@ Scarecrow:
The heat system is a game mechanic and it can be used for whatever one can make it of use.
It already has two jobs, the other being the "cost" of ammo-independent damage. I'm not sure if you are really trying to deny it.
But please, explain without strawmen: So what exactly does worry you on the suggestion?
@ Pjwned:
You didn't. You just stated it. Maybe you actually believe what you say and that's why you never play assault Mechs who can carry more weapons than they use in one alpha. In this case you'll have to give up on most of even those you play after ED caps alpha at 30 dmg.
But let's put away the polemic and try some numbers with your PPC example.
Let us assume the goal is indeed to reduce alpha, as stated by the ED design notes. Let us assume ballistic weapons get one of the penalties
suggested above and this way will stay balanced to energy weapons.
Then you can have weapon groups of 3 IS-PPCs or 2 C-ERPPCs (changed according to PTS) for 30 pinpoint or regular lasers spreading their ~40 dmg (for about the same heat) over their duration. No balancing problems here, in the first place.
Now about the 4 ERPPC Mechs:
Most people suggesting reducing the heat capacity bonus of DHSs also wont to balance it by heat dissipation.
If you stay totally true to TT, which means +0 heat cap and +0.2 heat dissipation for each DHS, the 30 DHSs of the Mech davoodoo quoted above would need 5 seconds to cool it down from 30 to 0 heat. This fits the TT 10 seconds cooldown mechanic: This way you can fire your 2 weapon groups à 2 ERPPCs each once and be cool again after 10 seconds.
Ofc it doesn't fit with weapon cooldowns much faster than 10 secs, for a TT-like game dynamic you'd also have to adjust them around the 10 seconds, mainly doubling the MWO cooldown values (otherwise you could fire the same weapons in a TT-round twice making duplicate weapon groups obsolete).
If the goal is to keep the current MOW cooldowns and dynamic but still give 4 ERPPCs a raison d'etre:
This could be achieved by a compromise. Let DHS add 0.5 heat cap.
This way the 30 DHS + 4 ERPPCs Mech could fire his entire arsenal in 2.5 seconds (instead of 5), but would still be too hot to fire again the same amount of weapons immediately after their cooldown cycle (without shutting down).
This fits the demand from above, to be fire all four in one TT round and be hot in the next one, but not shut down automatically.
If, instead, the goal is to sustain 4 ERPPC fire with 30 DHS without running hot:
Just increase the heat dissipation of DHS
outside of the engine largely. This way the average Mech would still need it's time in hiding to fully cool down, but a 30 DHS monster that really commits it's build on it could fire non-stop.
Anything I forgot?
But you see, goals and problems have their solutions if one puts away the fears.
Edited by Kuaron, 11 September 2016 - 03:59 PM.