Posted 09 September 2016 - 12:35 PM
I think ED PTS has some merits with longer cooldowns slowing down the fight, I feel though that removing heat sink capacity and just shove heat sinks to purely cooling rate (so we can have true dubs) would have fixed high repeatable alpha strikes. Throw in the locked double tap only on all UAC's and put in proportional jam time to UAC caliber and we're good at this point. The days of laser vomit has faded, SRM bombing is still popular, LRM's still need adjustment so anything beyond a LRM10 is actually worth a damn. Maybe we would do better with a lower heat cap for the boggy man of high repeatable alphas of like 40 with skills still improving it (so we would max out at 48 heat instead of currently where it is as many DHS+10 from skills + 50 base heat cap). I think though 50 with only skills upping heat cap is sufficient, which would make an elited mech have a heat cap of 60. Some laser weapons need to have their range pulled in, maybe put in a stiffer fall off for laser weapons (so it is harder to out trade a IS LL with cERML's). I feel balance atm is pretty close to ideal, pin point might be a bit too powerful on the top side of things, AC5's shake and blind too much as do AC's leading to the same problem of 6xLRM5 mechs, minus the FPS murder mass LRMs cause. Ghost heat does need some tweaks and ED does prevent working around Ghost Heat groupings, as it is, all ED is is ghost heat for all weapon systems linked together instead of certain combinations.
Still feel we should break the golden goose that is Gauss due to GR's are too much bang for their downsides and give it heat, more heat than an AC20 due to that damage plus range plus velocity makes it far more powerful. Yes I know they trade off with being heavy, taking up a lot of slots, and having little ammo per ton, and the GR exploding when critted, but, those don't come into effect until you start having someone being able to out trade you or is up in your face and out of your firing arc.
Also still think we should normalize all ammo to be 200 damage per ton, just like SRM's, just to even things out. And that would buff GR's with an additional 4 shots per ton, because I would just round up for everything for sake of simplicity.