Alright. So. How do we make Energy Draw better then? As I said earlier in this thread, I am opposed to removing a system when it has the potential for improvement, a chance to be something great.
Let's look at the core design principles. 1.Effectively cap alpha strike damage and DPS. 2.Replace Ghost Heat without becoming Ghost Heat or something worse. 3.Infuriate Gas Guzzler, because at this point PGI must be making these changes just to spite him - even though he seems like an alright guy.
Now. Let's look at the problems that Energy Draw has, at least on PTS 2. 1.Inconsistancy. While PGI did originally state that their goal was to have individualized numbers to balance the game, at this time there doesn't seem to be much logic behind it and PGI seems to be approaching this a bit too slowly. This also leads into...
2.Complexity. A replacement for Ghost Heat should be simpler, more intuitive and generally easier to understand. We don't want a one size fits all system, but we don't want something that requires a spreadsheet to understand.
How do we fix this? To keep it simple, I would have all PPFLD weapons at a 1:1 ratio for Damage to Energy Draw (I.e. PPCs, Autocannons and Gauss Rifle.) and weapons with spread or a burn duration draw only 60-80% energy. (I.e. Lasers, SRMs, LBX and LRMs.)
Alternatively, if more depth is permitted, I'd have AC20s at 75% energy draw, PPCs at 80% (to have and fire 3 simultaneously without penalty), Small Lasers, etc. Basically, if the range is short or they have another very obvious weakness, their draw should be less.
Also. Granting exemption (or less draw) to U-AC double shots would be nice but I imagine it'd be a coding nightmare for PGI.
Edited by cazidin, 30 August 2016 - 09:54 AM.