TLDR(Also see Conclusion at bottom): I agree the 40 heat cap was too low, but the Heat scale change to 50 felt a little too much, Actually felt I was playing the current MWO with the Assault mechs.
I would still prefer around a 45 cap after testing all day. Assaults get buffed due to this change being able to fire more, deal more damage, and dissipate faster since they can carry more heat sinks.
Mobility is still wonderful but I still stress they need more on some mechs and to give more mechs the same buffs.
BS Info: Ive been playing since before Founders Beta, I've played almost all mech variants with over 15,000 matches since that time. Tried another 20 Mechs this PTS.* Most different then last weeks list. My current play rate for mechs are: Lights 7%, Mediums 28%, Heavys 32%, Assults 32%. however Lights were my most played for both Open and Closed Beta (Not recorded matches).
These are my Notes:
Changes from Max heat: Last week I agreed that 40 was a little too low. However, Disagree with me as you wish, I feel 50 is a little too much. The reason for this is the balance gap. I can now jump into Assault Energy boats with Gauss and it feel the same as the current MWO, just a change of habit on how to play. That defeats the purpose of what this was suppose to do. Last week I had FUN playing EVERY mech. This PTS felt like Lights to Most Heavys felt fun, and the Assaults felt the same as the Current MWO besides Mobility. So being at 50 instead of ~45 only lets Assaults stay powerful and the gap of balance is only shortened between Lights to Heavys. The Assaults with a cap of 50 now can fire more and still dissipate a lot faster because they can fit more weapons and heat sinks. ~45 Will balance this for all mechs, and shorten the balance gap.
Would Change: Bring down the cap to ~45. Its a good midpoint and it accomplishes bringing the balance gap closer without screwing the assault mechs. Don't drop it to 40, that is a tad low.
Also, fix Flamers and IS Ballistic since they are tad too hot with this new heat set up (since Clan ballistic have no issues with heat now).
Mobility: The Mechs I have played this time, I am very pleased with the changes. However there are some that need attention and others that were not affected that should be mobility buffed as well.
I had all these Mechs Agility skill trees maxed the same except for 1 kinetic burst, 1 brake, 1 torso twist, and 1 Anchor turn (3 Yaws and 3 Pitches were also not included which don't account for speed so I didn't see much point testing them at this time).
*IS Mechs I Played with Notes:
JVN-10P: Needs more Anchor Turn. It feels just slightly outclassed by some other light mechs.
JR7-D: Great Agility. Still needs a slight Armor buff. Maybe +5 in arms. Dies faster than most other lights.
BJ-1X: WOW! Just so good with all these changes.
ENF-5D: Amazingly mobile. Was well needed.
GRF-2N: Feels better but needs a little more Anchor Turn.
SHD-2H: Works well, Quite Balanced.
RFL-5D: Works well, Could use a slight Torso Twist Increase.
QKD-4G: Works Well, Needs a small Armor Buff (maybe just a few points in LT, CT, and RT).
BL-7-KNT-L: Very Good Mobility. Would Play Again for Laser Brawl.
VTR-9S: Great Mobility. Will Play again.
*CLAN Mechs I Played with Notes:
Adder(2PPC): AMAZING! Works Well.
JR7-IIC-3: Still Sluggish. Needs more Anchor Turn.
VPR-M: Mobility is wonderful again!
IFR-P: Good Mobility, Perhaps a slight increase in Anchor turn.
NCT-A: Good changes.
NightGyr: Feel more like a Heavy now (or a 78 Tonner if that was a thing).
TBR-W: Works A LOT better.
HGN-IIC-C: Very good, Mobility Fixed it, maybe a slight buff to the ones that have less missles, somewhere to match the other 90T mechs.
WHK-C: Very Good, agile (The 2 PPC and 2 LPL worked well, would even work with 45 cap).
MKII-DS (Meta): Works a tad too well. Would even work really well with a cap of 45.
Conclusion from 2.0+2.1: Set Heat Cap to around 45. 40 to low, 50 too high. Give more mechs Mobility Changes to balance. Some of the ones that were changed need a tad more buff. Flamers need to be fixed. IS Ballistics (Especially IS UAC/10s) are too hot. Give IS Double Heat Sinks a ~.1 buff, Std Heat Sinks ~.2 buff to keep clan Alpha High but not hurt the IS side. Do this since clan DHS take one less slot/can fix more (Please don't Nerf the Clan DHS to fix this, will only cause problems). OH...one more thing...let this go live for better testing.
*Edit: My personal Main reason for around 45 is due to balance for Medium and Light Clan vs IS Mediums and Lights, given we increase the IS Double and Single heat sink buff. This would allow a 50 ton Clan to do 42 Alpha with 6 Med Lasers while moving, while the IS can continually fire 6 Med Lasers alpha. Gives different game play still but makes sure the Clans don't get nerfed too much (Also Ghost heat can be removed from most weapons).
Edited by Ragedog4, 25 August 2018 - 05:16 PM.