- 50 heat cap in this PTS is pretty close to the perfect sweet spot. A great change from the previous iteration
- Brawlers now have access to some level of usable capacity to deal max dps, while having high enough dissipation to back it up during a prolonged fight
- Large heat/damage spike laser builds are still possible but require much more conservation in order to continue firing after the first alpha. This is excellent. pls keep this.
- PPC boats now have enough capacity to unload one or two full salvos before being limited by heat, This is a good change compared to Live and PTS2.0. You can't spam PPCs as much, but limits are also not so high that you can't even fire once.
- Light mechs behave much better compared to PTS 2.0, since they do not have access to large number of heat sinks and a lower heat cap limited their ability to use their max dps in the first 20 seconds of a fire fight, which is how most lights are played.
This brings us to the Clan v IS balance issue.
IS mechs usually have much less number of double heat sinks due to size and tonnage limitations, and usually can't compete with clans in heat dissipation in prolonged dps oriented fights.
To solve this issue, and base on the simulations I showcased earlier, I think two options are feasible enough to implement for IS only:
Option 1: (I prefer this one):
- Increase the dissipation rate of innersphere internal engine heat sinks (0.25 for double and 0.16 for single)
- Change the innersphere external heat sinks to provide additional heat capacity (+1 cap for double and +0.5 cap for single)
Option 2:
- universally reduce the generated heat from innershpere energy weapons by 10%
Also... here are some of the comparisons you might find useful:
Edited by Navid A1, 26 August 2018 - 09:38 AM.