JOATMON Incorporated, on 27 November 2023 - 09:57 AM, said:
Also if the clan DHS changes hit, do you really think the Alpha strikes just wont move over to the IS mechs?
With what heat sinks? The Inner Sphere doesn't
have a tool like Clan DHS - or rather, it has the exact same thing, but 33.3% worse. That's the outlier that's driving a good part of these builds; along with superior range, and space - neither of which are possible nerf points. You could make an argument for reducing range, but... while BT isn't a straightjacket for balance, it
is a necessary source for flavor, and removing the Clans' range advantage would be detrimental.
What you're proposing, literally putting all high-alpha (I assume you misspoke, since we're talking about the Big Alpha Smash meta) weapons into the same heat scale group has some pretty negative consequences. First, it won't help gig alphas per se; it'll just reduce the range, as people switch to mid-range guns which you will
then also have to add in. The second thing is, you'll have to figure out how to balance a grouping of different weapons with different HSLs, some of which are already balanced by heat
in different ways. Grouping Gauss Rifles and ERPPs is manageable, because it's a single, known interaction - but now you'd have to manage Gauss, and ERPPCs, and ERLLs, and cAC/10s, and LPLs, and whatever else we throw in. These weapons have
dramatically different DPH in many cases, which makes balancing them together properly a chore. It's also going to be really hard for players in the MechLab to figure out which combination of what guns is and is not going to penalize them, and a lot of people just won't put up with that.
Plus, that HAS meta perpetuates itself down the line of weight classes. A
lot of Clan Lights use the same laservomit builds as their higher-tonnage friends, just scaled down. TTB just did a video on the
Wolfhound C; he's a really good pilot, but my point isn't his performance. It's how he built it. I still can't link it from MechDB, but even if you use a copy of the Grinner MPL build, the Clan version has higher cooling, range, and dps - along with a higher heat cap than the Grinner (I use these two because they are a rare direct substitute; the WLF-C is an IS Wolfhound rebuilt with Clantech.)
So I totally get that we could do this through the Heat Scale system, but I can see some
serious potential pitfalls. On the other hand, nerfing DHS capacity will affect lighter 'mechs, but to a lesser degree - the nerf's severity literally scales down with tonnage, because a 20-ton Clan 'mech isn't using a lot of heat sinks anyway. A 75-ton
Laservomit Timber Wolf will be hit much more severely than a 35-ton Clan 'mech, and only somewhat more than an 85-ton Marauder IIC. It's not going to be a huge nerf for most 'mechs that aren't boating high-heat, high-alpha weapons.
PS: LRMs are
not a counter to alpha strike builds - quite the opposite, actually! Those builds generally sit next to cover and hammer people from range (another reason most of them are Clantech.) An LRM boat will force them back into cover if they're spotted (many of them use ECM,) but by the time those LRMs come in, most of their firepower is going to hit a building or wall: so it's, "poke, hide, cool, repeat" - which is the alpha build strategy already.