MechaBattler, on 13 January 2017 - 11:31 AM, said:
It tightens what is considered an acceptable alpha. If you want more alpha, you have to pack more heatsinks to compensate for heat and you probably won't be able to reach the alpha sizes we have now. Especially if they also change heatsinks, lower capacity and higher dissipation. Encourages more persistent fire instead of alphas all the time. Isn't that what people have always said? Alphas weren't meant to be fire every time they're up. Quirks can address low hard points and big hitboxes. But across the whole spectrum tighter alpha would keep things at a more attainable level. Instead of continuous power creep.
You say few hard points isn't bad. But what if it's mixed. Like the vindicator and wolverines. Game doesn't really encourage mix builds.
Mixes of ballistic and energy, and ballistic and missiles, and energy and missiles often work out fine. The Vindicators issues is the low placement of hardpoints and being a 45 tonner is kind of an awkward tonnage range. The Wolverine's issue is all the lasers in the right arm. Which if you'll remember was rectified for a time when the WVR-6K was one of the best mediums in the game. But it was deemed over quirked and was subsequently overnerfed. The -7K is still a solid SRM brawler, but there are better options due to better quirks. Back to the -6K, getting a bit of quirks back might make it worth it again.
"Alpha's shouldn't be used all the time" is said because in the novels (fluff) weapons were described to fire at different times a lot because its more interesting to read. Some authors still have characters alphaing all the time. Either way, that is just BS rationale that is spouted by people who want people to chainfire all the time because that is what MechWarrior is about in their opinion. Yet... the MechWarrior franchise has a history of people alpha striking frequently, with no mechanics to stop you from doing so. Maybe some players chose not to play that way, and now that they have to play in the pool with all the other kids see that people DO play that way, they have issues with it because it interferes with their private Mech fantasy. Sorry, but I DGAF about someone's private mech fantasy in a PvP game.
You also have to define what an alpha is. For some mechs an alpha is 2 PPCs or 3 Large lasers. In some lore builds, those loadouts would be mixed with other weapons, so firing all of them wouldn't be considered an alpha. Yet now that we have to strip other weapons to stack heat sinks to be more efficient, it suddenly is an alpha. In other words, what an alpha is, is entirely arbitrary. So you don't like big groups of weapons firing at once? Frankly, a Vindicator can run 2 PPCs and do okay, its just worse than the BJ-3 at exactly the same thing. The firepower is identical, but the Vindicator has bigger arms and low mounted hardpoints. It needs to have something to make up for its disadvantages. Energy Draw does nothing to address this. Vindicators can run 3 LPLs too.
The big alpha discussion doesn't REALLY come into play until you get to the Heavy class.... but most heavy mechs don't have an issue with numbers of hardpoints and being able to put out big damage. Literally every single one can do big powerful "alphas". What makes them different is high tightly their hardpoints are spread (poor CTF), or their geometry, or their quirks, or low vs high hardpoints. None of which is addressed by anything other than quirks. Energy draw won't fix it.
The best mediums already just have 2 PPCs, or 4 SRM packs. There is no way they can power creep mediums beyond the HBK-IIC... with all of its high hardpoints, and Energy Draw does NOTHING to address that.