InnerSphereNews, on 16 September 2016 - 02:27 PM, said:
Greetings MechWarriors,
The Energy Draw Public Test Server has been updated with a number of adjustments based on feedback, discussions, and additional testing.
As highlighted in the original Energy Draw PTS post we want to stress that the values and features you'll see in this PTS, including any updates to it, are all subject to feedback and change. The Energy Draw system will not be placed onto the Live servers until it is determined to represent an improvement over the existing Heat Scale mechanics already present on the Live servers.
~ Previous Energy PTS details and updates ~
Heat Penalty Changes
In our previous update we wanted to see if altering the Heat Threshold values would get us the desired results we were looking for, without needing to increase Energy Draw Heat Penalties any further. After much feedback toward the restrictiveness of the last update this test will try to determine if increased Dissipation rates, coupled with higher Heat Penalty values, will yield better results.
This is not a final value; we will be closely monitoring the impact of this change.
• Heat Penalty has been increased to 1.4 point of Heat for every point of Energy over which you have exceeded your Current 'Mech Energy Value.
This is an increase from the previous value of 1.0 Heat for every point of Energy.
Heat Sink Changes
The implementation of the Heat Sink changes with our last PTS update came with a reduction to the efficacy of the two Skill Tree nodes. The coupling of those changes was intended to provide us with a better baseline for determining the impact of the changes to Heat Sinks. However, we agree with the feedback from the last update that those values, taken together, were too restrictive. We also observed some interesting concerns regarding the effectiveness of Single Heat Sinks in comparison to Doubles.
In this update we have made baseline changes to both Heat Sink types to hopefully put us in a much better spot, and to account for proper advancement of boosts received from the Skill Tree. The Heat Capacity stat has been tuned to account for the reintroduction of the Skill Tree stats. Elite 'Mech Skills should pull you up to similar thresholds that were seen previously.
Single Heat Sinks
• Engine Heat Sink Dissipation Rate decreased to 0.11 (from 0.12)
• Heat Capacity decreased to 1.1 (from 1.2)
Double Heat Sinks (Inner Sphere and Clan)
• Engine Heat Sink Dissipation Rate increased to 0.19 (from 0.17)
• Heat Capacity decreased to 0.9 (from 1.0)
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.
(Link)
Edit-
Edited by Andi Nagasia, 16 September 2016 - 03:41 PM.