Not A Real RAbbi, on 23 September 2016 - 05:48 PM, said:
Need more neat sinks for energy weapons, because they're hotter. Missile and ballistic weapons, not so much, BUT they require ammo. So there's the trade-off--a ERPPC never ever ever ever ever ever runs out of ammo, nor does it ever have to concern the pilot about ammo explosions or weapon jams or anything else.
SO, let's go back to the example of ERPPCs versus UAC/10s. The cUAC/10 weighs 10 tons and occupies 4 slots, according to Smurfy, whereas the cERPPC weighs 6 tons and occupies 2 slots. FURTHER, the cUAC/10 needs at least one ton of ammo to be of any use at all, so we're at 11/5 versus the cERPPC's 6/2. Right away, I see that I could add one cDHS to the cERPPC and come out 4/1 lighter/smaller than the cUAC/10, or TWO DHS to come out 3/-1. This is all to say that the tradeoff isn't ONLY about heat, but also about weight and critical space. The example is woefully inadequate without considering those as well.
So yeah, 2 ERPPCs will generate more heat than 4 UAC/10s, but they will leave more space and weight free to add heat sinks. That doesn't matter much with a FLAT 30, sure. But say that the mech's intrinsic heat cap was dropped to something like 10 or 15, for starters, rather than the obscenely high current value (IIRC, that's been consistent since open beta... I haven't noticed any big change, anyhow, or don't remember it). Each additional SHS adds 1.0 to the heat cap, each DHS adds 2.0. Tweak dissipation rates to balance™, and call it a day. What's this do? It does what Paul & Russ apparently really REALLY want to do, which is that it limits those high-damage pinpoint alphas that they're so scared of. The obscene heat capacity of any/every mech in the game right now makes energy weapons all the more viable for boating, because it gives a fair bit of cushion to work with against the heat cap for those hot weapons. REMEMBER that HEAT is what supposedly balances out the lighter, smaller energy weapons, versus the heavier ammo-dependent missile and ballistic ones. With that ceiling being as high as it is for no additional investment of tonnage or critical space, though, the energy weapons have an advantage. And that advantage has contributed to those metas that Paul & Russ have worked so hard to balance™ out.
And it's a single number somewhere in the system that can be changed, without having to add new HUD elements and new functions and whole new game mechanics that will INEVITABLY be exploited in some unforeseen way, as is every balance™ change to-date in MWO's glorious four-year public history. Change one number, tweak other values as necessary or adjust that change to the number. Drive on.
And that, in turn, forces those wanting to boat energy weapons to make more room for DHS. YES, it emphasizes the Clan advantage over IS tech, with their smaller/lighter energy weapons of greater range. And that'll be hard to balance, in turn. Might require individually quirking mechs, or something...
Having a hard time trying to figure out what you're arguing for here. If you're talking about adjusting the additional 30 points of cap every mech gets on Live, instead of the part of cap the mech earns through its build... then yes, this is the only reasonable way to perform the cap reductions PGI has done here on the PTS and stay fair to different kinds of weapons.
However, messing with the earned portion at all creates imbalance from the get-go, no matter what you do with the rest. Reducing the value of heat sinks will ALWAYS hurt energy weapons more, so long as heat values aren't adjusted accordingly.