enough for one LPL that will likely NEVER see a heat penalty. Direct buff to that mech.
Under my system, you get nothing for free... if you want alpha capability, you have to pay for it by increasing your heat capactiy through tonnage and crits. For DPS builds, you should see some improvement in cooling that should let them compete with burst and alpha builds in a direct fight.
As for tuning, I echo your sentiments on about where the heat penalties should sit... 2 alphas to push into the red is probably acceptable for most lower-alpha builds. The Warhawk is maybe too extreme an example to use here. It pushes very hard against any system you try to put it up against, so tuning for that one might be difficult.
We might have to look at builds that are sitting right around sub-optimal. Obviously, optimal builds should probably be somewhat rewarded, as your making specific sacrifices in terms of balancing damage and cooling at absolutely specific levels... thus you'll never be able to design around these builds... they'll crop up no matter what you do. Trying to curb builds that are simply not very good just because you don't like HOW they do their damage is also not desirable. So sub-optimal should be the benchmark of the system - one where care and thought went into its creation and where it runs reasonably well with good output under the current system (but not so well that it becomes optimal).
Tweaking tweaking.