Skill Tree Changes
When unlocked, these Skill Tree value changes should put Double Heat Sinks at a level slightly above their "true double" Dissipation rates.
• Cool Run increased to 5% (from 2.5%).
• Heat Containment increased to 7.5% (from 2.5%).
'Mech Overheat Damage
With the changes to Heat Sink Dissipation, we see an opportunity here to adjust the method by which Overheat Damage is dealt. The method has been adjusted in a way that will see Overheat Damage penalties increase for excessive Overheating, in addition to some alterations for how Damage scales based on your Tonnage. While lighter 'Mechs will receive only a slight increase compared to what they experience currently, Assault 'Mechs will take an amount of Overheat Damage more proportional to their total health pool.
Weapon Changes
Clan Ultra AutoCannons
The majority of the UAC line is performing approximately where we would like them to be, but we recognize that the previous changes put the Clan U-AC/20 in a difficult spot, despite already being the highest average DPS boost across the UAC line. Given the drawbacks of the weapon, we are fine with reducing the Jam Duration to equal that of the Clan U-AC/10.
Clan U-AC/20
• Jam Duration reduced to 8s (from 10s)
Pulse Lasers
The Large Pulse Laser has proven to be fairly disruptive under the context of Energy Draw. We have attempted to maintain its previous weapon properties as much as we could under the previous directions, but it has become increasingly clear that something has to give; despite its increased Tonnage, having better Damage, better Beam Duration, and better DPS has made it the clear winner compared to other Large Lasers.
With this update we are going alter the Large Pulse Laser a bit and reinforce the previously stated design goals, with Pulse Lasers shifting to a greater focus on DPS. To that end we have decreased their Damage and Heat, while maintaining their superior Beam Duration, and are reducing their Cooldown Duration further to keep DPS comparable its previous weapon properties. We are also bumping the Energy Consumption of the Large Pulse Lasers back to a 1:1 ratio, as it still provides a very powerful stat line for what the weapon brings to the table.
With this update we have also taken a look at the Medium Pulse Lasers, and feel that they too can use a bit of a DPS boost.
We would like to stress that these changes are not final, as we are trying to find a spot where Large Pulse Laser excels at its intended 400-600m DPS role without invalidating similar weapon options.
Medium Pulse Laser
• Cooldown Duration decreased to 3.1 (from 3.3)
Large Pulse Laser
• Damage decreased to 8 (from 9)
• Energy Consumption decreased to 8 (from 8.1)
• Cooldown Duration decreased to 3.2 (from 3.5)
Clan Medium Pulse Laser
• Cooldown Duration decreased to 3.1 (from 3.3)
Clan Large Pulse Laser
• Damage decreased to 10 (from 11)
• Heat decreased to 9 (from 10)
• Energy Consumption increased to 10 (from 9.9)
• Cooldown Duration decreased to 3.2 (from 3.5)
Quirks
For the purposes of this PTS we have removed all Clan and Inner Sphere Quirks.
We want to very clear that is not a test for the permanent removal of Quirks, either in general or with the release of Energy Draw. Their removal in this PTS is intended to aid with deriving a better baseline regarding balance of Clan and IS tech levels under the content of Energy Draw, as it currently stands. We are particularly monitoring the effects of removing Heat Generation Quirks, so we can better tune the Quirks within the context of Energy Draw.
With that said, we also want to take an opportunity to test the baseline balance of the Clan vs. Inner Sphere dynamic in the absence of Quirks to provide us with better data in how we can potentially tune the Quirk system at a later date.
We are fully aware the Quirks are integral for the balance of many 'Mechs within the game, and we do not want to disrupt this. The removal of Quirks in this PTS session is purely to aid toward acquiring better baseline balance data.