http://mwomercs.com/...ehind-14-sinks/
This thread is going to take a lot of the same prep work.
You can find that prep work there.
Anyway...
The Devs apparently want to prevent DHS from causing battles to become a Christmas-time laser light show. (lots of red and green).
This is their "current, intended" position. (pre-11/6/12 patch and effects, as far as I understand it)
(and yes, these graphs do NOT currently take the +15% rapid cooling pilot efficiency into account.)
Single Heat Sinks:
"Double" .14 HdR sinks:
The .14 HdR sinks limit the spike from Small and Medium Lasers to the point that they aren't out-competing the Ballistics.
However:
The problem I see with this is that all the ballistics are still markedly better DPS producers per ton mass than the vast majority of the energy weapons, and only the Small and Medium Lasers even have a decent chance of competing. This leaves the large energy weapons in a state where, while they still shoot, there are much better alternatives to be had.
Take, for example, the Gauss. In TT the Gauss was a really solid long range weapon. It out-damaged the ERPPC by +50% at the same rate of fire, for most of the ERPPC's range, and the ERPPC only had a narrow margin at the end of it's range where it actually could out-compete the Gauss.
However, the increase in the Gauss' RoF (and range) to the level it is at now has caused it to become so much better than the PPC (and everything else) that it is THE go-to ballistic for long range, short range, middle range... all the other ballistics have been pigeonholed in niche roles. The average increase in the rest of the ballistic rates of fire has caused them to become better than the Larger energy weapons in almost every case.
So the only time you see energy weapons taken is when the mech is deliberately suboptimal (large energy weapons taken just for the sake of having large energy weapons), when taking a ballistic isn't possible, or when the design deliberately boats Small or Medium lasers.
What I want to demonstrate is that it's possible to have a weapons balance where variety can rule, rather than just a single weapon or small group of weapons.
These are graphs of effects of some proposed changes. The same changes in question are represented in BOTH of them. The intent behind these is to produce maximum balance with minimum changes to the existing system
Single Heat sinks:
(without taking into account the +15% meaning singles with the 15% will be slightly better than this.)
Double Heat sinks:
(In reality these are 1.85 sinks... but with the +15% from the pilot efficiencies...Guess what, double efficiency. This graph doesn't take the 15% into account (rate is .185) meaning that with efficiency would be slightly better)
The changes to the weapons that produce these graph:
With the exception of the Gauss, most of these are relatively small tweaks. The Gauss tweak is so large because the the weapon shouldn't have ever had as low a cycle time as it did. The low cycle time combined with the low heat per shot is the ultimate source of all the problems with Gaussapults. The lack of heat limitation on the weapon caused that RoF to break the weapon.
I'd expect that if these values were implemented, there'd be at least one round of tweaks, because I fit these changes "by eye" rather than by math. But that aside, I'd expect that the balance would be better off overall with these changes than with the current numbers.
I really should start playing the game more...